diff --git a/FightClub5eXML/Sources/SystemReferenceDocument/all-srd.xml b/FightClub5eXML/Sources/SystemReferenceDocument/all-srd.xml new file mode 100644 index 0000000..6332557 --- /dev/null +++ b/FightClub5eXML/Sources/SystemReferenceDocument/all-srd.xml @@ -0,0 +1,3283 @@ + + +Portable ramGYou can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.35.04.0 +Holy AvengerM(any sword), legendary (requires attunement by a paladin)You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. + 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.YES1d8S +Horn of ValhallaWrare (silver or brass), very rare (bronze), or legendary (iron)You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. + Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn’s type or determines it randomly. + If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.YES +Weapon, +1, +2, or +3Muncommon (+1), rare (+2), or very rare (+3)You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.YES1d4B +Alchemist's suppliesG8.050.0 +DefenderMlegendary (requires attunement)You gain a +3 bonus to attack and damage rolls made with this magic weapon. + The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. 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.3.0YES1d81d10SV,M +Stone of Controlling Earth ElementalsWrareIf the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. + Stone of Good Luck (Luckstone) + Wondrous item, uncommon (requires attunement) + While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.YES +Climber's kitGA 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.12.025.0 +Stone of Good Luck (Luckstone)Wuncommon (requires attunement)While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.YES +Fine clothesG6.015.0 +Armor of ResistanceLArare (requires attunement)You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.YES +Sun BladeMrare (requires attunement)This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. + You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. + The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.3.0YES1d81d10SV,M +CrowbarGUsing a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.5.02.0 +Arrow of SlayingAvery rareAn arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. 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 17 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, it becomes a nonmagical arrow. + Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.0.05YES +Ring of EvasionRGrare (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.YES +Sphere of AnnihilationWlegendaryThis 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. + The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. 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 (Arcana) 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 (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. + If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.YES +FlailM2.010.01d8BM +Ring of Free ActionRGrare (requires attunement)While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.YES +GreatswordM6.050.02d6SH,2H,M +Electrum (ep)$0.020.5 +Medallion of ThoughtsWuncommon (requires attunement)The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.YES +SlingR0.11d4BA30/120 +Gold (gp)$0.021.0 +Necklace of AdaptationWuncommon (requires attunement)While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).YES +Necklace of Prayer BeadsWrare (requires attunement by a cleric, druid, or paladin)This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. + Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.YES +Half plateMA40.0750.015 +Dust of DisappearanceWuncommonFound 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.YES +Signal whistleG0.05 +Dust of Sneezing and ChokingWuncommonFound 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 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.YES +Signet ringG5.0 +Dwarven ThrowerMvery rare (requires attunement by a dwarf)You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.2.0YES1d81d10BV,M +Tome of Leadership and InfluenceWvery rareThis book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.YES +SpellbookGEssential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.3.050.0 +Bead of ForceWrareThis small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. + 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. 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. 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 sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.YES +Talisman of Ultimate EvilWlegendary (requires attunement by a creature of evil alignment)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. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. + If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. + The talisman has 6 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.YES +Berserker AxeMrare (requires attunement)You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. + Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. + Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.4.0YES1d81d10SV,M +Universal SolventWlegendaryThis tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.YES +Hammer, sledgeG10.02.0 +Boots of Striding and SpringingWuncommon (requires attunement)While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.YES +Bowl of Commanding Water ElementalsWrareWhile this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. + The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.YES +AmuletG1.05.0 +Ring of ProtectionRGrare (requires attunement)You gain a +1 bonus to AC and saving throws while wearing this ring.YES +Cobbler's toolsG5.05.0 +Ring of ResistanceRGrare (requires attunement)You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.YES +Jeweler's toolsG2.025.0 +Ring of Spell TurningRGlegendary (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.YES +ScimitarM3.025.01d6SF,L,M +Painter's suppliesG5.010.0 +Ring of TelekinesisRGvery rare (requires attunement)While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.YES +WarhammerM2.015.01d81d10BV,M +Hand crossbowR3.075.01d6PA,L,LD,M30/120 +Pearl of PowerWuncommon (requires attunement by a spellcaster)While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.YES +Periapt of Proof against PoisonWrareThis 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.YES +Leather ArmorLA10.010.011 +Eyes of Minute SeeingWuncommonThese 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 while searching an area or studying an object within that range.YES +TorchGA torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.1.00.01 +Feather TokenWrareThis tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. + Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. + Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. + Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. + Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. + Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. + Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. + As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.YES +Ladder (10-foot)G25.00.1 +Iron Bands of BindingWrareThis rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. + 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 bands to contract and become a sphere once more. + A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. 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.YES +Wand of the War Mage, +1, +2, or +3WDuncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.YES +Cape of the MountebankWrareThis cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. 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. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.YES +ManaclesGThese 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.6.02.0 +Censer of Controlling Air ElementalsWrareWhile incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. + This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.YES +Wand of FireballsWDrare (requires attunement by a spellcaster)This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + 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.YES +RodG2.010.0 +Wand of Lightning BoltsWDrare (requires attunement by a spellcaster)This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + 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.YES +WandG1.010.0 +BackpackG5.02.0 +Robe of EyesWrare (requires attunement)This robe is adorned with eyelike patterns. 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. + The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. + A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.YES +Forgery kitGThis small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.5.015.0 +Dice setG0.1 +Robe of Useful ItemsWuncommonThis robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. + The robe has two of each of the following patches: +• Dagger +• Bullseye lantern (filled and lit) +• Steel mirror +• 10-foot pole +• Hempen rope (50 feet, coiled) +• Sack + In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.YES +Dragonchess setG0.51.0 +Spell ScrollSCScroll, variesA spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible. + If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. + Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. + The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.YES +Playing card setG0.5 +Potion of ClimbingPcommonWhen 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.0.5YES +Chain shirtMA20.050.013 +Gauntlets of Ogre PowerWuncommon (requires attunement)Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.YES +Gem of SeeingWrare (requires attunement)This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. + The gem regains 1d3 expended charges daily at dawn.YES +Paper (one sheet)G0.2 +Gloves of Missile SnaringWuncommon (requires attunement)These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.YES +Winged BootsWuncommon (requires attunement)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. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. + The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.YES +Perfume (vial)G5.0 +Goggles of NightWuncommonWhile 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.YES +Wand of WebWDuncommon (requires attunement by a spellcaster)This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. + 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.YES +Pick, miner'sG10.02.0 +Cloak of ProtectionWuncommon (requires attunement)You gain a +1 bonus to AC and saving throws while you wear this cloak.YES +Staff of FireSTvery rare (requires attunement by a druid, sorcerer, warlock, or wizard)You have resistance to fire damage while you hold this staff. + The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). + The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.YES +BasketG2.00.4 +Cloak of the Manta RayWuncommonWhile wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.YES +Staff of FrostSTvery rare (requires attunement by a druid, sorcerer, warlock, or wizard)You have resistance to cold damage while you hold this staff. + The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). + The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.YES +Ink (1 ounce bottle)G10.0 +Cube of ForceWrare (requires attunement)This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 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 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 cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.YES +BlanketG3.00.5 +Glass bottleG2.02.0 +Animated ShieldSvery rare (requires attunement)While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.6.0YES2 +DaggerM1.02.01d4PF,L,T20/60 +LuteG2.035.0 +GreatclubM10.00.21d8B2H +Potion of InvisibilityPvery rareThis 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.0.5YES +HandaxeM2.05.01d6SL,T20/60 +Potion of HeroismPrareFor 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.0.5YES +MaceM4.05.01d6B +Mace of DisruptionMrare (requires attunement)When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. + While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.4.0YES1d6B +Ioun StoneWrarity varies (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. + Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. + 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. + Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. + Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. + Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. + Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. + Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. + Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. + Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM. + Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone 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 this stone orbits your head, 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 stone is no longer stored in it, freeing up space. + Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. + Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.YES +Iron potG10.02.0 +QuiverGA quiver can hold up to 20 arrows.1.01.0 +Well of Many WorldsWlegendaryThis 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, whereupon 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 well of many worlds has opened a portal, it can’t do so again for 1d8 hours.YES +Rations (1 day)GRations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.2.00.5 +Deck of IllusionsWuncommonThis box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. + The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. + An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. + The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.YES +Staff of WitheringSTrare (requires attunement by a cleric, druid, or warlock)This staff has 3 charges and regains 1d3 expended charges daily at dawn. + The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must 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.YES +Chain (10 feet)GA chain has 10 hit points. It can be burst with a successful DC 20 Strength check.10.05.0 +ChestG25.05.0 +Costume clothesG4.05.0 +Component pouchGA component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).2.025.0 +Ring of Animal InfluenceRGrareThis 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 of its charges to cast one of the following spells: +• Animal friendship (save DC 13) +• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower +• Speak with animalsYES +Navigator's toolsGThis 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.2.025.0 +Ring of Elemental CommandRGlegendary (requires attunement)This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. + While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. + The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. + Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. + If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: +• You have resistance to lightning damage. +• You have a flying speed equal to your walking speed and can hover. +• You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). + Ring of Earth Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. + If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: +• You have resistance to acid damage. +• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. +• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). + Ring of Fire Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. + If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: +• You are immune to fire damage. +• You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). + Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. + If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: +• You can breathe underwater and have a swimming speed equal to your walking speed. +• You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).YES +Poisoner's kitGA 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.2.050.0 +BattleaxeM4.010.01d81d10SV,M +Copper (cp)$0.020.01 +Manual of Bodily HealthWvery rareThis book contains health and diet tips, and its words are charged with magic. 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. The manual then loses its magic, but regains it in a century.YES +GreataxeM7.030.01d12SH,2H,M +Silver (sp)$0.020.1 +Marvelous PigmentsWvery rareTypically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. + Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. + When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. + Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. + If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.YES +HalberdM6.020.01d10SH,R,2H,M +Mithral ArmorMA(medium or heavy, but not hide), uncommonMithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.YES12 +Ring mailHA40.030.014 +Necklace of FireballsWrareThis necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). + You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.YES +Dragon SlayerMrareYou gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.3.0YES1d81d10SV,M +ShovelG5.02.0 +Dust of DrynessWuncommonThis small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. + Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. + An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.YES +Sword of SharpnessM(any sword that deals slashing damage), very rare (requires attunement)When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. + 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 lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. + In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.YES1d8S +WhetstoneG1.00.01 +Bag of BeansWrareInside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. + If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. + If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.YES +Talisman of Pure GoodWlegendary (requires attunement by a creature of good alignment)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. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. + If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. + 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.YES +Fishing tackleGThis kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.4.01.0 +Bag of TricksWuncommonThis ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. + You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. + The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.YES +Talisman of the SphereWlegendary (requires attunement)When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.YES +Holy water (flask)GAs an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. + A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.1.025.0 +Belt of DwarvenkindWrare (requires attunement)While wearing this belt, you gain the following benefits: + + • Your Constitution score increases by 2, to a maximum of 20. + • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. + + In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. + If you aren't a dwarf, you gain the following additional benefits while wearing the belt: + + • You have advantage on saving throws against poison, and you have resistance against poison damage. + • You have darkvision out to a range of 60 feet. + • You can speak, read, and write Dwarvish.YES +Tome of UnderstandingWvery rareThis book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.YES +HammerG3.02.0 +Boots of LevitationWrare (requires attunement)While you wear these boots, you can use an action to cast the levitate spell on yourself at will.YES +Healer's kitGThis kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.3.05.0 +MorningstarM4.015.01d8PM +PikeM18.05.01d10PH,R,2H,M +Glassblower's toolsG5.030.0 +Ring of Spell StoringRGrare (requires attunement)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. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. + 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.YES +RapierM2.025.01d8PF,M +Mason's toolsG8.010.0 +Oil of SharpnessPvery rareThis 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 is magical and has a +3 bonus to attack and damage rolls.YES +TridentM4.05.01d61d8PT,V,M20/60 +Oil of SlipperinessPuncommonThis sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. + Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.YES +Eversmoking BottleWuncommonSmoke leaks from the lead stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60 foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. + The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.YES +Two-person tentGA simple and portable canvas shelter, a tent sleeps two.20.02.0 +Eyes of CharmingWuncommon (requires attunement)These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.YES +Carpenter's toolsG6.07.0 +Eyes of the EagleWuncommon (requires attunement)These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.YES +Wand of BindingWDrare (requires attunement by a spellcaster)This wand has 7 charges for the following properties. It 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. + Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). + Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.YES +Brewer's suppliesG9.010.0 +Brazier of Commanding Fire ElementalsWrareWhile a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. +The brazier weighs 5 pounds.YES +Wand of FearWDrare (requires attunement)This wand has 7 charges for the following properties. It 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. + Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). + Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or 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. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.YES +Bullseye LanternGA 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.2.010.0 +Candle of InvocationWvery rare (requires attunement)This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. + + d20 Alignment d20 Alignment + 1-2 Ch aotic evi l 10-11 Neutral + 3-4 Chaotic neutral 12-13 Neutral good + 5-7 Chaotic good 14- 15 Lawfu l evil + 8-9 Neutral evil 16-17 Lawful neutral + 18-20 Lawful good + + The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. + While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose a lignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. + Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.YES +Carpet of FlyingWvery rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. + Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly. + + dlOO Size Capacity Flying Speed + 01- 20 3 ft. X 5 ft. 200 lb. 80 feet + 21-55 4ft. X 6ft. 400 lb. 60 feet + 56- 80 5 ft . X 7 ft. 600 lb. 40 feet + 81-100 6ft. X 9ft. 800 lb. 30 feet + + A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.YES +Circlet of BlastingWuncommonWhile wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5'. The circlet can't be used this way again until the next dawn.YES +StaffG4.05.0 +Ring of Three WishesRGlegendaryWhile wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.YES +Woodcarver's toolsG5.01.0 +Ring of X-ray VisionRGrare (requires attunement)While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. + Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.YES +AbacusG2.02.0 +Robe of StarsWvery rare (requires attunement)This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. + Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. + While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.YES +Armor, +1, +2, or +3LArare (+1), very rare (+2), or legendary (+3)You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.YES +Spellguard ShieldSvery 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.6.0YES2 +Three-Dragon Ante setG1.0 +Pipes of the SewersWuncommon (requires attunement)You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. + The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. + Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.YES +ArrowsA0.050.05 +Plate Armor of EtherealnessHAlegendary (requires attunement)While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.65.0YES1815 +Hide ArmorMA12.010.012 +LockGA 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.1.010.0 +Frost BrandM(any sword), very rare (requires attunement)When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. + In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.YES1d8S +Giant SlayerM(any axe or sword), rareYou gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall + prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.YES1d8S +Wand of ParalysisWDrare (requires attunement by a spellcaster)This wand has 7 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 + 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.YES +Oil (flask)GOil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.1.00.1 +Wand of SecretsWDuncommonThe 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.YES +Staff of CharmingSTrare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. + If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.YES +Cloak of ElvenkindWuncommon (requires attunement)While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.YES +Staff of HealingSTrare (requires attunement by a bard, cleric, or druid)This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). + The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.YES +JugG4.00.02 +Cloak of the BatWrare (requires attunement)While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fa il to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. + While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.YES +BedrollG7.01.0 +Rod of RulershipRDrare (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.YES +BucketG2.00.05 +Sovereign GlueWlegendaryThis viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. + One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.YES +FluteG1.02.0 +Rope of EntanglementWrareThis rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward 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. + The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.YES +Alchemist's fire (flask)GThis sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.1.050.0 +Potion of Gaseous FormPrareWhen you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.0.5YES +Scale mailMA45.050.014 +Potion of HealingPrarity variesYou 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.0.5YES +Lantern of RevealingWuncommon 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.YES +Hat of DisguiseWuncommon (requires attunement)While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.YES +PitonG0.250.05 +Helm of BrillianceWvery rare (requires attunement)This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. + You gain the following benefits while wearing it: + You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. + Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.YES +Pole (10-foot)G7.00.05 +Potion of healingGA character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.0.550.0 +Staff of the WoodlandsSTrare (requires attunement by a druid)This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. + The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. + Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). + You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. + The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.YES +Ink penG0.02 +Staff of Thunder and LightningSTvery rare (requires attunement)This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. + Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. + Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. 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 tip 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 the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. + Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.YES +Map or scroll caseGThis cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.1.01.0 +Deck of Many ThingsWlegendaryUsually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. + Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. + Once a card is drawn, it fades from existence. Unless the card is the Fool or the jester, the card reappears in the deck, making it possible to draw the same card twice. + Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. + Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. + Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. + Euryale. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. + The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. + Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. + Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. + Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. + Idiot. Permanently reduce your Intelligence by ld4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. + Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. + Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. + Moon. You are granted the ability to cast the wish spell 1d3 times. + Rogue. A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. + Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. + Skull. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks yo~, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. + Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. + Sun. You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. + Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. + Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. + Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. + The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cardsYES +Chalk (1 piece)G0.01 +Common clothesG3.00.5 +Potion of Water BreathingPuncommonYou can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.YES +ViolG1.030.0 +Shield of Missile AttractionSrare (requires attunement)While holding this shield, you have resistance to damage from ranged weapon attacks. + Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.6.0YES2 +SpearM3.01.01d61d8PT,V20/60 +Ring of Djinni SummoningRGlegendary (requires attunement)While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. + While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. + After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.YES +DartR0.250.051d4PF,T20/60 +Amulet of HealthWrare (requires attunement)Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.YES +Manual of Gainful ExerciseWvery rareThis book describes fitness exercises, and its words are charged with magic. 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. The manual then loses its magic, but regains it in a century.YES +Thieves' toolsGThis set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.1.025.0 +Mantle of Spell ResistanceWrare (requires attunement)You have advantage on saving throws against spells while you wear this cloak.YES +GlaiveM6.020.01d10SH,R,2H,M +Manual of Quickness of ActionWvery rareThis book contains coordination and balance exercises, and its words are charged with magic. 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. The manual then loses its magic, but regains it in a century.YES +Mirror of Life TrappingWvery rareWhen 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, and constructs succeed on the saving throw automatically. + 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. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. + 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 and facing away from it.YES +Horn of BlastingWrareYou 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’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.YES +Hempen rope (50 feet)GRope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.10.01.0 +Merchant's scaleGA 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.3.05.0 +WaterskinG5.00.2 +Dragon Scale MailMAvery rare (requires attunement)Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. + While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.45.0YES14 +Sealing waxG0.5 +Demon ArmorHAvery rare (requires attunement)While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. + Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.65.0YES1815 +Sword of Life StealingM(any sword), rare (requires attunement)When you attack a creature with this magic weapon 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.YES1d8S +Sprig of mistletoeG1.0 +Dimensional ShacklesWrareYou 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.YES +Wooden staffG4.05.0 +Bag of HoldingWuncommonThis 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 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, 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. 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. + Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.YES +Trident of Fish CommandMuncommon (requires attunement)This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.4.0YES1d61d8PT,V20/60 +Belt of Giant StrengthWrarity varies (requires attunement)While wearing this belt, your Strength score changes to a score granted by the belt. 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. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.YES +Grappling hookG4.02.0 +Ring of InvisibilityRGlegendary (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.YES +MaulM10.010.02d6BH,2H,M +Ring of RegenerationRGrare (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.YES +Crossbow boltsA0.0750.05 +Cook's utensilsG8.01.0 +OathbowRvery rare (requires attunement)When you nock an arrow n this bow, it whispers in Elvish, “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. + While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.2.0YES1d8PA,H,2H,M150/600 +War pickM2.05.01d8PM +Potion of Mind ReadingPrareWhen you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.0.5YES +Oil of EtherealnessPrareBeads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.YES +Elemental GemWuncommonThis gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell.YES +TinderboxGThis small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.1.00.5 +Elven ChainMArareYou gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.20.0YES13 +TankardG0.02 +Immovable RodRDuncommonThis flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically 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.YES +Wand of Enemy DetectionWDrare (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.YES +VialG1.0 +Boots of the WinterlandsWuncommon (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. + • You ignore difficult terrain created by ice or snow. + • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.YES +Vorpal SwordM(any sword that deals slashing damage), legendary (requires attunement)You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. + When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.YES1d8S +Bracers of DefenseWrare (requires attunement)While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.YES +Broom of FlyingWuncommonThis wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. + You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.YES +CrystalG1.010.0 +OrbG3.020.0 +Ring of SwimmingRGuncommonYou have a swimming speed of 40 feet while wearing this ring.YES +Smith's toolsG8.020.0 +BlowgunR1.010.01PA,LD,M25/100 +Weaver's toolsG5.01.0 +Ring of Water WalkingRGuncommonWhile wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.YES +Ammunition, +1, +2, or +3Auncommon (+1), rare (+2), or very rare (+3)You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.YES +Robe of Scintillating ColorsWvery rare (requires attunement)This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.YES +Acid (vial)GAs an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.1.025.0 +Pipes of HauntingWuncommonYou must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.YES +NetRA Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. + When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.3.01.0S,T,M5/15 +Padded ArmorLA8.05.011 +BreastplateMA20.0400.014 +Portable HoleWrareThis 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 a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. + 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. + If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. + Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.0.5YES +Hooded LanternGA 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.2.05.0 +Folding BoatWrareThis object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. + One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. + The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. + When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. + The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.YES +Mess kitGThis 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.1.00.2 +Gem of BrightnessWuncommonThis prism has 50 charges. While you are holding it, you can use an action to speak one of three 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. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. +• 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 of you. The creature must succeed on a DC 15 Constitution saving throw 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 itself 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. + When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.YES +Wand of Magic MissilesWDuncommonThis wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + 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.YES +Mirror, steelG0.55.0 +Wand of PolymorphWDvery rare (requires attunement by a spellcaster)This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. + 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.YES +Ball bearingsGAs 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.0.0021.0 +Cloak of DisplacementWrare (requires attunement)While you wear this cloak, it projects an illusion 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. This property is suppressed while you are in-capacitated, restrained, or otherwise unable to move.YES +BarrelG70.02.0 +Rod of AlertnessRDvery rare (requires attunement)This rod has a flanged head and the following properties. + Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. + Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. + Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. + The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.YES +Amulet of the PlanesWvery rare (requires attunement)While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a dlOO. On a 1- 60, you travel to a random location on the plane you named. On a 61- 100, you travel to a randomly determined plane of existence.YES +Rod of Lordly MightRDlegendary (requires attunement)This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. 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. + Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. + If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head. + If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. + If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. + If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. + If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. + If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. + 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.YES +Herbalism kitGThis kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.3.05.0 +DrumG3.06.0 +ClubM2.00.11d4BL +DulcimerG10.025.0 +Potion of ClairvoyancePrareWhen you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.0.5YES +Potion of DiminutionPrareWhen you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.0.5YES +Potion of FlyingPvery rareWhen you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.0.5YES +Potion of Giant StrengthPrarity variesWhen 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. + This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. + Type of Giant Strength Rarity + Hill giant 21 + Frost/stone giant 23 + Fire giant 25 + Cloud giant 27 + Storm giant 29 + Potion of Growth + Potion, uncommon + Uncommon + Rare + Rare + Very rare + Legendary + When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.0.5YES +Handy HaversackWrareThis backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. + Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. + The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. + Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.YES +PitcherG4.00.02 +Instant FortressWrareYou can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. + The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. + Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. + The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.YES +Poison, basic (vial)GYou can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.100.0 +Helm of Comprehending LanguagesWuncommonWhile wearing this helm, you can use an action to cast the comprehend languages spell from it at will.YES +Staff of StrikingSTvery rare (requires attunement)This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. + The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.YES +Calligrapher's suppliesG5.010.0 +Cubic GateWlegendaryThis cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to plane: determined by the DM. + You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. + The cube has 3 charges. Each use of the cube expend: 1 charge. The cube regains ld3 expended charges daily at dawn.YES +Staff of the MagiSTlegendary (requires attunement by a sorcerer, warlock, or wizard)This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. + The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. + Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, 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 gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). + Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). + You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. + Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. + You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.YES +BookGA book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).5.025.0 +Dancing SwordMvery rare (requires attunement)You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The -word uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause rhe sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it ies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.3.0YES1d81d10SV,M +Staff of the PythonSTuncommon (requires attunement by a cleric, druid, or warlock)You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. + On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. + If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.YES +ReliquaryG2.05.0 +Decanter of Endless WaterWuncommonThis stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. + You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: + • ""Stream"" produces 1 gallon of water. + • ""Fountain"" produces 5 gallons of water. + • ""Geyser"" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.YES +Crossbow bolt caseGThis wooden case can hold up to twenty crossbow bolts.1.01.0 +Scarab of ProtectionWlegendary (requires attunement)If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: +• You have advantage on saving throws against spells. +• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.YES +HornG2.03.0 +Scimitar of SpeedMvery rare (requires attunement)You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.3.0YES1d6SF,L +JavelinM2.00.51d6PT30/120 +ShawmG1.02.0 +Restorative OintmentWuncommonThis glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture 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.YES +SickleM2.01.01d4SL +Luck BladeM(any sword), legendary (requires attunement)You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. + Luck. If the sword 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. + Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge + and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.YES1d8S +Light crossbowR5.025.01d8PA,LD,2H80/320 +Mace of SmitingMrareYou gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. + 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.4.0YES1d6B +ShortbowR2.025.01d6PA,2H80/320 +Mace of TerrorMrare (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. 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. 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. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. + The mace regains 1d3 expended charges daily at dawn.4.0YES1d6B +Manual of GolemsWvery rareThis tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage. + To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. + Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.YES +Chain mailHA55.075.01613 +Helm of TeleportationWrare (requires attunement)This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.YES +Silk rope (50 feet)GRope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.5.010.0 +RobesG4.01.0 +Horseshoes of a ZephyrWvery rareThese iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.YES +SackG0.50.01 +Horseshoes of SpeedWrareThese iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet.YES +Wind FanWuncommonWhile holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.YES +Armor of InvulnerabilityHAlegendary (requires attunement)You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.65.0YES1815 +Traveler's clothesG4.02.0 +Armor of VulnerabilityHArare (requires attunement)While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. + Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic: removing the armor fails to end the curse. While cursed you have vulnerability to two of the three damage type associated with the armor (not the one to which it grants resistance).65.0YES1815 +Yew wandG1.010.0 +Arrow-Catching ShieldSrare (requires attunement)You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, 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.6.0YES2 +Sword of WoundingM(any sword), 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 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.YES1d8S +TotemG1.0 +Bag of DevouringWvery rareThis bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. + The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. + Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. + If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.YES +FlaskG1.00.02 +Ring of Feather FallingRGrare (requires attunement)When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.YES +Slippers of Spider ClimbingWuncommon (requires attunement)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.YES +Sling bulletsA0.0750.002 +Adamantine ArmorMA(medium or heavy, but not hide), uncommonThis suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.YES +Ring of JumpingRGuncommon (requires attunement)While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.YES +LanceMYou have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.6.010.01d12PR,S,M +Amulet of Proof Against Detection and LocationWuncommon (requires attunement)While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.YES +Ring of Mind ShieldingRGuncommon (requires attunement)While wearing this ring, you are immune to magic that allows other creatures to 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. + If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.YES +LongswordM3.015.01d81d10SV,M +Platinum (pp)$0.0210.0 +Nine Lives StealerM(any sword), very rare (requires attunement)You gain a +2 bonus to attack and damage rolls made with this magic weapon. + The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.YES1d8S +Splint ArmorHA60.0200.01715 +Dwarven PlateHAvery rareWhile wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.65.0YES1815 +SoapG0.02 +Efficient QuiverWuncommonEach of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. + You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.YES +Iron spikesG0.51.0 +Efreeti BottleWvery rareThis painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. + The first time the bottle is opened, the GM rolls to determine what happens.YES +Tome of Clear ThoughtWvery rareThis book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.YES +SpyglassGObjects viewed through a spyglass are magnified to twice their size.1.01000.0 +Boots of ElvenkindWuncommonWhile you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.YES +Boots of SpeedWrare (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, the magic ceases to function until you finish a long rest.YES +Vicious WeaponM(any), rareWhen you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.YES1d8S +Hunting trapGWhen 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, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.25.05.0 +Bracers of ArcheryWuncommon (requires attunement)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.YES +EmblemG5.0 +Brooch of ShieldingWuncommon (requires attunement)While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.YES +AntitoxinGA creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.50.0 +Ring of Shooting StarsRGvery rare (requires attunement outdoors at night)While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. + Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. + Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. + Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. + As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. + Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.YES +Leatherworker's toolsG5.05.0 +Shield, +1, +2, or +3Suncommon (+1), rare (+2), or very rare (+3)While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.6.0YES2 +ShortswordM2.010.01d6PF,L,M +Potter's toolsG3.010.0 +Ring of the RamRGrare (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 spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. + Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.YES +WhipM3.02.01d4SF,R,M +Tinker's toolsG10.050.0 +Ring of WarmthRGuncommon (requires attunement)While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.YES +Heavy crossbowR18.050.01d10PA,H,LD,2H,M100/400 +Disguise kitGThis 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.3.025.0 +Periapt of HealthWuncommonYou 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.YES +LongbowR2.050.01d8PA,H,2H,M150/600 +Periapt of Wound ClosureWuncommon (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.YES +Philter of LovePuncommonThe next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.YES +Potion of Animal FriendshipPuncommonWhen you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.0.5YES +Studded Leather ArmorLA13.045.012 +Iron FlaskWlegendaryThis iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. + You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. + An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.YES +LampGA 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.1.00.5 +Figurine of Wondrous PowerWrarity by figurineA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature + reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. + Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. + Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. + Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. + Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: +• The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. +• The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. +• The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. + Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. + Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. + If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. + Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. + Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.YES +Flame TongueM(any sword), rare (requires attunement)You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.YES1d8S +Chime of OpeningWrareThis hollow metal tube measures about 1 foot long and :-veighs 1 pound. You can strike it as an action, pointing 1t at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. + The chime can be used ten times. After the tenth time it cracks and becomes useless.YES +Wings of FlyingWrare (requires attunement)While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours.YES +Magnifying glassGThis 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.100.0 +Cloak of ArachnidaWvery rare (requires attunement)This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: + + • You have resistance to poison damage. + • You have a climbing speed equal to your walking speed. + • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. + • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. + • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.YES +Wand of Magic DetectionWDuncommonThis wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.YES +Wand of WonderWDrare (requires attunement by a spellcaster)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.YES +HourglassG1.025.0 +Robe of the ArchmagiWlegendary (requires attunement by a sorcerer, warlock, or wizard)This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. + 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.YES +Rod of AbsorptionRDvery rare (requires attunement)While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. + When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. + If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. + A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.YES +Blowgun needlesA0.020.02 +Apparatus of the CrabWlegendaryThis item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. + The apparatus of the Crab is a Large object with the following statistics: + + Armor Class: 20 + Hit Points: 200 + Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) + Damage Immunities: poison, psychic + + To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. + The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. + A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.YES +Rod of SecurityRDvery rareWhile 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 example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. + 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.YES +Plate ArmorHA65.01500.01815 +BagpipesG6.030.0 +ShieldS6.010.02 +Potion of SpeedPvery rareWhen you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.0.5YES +Glamoured Studded LeatherLArareWhile wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.13.0YES12 +Parchment (one sheet)G0.1 +Gloves of Swimming and ClimbingWuncommon (requires attunement)While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.YES +Hammer of ThunderboltsMlegendaryYou gain a +1 bonus to attack and damage rolls made with this magic weapon. + Giant’s Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. + The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.10.0YES2d6BH,2H,M +Headband of IntellectWuncommon (requires attunement)Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.YES +Cartographer's toolsG6.015.0 +Crystal BallWvery rare or legendary (requires attunement)The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + The following crystal ball variants are legendary items and have additional properties. + Crystal Ball of Mind Reading. You can use an action to cast the detect thoughts spell (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. + Crystal Ball of Telepathy. 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 cast the suggestion spell (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. + Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.YES +Staff of PowerSTvery rare (requires attunement by a sorcerer, warlock, or wizard)This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. + 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, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. + Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. + You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.YES +BellG1.0 +Staff of Swarming InsectsSTrare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. + Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.YES +Block and tackleGA 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.5.01.0 +Dagger of VenomMrareYou gain a +1 bonus to attack and damage rolls made with this magic weapon. + You can use an action to cause thick, black poison to coat the blade. 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.1.0YES1d4PF,L,T20/60 +CaltropsGAs 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.2.01.0 +Rope of ClimbingWuncommonThis 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. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. + If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. + The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.YES +CandleGFor 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.0.01 +LyreG2.030.0 +Light hammerM2.02.01d4BL,T20/60 +Pan fluteG2.012.0 +Javelin of LightningMuncommonThis javelin is a magic weapon. When you hurl it and speak its command word, it 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 target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. + The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.2.0YES1d6PT30/120 +QuarterstaffM4.00.21d61d8BV +Potion of PoisonPuncommonThis concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. + If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.0.5YES +Unarmed strikeM1B +Potion of ResistancePuncommonWhen 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.0.5YES +Helm of TelepathyWuncommon (requires attunement)While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. + While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.YES +PouchGA cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).1.00.5 +Mirror Image2ISelfV, S1 minuteThree illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. + Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. + If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. + A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. + A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Sorcerer, Warlock, Wizard +Haste3T30 feetV, S, M (a shaving of licorice root)Concentration, up to 1 minuteChoose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. + When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.Sorcerer, Wizard +Faerie Fire1EV60 feetVConcentration, up to 1 minuteEach object in a 20 foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10 foot radius. + Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Bard, Druid +Circle of Death6N150 feetV, S, M (the powder of a crushed black pearl worth at least 500 gp)InstantaneousA sphere of negative energy ripples out in a 60 foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.Sorcerer, Warlock, Wizard +Moonbeam2EV120 feetV, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)Concentration, up to 1 minuteA silvery beam of pale light shines down in a 5 foot radius, 40 foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. + When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. + A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. + On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.Druid +True Seeing6DTouchV, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)1 hourThis spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.Bard, Cleric, Sorcerer, Warlock, Wizard +Forbiddance6AYESTouchV, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)1 dayYou create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. + In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). + When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. + The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.Cleric +Barkskin2TTouchV, S, M (a handful of oak bark)Concentration, up to 1 hourYou touch a willing creature. Until the spell ends, the target’s skin has a rough, bark like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.Druid, Ranger +Darkvision2TTouchV, S, M (either a pinch of dried carrot or an agate)8 hoursYou touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.Druid, Ranger, Sorcerer, Wizard +Hold Monster5EN90 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minuteChoose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.Bard, Sorcerer, Warlock, Wizard +Spiritual Weapon2EV60 feetV, S1 minuteYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. + As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. + The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Cleric +Dominate Person5EN60 feetV, SConcentration, up to 1 minuteYou attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + At Higher Levels. When you cast this spell using a 6th level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.Bard, Sorcerer, Wizard +Misty Step2CSelfVInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.Sorcerer, Warlock, Wizard +Legend Lore5DSelfV, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)InstantaneousName or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. + The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”Bard, Cleric, Wizard +Fly3TTouchV, S, M (a wing feather from any bird)Concentration, up to 10 minutesYou touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.Sorcerer, Warlock, Wizard +Hideous Laughter1EN30 feetV, S, M (tiny tarts and a feather that is waved in the air)Concentration, up to 1 minuteA creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. + At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.Bard, Wizard +Major Image3I120 feetV, S, M (a bit of fleece)Concentration, up to 10 minutesYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20 foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). + As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.Bard, Sorcerer, Warlock, Wizard +Conjure Minor Elementals4C90 feetV, SConcentration, up to 1 hourYou summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: + +• One elemental of challenge rating 2 or lower +• Two elementals of challenge rating 1 or lower +• Four elementals of challenge rating 1/2 or lower +• Eight elementals of challenge rating 1/4 or lower. + +An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. + The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. + The GM has the creatures’ statistics. + At Higher Levels. When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.Druid, Wizard +True Polymorph9T30 feetV, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)Concentration, up to 1 hourChoose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. + This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. + Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. + The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. + The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. + The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. + Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. + If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. + Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.Bard, Warlock, Wizard +Mind Blank8ATouchV, S24 hoursUntil the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.Bard, Wizard +Branding Smite2EVSelfVConcentration, up to 1 minuteThe next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.Paladin +Resurrection7NTouchV, S, M (a diamond worth at least 1,000 gp, which the spell consumes)InstantaneousYou touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. + This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. + This spell closes all mortal wounds and restores any missing body parts. + Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. + Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.Bard, Cleric +Reverse Gravity7T100 feetV, S, M (a lodestone and iron filings)Concentration, up to 1 minuteThis spell reverses gravity in a 50 foot radius, 100 foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. + If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. + At the end of the duration, affected objects and creatures fall back down.Druid, Sorcerer, Wizard +Wind Wall3EV120 feetV, S, M (a tiny fan and a feather of exotic origin)Concentration, up to 1 minuteA wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. + When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.Druid, Ranger +Private Sanctum4A120 feetV, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)24 hoursYou make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. + When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: + +• Sound can’t pass through the barrier at the edge of the warded area. +• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. +• Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. +• Creatures in the area can’t be targeted by divination spells. +• Nothing can teleport into or out of the warded area. +• Planar travel is blocked within the warded area. + + Casting this spell on the same spot every day for a year makes this effect permanent. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.Wizard +Etherealness7TSelfV, SUp to 8 hoursYou step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. + While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. + You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. + When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. + This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. + At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.Bard, Cleric, Sorcerer, Warlock, Wizard +Ray of FrostEV60 feetV, SInstantaneousA frigid beam of blue white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. + The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sorcerer, Wizard +Wall of Stone5EV120 feetV, S, M (a small block of granite)Concentration, up to 10 minutesA nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10 foot by 10 foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10 foot by 20 foot panels that are only 3 inches thick. + If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. + The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. + If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. + The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion. + If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.Druid, Sorcerer, Wizard +Magic Missile1EV120 feetV, SInstantaneousYou create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Sorcerer, Wizard +Enthrall2EN60 feetV, S1 minuteYou weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.Bard, Warlock +Fabricate4T120 feetV, SInstantaneousYou convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. + Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10 foot cube, or eight connected 5 foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5 foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. + Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.Wizard +Gate9C60 feetV, S, M (a diamond worth at least 5,000 gp)Concentration, up to 1 minuteYou conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. + The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. + Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. + When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.Cleric, Sorcerer, Wizard +Animal Friendship1EN30 feetV, S, M (a morsel of food)24 hoursThis spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. + At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.Bard, Druid, Ranger +Command1EN60 feetV1 roundYou speak a one word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. + Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. + Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. + Drop. The target drops whatever it is holding and then ends its turn. + Flee. The target spends its turn moving away from you by the fastest available means. + Grovel. The target falls prone and then ends its turn. + Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Cleric, Paladin +True Resurrection9NTouchV, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)InstantaneousYou touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. + This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. + The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.Cleric, Druid +Magic Jar6NSelfV, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)Until dispelledYour body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. + You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. + Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. + Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. + While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. + If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. + When the spell ends, the container is destroyed.Wizard +Move Earth6T120 feetV, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)Concentration, up to 2 hoursChoose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40 foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. + At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. + Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. + This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. + Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.Druid, Sorcerer, Wizard +Protection from Poison2ATouchV, S1 hourYou touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. + For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.Cleric, Druid, Paladin, Ranger +Shield1ASelfV, S1 roundAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Sorcerer, Wizard +Earthquake8EV500 feetV, S, M (a pinch of dirt, a piece of rock, and a lump of clay)Concentration, up to 1 minuteYou create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100 foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. + The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. + When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. + This spell can have additional effects depending on the terrain in the area, as determined by the GM. + Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. + A fissure that opens beneath a structure causes it to automatically collapse (see below). + Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.Cleric, Druid, Sorcerer +Purify Food and Drink1TYES10 feetV, SInstantaneousAll nonmagical food and drink within a 5 foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.Cleric, Druid, Paladin +Unseen Servant1CYES60 feetV, S, M (a piece of string and a bit of wood)1 hourThis spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. + Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. + If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.Bard, Warlock, Wizard +Detect Thoughts2DSelfV, S, M (a copper piece)Concentration, up to 1 minuteFor the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. + You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. + Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. + You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. + Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.Bard, Sorcerer, Wizard +Augury2DYESSelfV, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)InstantaneousBy casting gem inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: + +• Weal, for good results +• Woe, for bad results +• Weal and woe, for both good and bad results +• Nothing, for results that aren’t especially good or bad + + The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. + If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Cleric +Contact Other Plane5DYESSelfV1 minuteYou mentally contact a demigod, the spirit of a long dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. + On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one word answer would be misleading, the GM might instead offer a short phrase as an answer.Warlock, Wizard +Polymorph4T60 feetV, S, M (a caterpillar cocoon)Concentration, up to 1 hourThis spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. + The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. + The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. + The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. + The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.Bard, Druid, Sorcerer, Wizard +Secret Chest4CTouchV, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)InstantaneousYou hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). + While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. + After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.Wizard +Detect Poison and Disease1DYESSelfV, S, M (a yew leaf)Concentration, up to 10 minutesFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. + The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Cleric, Druid, Paladin, Ranger +Lightning Bolt3EVSelf (100 foot line)V, S, M (a bit of fur and a rod of amber, crystal, or glass)InstantaneousA stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. + The lightning ignites flammable objects in the area that aren’t being worn or carried. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Sorcerer, Wizard +Animate Objects5T120 feetV, SConcentration, up to 1 minuteObjects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. + As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + +Animated Object Statistics +Tiny. 20 HP, 18 AC, +8 to hit (1d4 + 4 damage), Str 4, Dex 18 +Small. 25 HP, 16 AC, +6 to hit (1d8 + 2 damage), Str 6, Dex 14 +Medium. 40 HP, 13 AC, +5 to hit (2d6 + 1 damage), Str 10, Dex 12 +Large. 50 HP, 10 AC, +6 to hit (2d10 + 2 damage), Str 14, Dex 10 +Huge. 80 HP, 10 AC, +8 to hit (2d12 + 4 damage), Str 18, Dex 6 + + An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. + At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.Bard, Sorcerer, Wizard +Giant Insect4T30 feetV, SConcentration, up to 10 minutesYou transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. + Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. + A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. + The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.Druid +Zone of Truth2EN60 feetV, S10 minutesYou create a magical zone that guards against deception in a 15 foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. + An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Bard, Cleric, Paladin +Cure Wounds1EVTouchV, SInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Bard, Cleric, Druid, Paladin, Ranger +Stinking Cloud3C90 feetV, S, M (a rotten egg or several skunk cabbage leaves)Concentration, up to 1 minuteYou create a 20 foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. + Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. + A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.Bard, Sorcerer, Wizard +Hold Person2EN60 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minuteChoose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.Bard, Cleric, Druid, Sorcerer, Warlock, Wizard +Chain Lightning6EV150 feetV, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)InstantaneousYou create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. + A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.Sorcerer, Wizard +Slow3T120 feetV, S, M (a drop of molasses)Concentration, up to 1 minuteYou alter time around up to six creatures of your choice in a 40 foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. + An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. + If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. + A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.Sorcerer, Wizard +Fire Storm7EV150 feetV, SInstantaneousA storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10 foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. + The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.Cleric, Druid, Sorcerer +Storm of Vengeance9CSightV, SConcentration, up to 1 minuteA churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. + Each round you maintain concentration on this spell, the storm produces additional effects on your turn. + Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. + Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. + Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. + Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.Druid +Tree Stride5CSelfV, SConcentration, up to 1 minuteYou gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. + You can use this transportation ability once per round for the duration. You must end each turn outside a tree.Druid, Ranger +Black Tentacles4C90 feetV, S, M (a piece of tentacle from a giant octopus or a giant squid)Concentration, up to 1 minuteSquirming, ebony tentacles fill a 20 foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. + When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. + A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.Wizard +Sanctuary1A30 feetV, S, M (a small silver mirror)1 minuteYou ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. + If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.Cleric +Creation5I30 feetV, S, M (a tiny piece of matter of the same type of the item you plan to create)SpecialYou pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5 foot cube, and the object must be of a form and material that you have seen before. + The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. + Material Duration + Vegetable matter 1 day + Stone or crystal 12 hours + Precious metals 1 hour + Gems 10 minutes + Adamantine or mithral 1 minute + Using any material created by this spell as another spell’s material component causes that spell to fail. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.Sorcerer, Wizard +Instant Summons6CYESTouchV, S, M (a sapphire worth 1,000 gp)Until dispelledYou touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. + At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. + If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. + Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.Wizard +Compulsion4EN30 feetV, SConcentration, up to 1 minuteCreatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. + A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.Bard +Find Steed2C30 feetV, SInstantaneousYou summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. + Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. + When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. + While your steed is within 1 mile of you, you can communicate with it telepathically. + You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.Paladin +Locate Creature4DSelfV, S, M (a bit of fur from a bloodhound)Concentration, up to 1 hourDescribe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. + The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. + This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.Bard, Cleric, Druid, Paladin, Ranger, Wizard +Silent Image1I60 feetV, S, M (a bit of fleece)Concentration, up to 10 minutesYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15 foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. + You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.Bard, Sorcerer, Wizard +Daylight3EV60 feetV, S1 hourA 60 foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. + If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. + If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.Cleric, Druid, Paladin, Ranger, Sorcerer +Inflict Wounds1NTouchV, SInstantaneousMake a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Cleric +Disintegrate6T60 feetV, S, M (a lodestone and a pinch of dust)InstantaneousA thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. + A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. + A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. + This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10 foot cube portion of it. A magic item is unaffected by this spell. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.Sorcerer, Wizard +Shapechange9TSelfV, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)Concentration, up to 1 hourYou assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. + Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. + You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. + You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. + When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. + During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.Druid, Wizard +Magic Weapon2TTouchV, SConcentration, up to 1 hourYou touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.Paladin, Wizard +Find Familiar1CYES10 feetV, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)InstantaneousYou gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. + Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. + When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. + As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. + You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. + Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Wizard +Protection from Energy3ATouchV, SConcentration, up to 1 hourFor the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.Cleric, Druid, Ranger, Sorcerer, Wizard +Blindness/Deafness2N30 feetV1 minuteYou can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Bard, Cleric, Sorcerer, Wizard +Symbol7ATouchV, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)Until dispelled or triggeredWhen you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. + The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. + You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. + You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password. + When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60 foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. + Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. + Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. + Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. + Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. + Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. + Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. + Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. + Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.Bard, Cleric, Wizard +Disguise Self1ISelfV, S1 hourYou make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. + The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. + To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Bard, Sorcerer, Wizard +Mass Cure Wounds5EV60 feetV, SInstantaneousA wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30 foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.Bard, Cleric, Druid +Enlarge/Reduce2T30 feetV, S, M (a pinch of powdered iron)Concentration, up to 1 minuteYou cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. + If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. + Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category— from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. + Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).Sorcerer, Wizard +Wall of Fire4EV120 feetV, S, M (a small piece of phosphorus)Concentration, up to 1 minuteYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. + When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. + One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.Druid, Sorcerer, Wizard +Magic Circle3A10 feetV, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)1 hourYou create a 10 foot radius, 20 foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. + Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: + +• The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. +• The creature has disadvantage on attack rolls against targets within the cylinder. +• Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. + + When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.Cleric, Paladin, Warlock, Wizard +Arcane Lock2ATouchV, S, M (gold dust worth at least 25 gp, which the spell consumes)Until dispelledYou touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. + While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.Wizard +Heal6EV60 feetV, SInstantaneousChoose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.Cleric, Druid +Wind Walk6T30 feetV, S, M (fire and holy water)8 hoursYou and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. + Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1 minute transformation. + If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.Druid +Feeblemind8EN150 feetV, S, M (a handful of clay, crystal, glass, or mineral spheres)InstantaneousYou blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. + On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. + At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. + The spell can also be ended by greater restoration, heal, or wish.Bard, Druid, Warlock, Wizard +Forcecage7EV100 feetV, S, M (ruby dust worth 1,500 gp)1 hourAn immobile, invisible, cube shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. + A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2 inch diameter bars spaced 1/2 inch apart. + A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. + When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. + A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. + This spell can’t be dispelled by dispel magic.Bard, Warlock, Wizard +Alarm1AYES30 feetV, S, M (a tiny bell and a piece of fine silver wire)8 hoursYou set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20 foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. + A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. + An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Ranger, Wizard +Enhance Ability2TTouchV, S, M (fur or a feather from a beast)Concentration, up to 1 hour.You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. + Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. + Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. + Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. + Eagle’s Splendor. The target has advantage on Charisma checks. + Fox’s Cunning. The target has advantage on Intelligence checks. + Owl’s Wisdom. The target has advantage on Wisdom checks. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Bard, Cleric, Druid, Sorcerer +Sacred FlameEV60 feetV, SInstantaneousFlame like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. + The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Cleric +Mass Healing Word3EV60 feetVInstantaneousAs you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.Cleric +Fog Cloud1C120 feetV, SConcentration, up to 1 hourYou create a 20 foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Druid, Ranger, Sorcerer, Wizard +Simulacrum7ITouchV, S, M (snow or ice in quantities sufficient to made a life size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)Until dispelledYou shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. + The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. + If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. + If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.Wizard +Clairvoyance3D1 mileV, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)Concentration, up to 10 minutesYou create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. + When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. + A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.Bard, Cleric, Sorcerer, Wizard +Greater Restoration5ATouchV, S, M (diamond dust worth at least 100 gp, which the spell consumes)InstantaneousYou imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: +• One effect that charmed or petrified the target +• One curse, including the target’s attunement to a cursed magic item +• Any reduction to one of the target’s ability scores +• One effect reducing the target’s hit point maximumBard, Cleric, Druid +Vampiric Touch3NSelfV, SConcentration, up to 1 minuteThe touch of your shadow wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Warlock, Wizard +Banishment4A60 feetV, S, M (an item distasteful to the target)Concentration, up to 1 minuteYou attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. + If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Cleric, Paladin, Sorcerer, Warlock, Wizard +Conjure Animals3C60 feetV, SConcentration, up to 1 hourYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + +• One beast of challenge rating 2 or lower +• Two beasts of challenge rating 1 or lower +• Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower + +Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. + The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. + The GM has the creatures’ statistics. + At Higher Levels. When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th level slot, three times as many with a 7th level slot, and four times as many with a 9th level slot.Druid, Ranger +Harm6N60 feetV, SInstantaneousYou unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.Cleric +Poison SprayC10 feetV, SInstantaneousYou extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. + This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).Druid, Sorcerer, Warlock, Wizard +Prismatic Wall9A60 feetV, S10 minutesA shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. + The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. + The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. + The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. + 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. + 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. + 3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. + 4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. + 5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. + 6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. + While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. + 7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.Wizard +Sunbeam6EVSelf (60 foot line)V, S, M (a magnifying glass)Concentration, up to 1 minuteA beam of brilliant light flashes out from your hand in a 5 foot wide, 60 foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. + You can create a new line of radiance as your action on any turn until the spell ends. + For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This light is sunlight.Druid, Sorcerer, Wizard +Meteor Swarm9EV1 mileV, SInstantaneousBlazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40 foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. + The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.Sorcerer, Wizard +Antimagic Field8ASelf (10 foot radius sphere)V, S, M (a pinch of powdered iron or iron filings)Concentration, up to 1 hourA 10 foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. + Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. + Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. + Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. + Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. + Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. + A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. + Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. + Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. + Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.Cleric, Wizard +Dancing LightsEV120 feetV, S, M (a bit of phosphorus or wychwood, or a glowworm)Concentration, up to 1 minuteYou create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius. + As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.Bard, Sorcerer, Wizard +Web2C60 feetV, S, M (a bit of spiderweb)Concentration, up to 1 hourYou conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20 foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. + If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. + Each creature that starts its turn in the webs or that enters them during its turn must make a + Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. + A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. + The webs are flammable. Any 5 foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.Sorcerer, Wizard +Hallucinatory Terrain4I300 feetV, S, M (a stone, a twig, and a bit of green plant)24 hoursYou make natural terrain in a 150 foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. + The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.Bard, Druid, Warlock, Wizard +Programmed Illusion6I120 feetV, S, M (a bit of fleece and jade dust worth at least 25 gp)Until dispelledYou create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30 foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. + When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. + The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.Bard, Wizard +Burning Hands1EVSelf (15 foot cone)V, SInstantaneousAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. + The fire ignites any flammable objects in the area that aren’t being worn or carried. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Sorcerer, Wizard +Pass without Trace2ASelfV, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)Concentration, up to 1 hourA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.Druid, Ranger +Divination4DYESSelfV, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)InstantaneousYour magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. + The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. + If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Cleric +Plant Growth3T150 feetV, SInstantaneousThis spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long term benefits. + If you cast this spell using 1 action, choose a point within range. All normal plants in a 100 foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. + You can exclude one or more areas of any size within the spell’s area from being affected. + If you cast this spell over 8 hours, you enrich the land. All plants in a half mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.Bard, Druid, Ranger +Gentle Repose2NYESTouchV, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)10 daysYou touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. + The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Cleric, Wizard +Create Food and Water3C30 feetV, SInstantaneousYou create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.Cleric, Paladin +Goodberry1TTouchV, S, M (a sprig of mistletoe)InstantaneousUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. + The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.Druid, Ranger +Locate Animals or Plants2DYESSelfV, S, M (a bit of fur from a bloodhound)InstantaneousDescribe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.Bard, Druid, Ranger +Arcane Eye4D30 feetV, S, M (a bit of bat fur)Concentration, up to 1 hourYou create an invisible, magical eye within range that hovers in the air for the duration. + You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. + As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.Wizard +Transport via Plants6C10 feetV, S1 roundThis spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.Druid +Resilient Sphere4EV30 feetV, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)Concentration, up to 1 minuteA sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. + Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. + The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. + A disintegrate spell targeting the globe destroys it without harming anything inside it.Wizard +Glyph of Warding3ATouchV, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)Until dispelled or triggeredWhen you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. + The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. + You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. + You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. + When you inscribe the glyph, choose explosive runes or a spell glyph. + Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. + Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.Bard, Cleric, Wizard +Dispel Magic3A120 feetV, SInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard +Animal Messenger2ENYES30 feetV, S, M (a morsel of food)24 hoursBy means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red haired dwarf wearing a pointed hat.” You also speak a message of up to twenty five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. + When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. + At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.Bard, Druid, Ranger +ResistanceATouchV, S, M (a miniature cloak)Concentration, up to 1 minuteYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.Cleric, Druid +Contingency6EVSelfV, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)10 daysChoose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. + The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. + The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.Wizard +Meld into Stone3TYESTouchV, S8 hoursYou step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. + While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. + Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.Cleric, Druid +Bless1EN30 feetV, S, M (a sprinkling of holy water)Concentration, up to 1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Cleric, Paladin +Speak with Animals1DYESSelfV, S10 minutesYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.Bard, Druid, Ranger +Tongues3DTouchV, M (a small clay model of a ziggurat)1 hourThis spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.Bard, Cleric, Sorcerer, Warlock, Wizard +Raise Dead5NTouchV, S, M (a diamond worth at least 500 gp, which the spell consumes)InstantaneousYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. + This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. + This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. + Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.Bard, Cleric, Paladin +Floating Disk1CYES30 feetV, S, M (a drop of mercury)1 hourThis spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. + The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10 foot deep pit, nor could it leave such a pit if it was created at the bottom. + If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.Wizard +Contagion5NTouchS7 daysYour touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. + At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. + Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. + Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. + Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. + Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. + Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. + Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. + Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.Cleric, Druid +Divine Word7EV30 feetVInstantaneousYou utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: + +• 50 hit points or fewer: deafened for 1 minute +• 40 hit points or fewer: deafened and blinded for 10 minutes +• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour +• 20 hit points or fewer: killed instantly + +Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.Cleric +Wall of Force5EV120 feetV, S, M (a pinch of powder made by crushing a clear gemstone)Concentration, up to 10 minutesAn invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). + Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.Wizard +Nondetection3ATouchV, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)8 hoursFor the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.Bard, Ranger, Wizard +Astral Projection9N10 feetV, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)SpecialYou and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. + Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly. + Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. + The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. + The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. + If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.Cleric, Warlock, Wizard +Continual Flame2EVTouchV, S, M (ruby dust worth 50 gp, which the spell consumes)Until dispelledA flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.Cleric, Wizard +Shatter2EV60 feetV, S, M (a chip of mica)InstantaneousA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10 foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. + A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Warlock +Flame Blade2EVSelfV, S, M (leaf of sumac)Concentration, up to 10 minutesYou evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. + You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. + The flaming blade sheds bright light in a 10 foot radius and dim light for an additional 10 feet. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.Druid +Reincarnate5TTouchV, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)InstantaneousYou touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails. + The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. + +d100: Race +01–04: Dragonborn +05–13: Dwarf, hill +14–21: Dwarf, mountain +22–25: Elf, dark +26–34: Elf, high +35–42: Elf, wood +43–46: Gnome, forest +47–52: Gnome, rock +53–56: Half-elf +57–60: Half-orc +61–68: Halfling, lightfoot +69–76: Halfling, stout +77–96: Human +97–00: Tiefling + + The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.Druid +Feather Fall1T60 feetV, M (a small feather or piece of down)1 minuteChoose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Bard, Sorcerer, Wizard +Mass Suggestion6EN60 feetV, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)24 hoursYou suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. + Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. + You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. + If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. + At Higher Levels. When you cast this spell using a 7th level spell slot, the duration is 10 days. When you use an 8th level spell slot, the duration is 30 days. When you use a 9th level spell slot, the duration is a year and a day.Bard, Sorcerer, Warlock, Wizard +Animate Dead3N10 feetV, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)InstantaneousThis spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). + On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24 hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.Cleric, Wizard +Weird9I120 feetV, SConcentration, up to one minuteDrawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30 foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.Wizard +Fireball3EV150 feetV, S, M (a tiny ball of bat guano and sulfur)InstantaneousA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. + The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Sorcerer, Wizard +Darkness2EV60 feetV, M (bat fur and a drop of pitch or piece of coal)Concentration, up to 10 minutesMagical darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. + If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.Sorcerer, Warlock, Wizard +Geas5EN60 feetV30 daysYou place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. + You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. + You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. + At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.Bard, Cleric, Druid, Paladin, Wizard +Charm Person1EN30 feetV, S1 hourYou attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Bard, Druid, Sorcerer, Warlock, Wizard +Conjure Woodland Beings4C60 feetV, S, M (one holly berry per creature summoned)Concentration, up to 1 hourYou summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + +• One fey creature of challenge rating 2 or lower +• Two fey creatures of challenge rating 1 or lower +• Four fey creatures of challenge rating 1/2 or lower +• Eight fey creatures of challenge rating 1/4 or lower + +A summoned creature disappears when it drops to 0 hit points or when the spell ends. + The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. + The GM has the creatures’ statistics. + At Higher Levels. When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.Druid, Ranger +True StrikeD30 feetSConcentration, up to 1 roundYou extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.Bard, Sorcerer, Warlock, Wizard +Foresight9DTouchV, S, M (a hummingbird feather)8 hoursYou touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. + This spell immediately ends if you cast it again before its duration ends.Bard, Druid, Warlock, Wizard +Bestow Curse3NTouchV, SConcentration, up to 1 minuteYou touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: + +• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. +• While cursed, the target has disadvantage on attack rolls against you. +• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. +• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. + + A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. + At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.Bard, Cleric, Wizard +Create Undead6N10 feetV, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)InstantaneousYou can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) + As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24 hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. + At Higher Levels. When you cast this spell using a 7th level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.Cleric, Warlock, Wizard +Revivify3NTouchV, S, M (diamonds worth 300 gp, which the spell consumes)InstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.Cleric, Paladin +Ice Storm4EV300 feetV, S, M (a pinch of dust and a few drops of water)InstantaneousA hail of rock hard ice pounds to the ground in a 20 foot radius, 40 foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. + Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Druid, Sorcerer, Wizard +Conjure Elemental5C90 feetV, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)Concentration, up to 1 hourYou call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10 foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. + The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. + If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. + The GM has the elemental’s statistics. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.Druid, Wizard +Tiny Hut3EVYESSelf (10 foot radius hemisphere)V, S, M (a small crystal bead)8 hoursA 10 foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. + Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. + Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Bard, Wizard +Locate Object2DSelfV, S, M (a forked twig)Concentration, up to 10 minutesDescribe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. + The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. + This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Bard, Cleric, Druid, Paladin, Ranger, Wizard +GuidanceDTouchV, SConcentration, up to 1 minuteYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Cleric, Druid +Control Water4T300 feetV, S, M (a drop of water and a pinch of dust)Concentration, up to 10 minutesUntil the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. + Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. + If you choose an area in a large body of water, you instead create a 20 foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. + The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. + Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. + Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. + Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. + When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. + The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Cleric, Druid, Wizard +Plane Shift7CTouchV, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)InstantaneousYou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion. + Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. + You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.Cleric, Druid, Sorcerer, Warlock, Wizard +Confusion4EN90 feetV, S, M (three nut shells)Concentration, up to 1 minuteThis spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. + An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. + +d10: Behavior +1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. +2–6: The creature doesn’t move or take actions this turn. +7–8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. +9–10: The creature can act and move normally. + + At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.Bard, Druid, Sorcerer, Wizard +Time Stop9TSelfVInstantaneousYou briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. + This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.Sorcerer, Wizard +Magnificent Mansion7C300 feetV, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)24 hoursYou conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. + Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. + You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.Bard, Wizard +Blink3TSelfV, S1 minuteRoll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. + While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.Sorcerer, Wizard +Sequester7TTouchV, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)Until dispelledBy means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. + If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. + You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.Wizard +Sending3EVUnlimitedV, S, M (a short piece of fine copper wire)1 roundYou send a short message of twenty five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. + You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.Bard, Cleric, Wizard +Glibness8TSelfV1 hourUntil the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.Bard, Warlock +Dispel Evil and Good5ASelfV, S, M (holy water or powdered silver and iron)Concentration, up to 1 minuteShimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. + You can end the spell early by using either of the following special functions. + Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. + Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.Cleric, Paladin +Heroes’ Feast6C30 feetV, S, M (a gem encrusted bowl worth at least 1,000 gp, which the spell consumes)InstantaneousYou bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. + A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.Cleric, Druid +MendingTTouchV, S, M (two lodestones)InstantaneousThis spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. + This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Bard, Cleric, Druid, Sorcerer, Wizard +Wish9CSelfVInstantaneousWish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. + The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. + Alternatively, you can create one of the following effects of your choice: +• You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. +• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. +• You grant up to ten creatures that you can see resistance to a damage type you choose. +• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack. +• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. + You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. + The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.Sorcerer, Wizard +Arcane Hand5EV120 feetV, S, M (an eggshell and a snakeskin glove)Concentration, up to 1 minuteYou create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. + The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. + When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. + Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. + Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. + Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. + Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. + Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.Wizard +Wall of Thorns6C120 feetV, S, M (a handful of thorns)Concentration, up to 10 minutesYou create a wall of tough, pliable, tangled brush bristling with needle sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20 foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. + When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. + A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.Druid +Dominate Beast4EN60 feetV, SConcentration, up to 1 minuteYou attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + At Higher Levels. When you cast this spell with a 5th level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.Druid, Sorcerer +Protection from Evil and Good1ATouchV, S, M (holy water or powdered silver and iron, which the spell consumes)Concentration up to 10 minutesUntil the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. + The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Cleric, Paladin, Warlock, Wizard +Greater Invisibility4ITouchV, SConcentration, up to 1 minuteYou or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.Bard, Sorcerer, Wizard +Aid2A30 feetV, S, M (a tiny strip of white cloth)8 hoursYour spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.Cleric, Paladin +Faithful Hound4C30 feetV, S, M (a tiny silver whistle, a piece of bone, and a thread)8 hoursYou conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. + The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. + At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.Wizard +Water Breathing3TYES30 feetV, S, M (a short reed or piece of straw)24 hoursThis spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.Druid, Ranger, Sorcerer, Wizard +MessageT120 feetV, S, M (a short piece of copper wire)1 roundYou point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. + You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.Bard, Sorcerer, Wizard +Fire Shield4EVSelfV, S, M (a bit of phosphorus or a firefly)10 minutesThin and wispy flames wreathe your body for the duration, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. + The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. + In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.Wizard +Rope Trick2TTouchV, S, M (powdered corn extract and a twisted loop of parchment)1 hourYou touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. + The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. + Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3 foot by 5 foot window centered on the rope. + Anything inside the extradimensional space drops out when the spell ends.Wizard +Identify1DYESTouchV, S, M (a pearl worth at least 100 gp and an owl feather)InstantaneousYou choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. + If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Bard, Wizard +Cloudkill5C120 feetV, SConcentration, up to 10 minutesYou create a 20 foot radius sphere of poisonous, yellow green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. + When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. + The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.Sorcerer, Wizard +Bane1EN30 feetV, S, M (a drop of blood)Concentration, up to 1 minuteUp to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bard, Cleric +Death Ward4ATouchV, S8 hoursYou touch a creature and grant it a measure of protection from death. + The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. + If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.Cleric, Paladin +Planar Binding5A60 feetV, S, M (a jewel worth at least 1,000 gp, which the spell consumes)24 hoursWith this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. + A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. + At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th level slot, to 30 days with a 7th level slot, to 180 days with an 8th level slot, and to a year and a day with a 9th level spell slot.Bard, Cleric, Druid, Wizard +Hypnotic Pattern3I120 feetS, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)Concentration, up to 1 minuteYou create a twisting pattern of colors that weaves through the air inside a 30 foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. + The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.Bard, Sorcerer, Warlock, Wizard +Prismatic Spray7EVSelf (60 foot cone)V, SInstantaneousEight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60 foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. +1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. +2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. +3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. +5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. +6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. +7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) +8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.Sorcerer, Wizard +Holy Aura8ASelfV, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text)Concentration, up to 1 minuteDivine light washes out from you and coalesces in a soft radiance in a 30 foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5 foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.Cleric +Levitate2T60 feetV, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)Concentration, up to 10 minutesOne creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. + The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. + When the spell ends, the target floats gently to the ground if it is still aloft.Sorcerer, Wizard +Detect Magic1DYESSelfV, SConcentration, up to 10 minutesFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. + The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard +Power Word Stun8EN60 feetVInstantaneousYou speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. + The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.Bard, Sorcerer, Warlock, Wizard +Minor IllusionI30 feetS, M (a bit of fleece)1 minuteYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. + If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. + If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5 foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. + If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Bard, Sorcerer, Warlock, Wizard +Call Lightning3C120 feetV, SConcentration, up to 10 minutesA storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60 foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). + When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. + If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. + At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Druid +Planar Ally6C60 feetV, SInstantaneousYou beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice). + When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. + Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. + As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. + After the creature completes the task, or when the agreed upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. + A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.Cleric +Blade Barrier6EV90 feetV, SConcentration, up to 10 minutesYou create a vertical wall of whirling, razor sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three quarters cover to creatures behind it, and its space is difficult terrain. + When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.Cleric +Scorching Ray2EV120 feetV, SInstantaneousYou create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. + Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.Sorcerer, Wizard +Cone of Cold5EVSelf (60 foot cone)V, S, M (a small crystal or glass cone)InstantaneousA blast of cold air erupts from your hands. Each creature in a 60 foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. + A creature killed by this spell becomes a frozen statue until it thaws. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.Sorcerer, Wizard +Commune5DYESSelfV, S, M (incense and a vial of holy or unholy water)1 minuteYou contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. + Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead. + If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.Cleric +Spike Growth2T150 feetV, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)Concentration, up to 10 minutesThe ground in a 20 foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. + The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.Druid, Ranger +Thunderwave1EVSelf (15 foot cube)V, SInstantaneousA wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. + In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Bard, Druid, Sorcerer, Wizard +Healing Word1EV60 feetVInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Bard, Cleric, Druid +LightEVTouchV, M (a firefly or phosphorescent moss)1 hourYou touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. + If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Bard, Cleric, Sorcerer, Wizard +Entangle1C90 feetV, SConcentration, up to 1 minuteGrasping weeds and vines sprout from the ground in a 20 foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. + A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. + When the spell ends, the conjured plants wilt away.Druid +Shocking GraspEVTouchV, SInstantaneousLightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. + The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sorcerer, Wizard +Animal Shapes8T30 feetV, SConcentration, up to 24 hoursYour magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. + The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. + The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.Druid +Flesh to Stone6T60 feetV, S, M (a pinch of lime, water, and earth)Concentration, up to 1 minuteYou attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. + A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. + If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. + If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.Warlock, Wizard +Spider Climb2TTouchV, S, M (a drop of bitumen and a spider)Concentration, up to 1 hourUntil the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.Sorcerer, Warlock, Wizard +Gaseous Form3TTouchV, S, M (a bit of gauze and a wisp of smoke)Concentration, up to 1 hourYou transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. + While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. + While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.Sorcerer, Warlock, Wizard +Sunburst8EV150 feetV, S, M (fire and a piece of sunstone)InstantaneousBrilliant sunlight flashes in a 60 foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. + A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. + This spell dispels any darkness in its area that was created by a spell.Druid, Sorcerer, Wizard +Clone8NTouchV, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud filled cyst in the ground, or crystal container filled with salt water)InstantaneousThis spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. + At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.Wizard +DruidcraftT30 feetV, SInstantaneousWhispering to the spirits of nature, you create one of the following effects within range: +• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. +• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. +• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. +• You instantly light or snuff out a candle, a torch, or a small campfire.Druid +Finger of Death7N60 feetV, SInstantaneousYou send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. + A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.Sorcerer, Warlock, Wizard +Speak with Plants3TSelf (30 foot radius)V, S10 minutesYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. + You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. + Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. + If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. + This spell can cause the plants created by the entangle spell to release a restrained creature.Bard, Druid, Ranger +Remove Curse3ATouchV, SInstantaneousAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.Cleric, Paladin, Warlock, Wizard +ThaumaturgyT30 feetVUp to 1 minuteYou manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within + +• Your voice booms up to three times as loud as normal for 1 minute. +• You cause flames to flicker, brighten, dim, or change color for 1 minute. +• You cause harmless tremors in the ground for 1 minute. +• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. +• You instantaneously cause an unlocked door or window to fly open or slam shut. +• You alter the appearance of your eyes for 1 minute. + + If you cast this spell multiple times, you can have up to three of its 1 minute effects active at a time, and you can dismiss such an effect as an action.Cleric +Detect Evil and Good1DSelfV, SConcentration, up to 10 minutesFor the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. + The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Cleric, Paladin +Arcanist’s Magic Aura2ITouchV, S, M (a small square of silk)24 hoursYou place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. + When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. + False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. + Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.Wizard +Spare the DyingNTouchV, SInstantaneousYou touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Cleric +Acid Arrow2EV90 feetV, S, M (powdered rhubarb leaf and an adder’s stomach)InstantaneousA shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.Wizard +Expeditious Retreat1TSelfV, SConcentration, up to 10 minutesThis spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.Sorcerer, Warlock, Wizard +Modify Memory5EN30 feetV, SConcentration, up to 1 minuteYou attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. + The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. + While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. + You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. + A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. + A remove curse or greater restoration spell cast on the target restores the creature’s true memory. + At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).Bard, Wizard +Flaming Sphere2C60 feetV, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)Concentration, up to 1 minuteA 5 foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. + As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. + When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.Druid, Sorcerer, Wizard +Mage HandC30 feetV, S1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. + You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. + The hand can’t attack, activate magic items, or carry more than 10 pounds.Bard, Sorcerer, Warlock, Wizard +Teleportation Circle5C10 feetV, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)1 roundAs you cast the spell, you draw a 10 foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. + Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. + You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.Bard, Sorcerer, Wizard +Guards and Wards6ATouchV, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)24 hoursYou create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5 foot squares or twenty five 10 foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. + When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. + Guards and wards creates the following effects within the warded area. + Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. + Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. + Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. + Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold. + +• Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. +• Place magic mouth in two locations. +• Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. +• Place a constant gust of wind in one corridor or room. +• Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. + + The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. + You can create a permanently guarded and warded structure by casting this spell there every day for one year.Bard, Wizard +Produce FlameCSelfV, S10 minutesA flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10 foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. + You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. + This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Druid +Flame Strike5EV60 feetV, S, M (pinch of sulfur)InstantaneousA vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10 foot radius, 40 foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.Cleric +Eldritch BlastEV120 feetV, SInstantaneousA beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. + The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.Warlock +Chill TouchN120 feetV, S1 roundYou create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. + If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. + This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sorcerer, Warlock, Wizard +Dream5ISpecialV, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)8 hoursThis spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. + If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. +You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. + If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.Bard, Warlock, Wizard +Guiding Bolt1EV120 feetV, S1 roundA flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Cleric +Warding Bond2ATouchV, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)1 hourThis spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. + The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.Cleric +Beacon of Hope3A30 feetV, SConcentration, up to 1 minuteThis spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.Cleric +Phantom Steed3IYES30 feetV, S1 hourA Large quasi real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. + For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.Wizard +Freedom of Movement4ATouchV, S, M (a leather strap, bound around the arm or a similar appendage)1 hourYou touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. + The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.Bard, Cleric, Druid, Ranger +Create or Destroy Water1T30 feetV, S, M (a drop of water if creating water or a few grains of sand if destroying it)InstantaneousYou either create or destroy water. + Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 foot cube within range, extinguishing exposed flames in the area. + Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 foot cube within range. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.Cleric, Druid +Sleep1EN90 feetV, S, M (a pinch of fine sand, rose petals, or a cricket)1 minuteThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). + Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. + Undead and creatures immune to being charmed aren’t affected by this spell. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Bard, Sorcerer, Wizard +Grease1C60 feetV, S, M (a bit of pork rind or butter)1 minuteSlick grease covers the ground in a 10 foot square centered on a point within range and turns it into difficult terrain for the duration. + When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.Wizard +Suggestion2EN30 feetV, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)Concentration, up to 8 hoursYou suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. + The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. + You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. + If you or any of your companions damage the target, the spell ends.Bard, Sorcerer, Warlock, Wizard +Maze8C60 feetV, SConcentration, up to 10 minutesYou banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. + The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). + When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.Wizard +Power Word Kill9EN60 feetVInstantaneousYou utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.Bard, Sorcerer, Warlock, Wizard +Heroism1ENTouchV, SConcentration, up to 1 minuteA willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bard, Paladin +Dominate Monster8EN60 feetV, SConcentration, up to 1 hourYou attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + At Higher Levels. When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours.Bard, Sorcerer, Warlock, Wizard +Hunter's Mark1D90 feetVConcentration, up to 1 hourYou choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. + At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.Ranger +Mirage Arcane7ISightV, S10 daysYou make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock strewn gully like a wide and smooth road. + Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. + The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. + Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.Bard, Druid, Wizard +Blur2ISelfVConcentration, up to 1 minuteYour body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.Sorcerer, Wizard +Water Walk3TYES30 feetV, S, M (a piece of cork)1 hourThis spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. + If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.Cleric, Druid, Ranger, Sorcerer +Regenerate7TTouchV, S, M (a prayer wheel and holy water)1 hourYou touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). + The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.Bard, Cleric, Druid +Conjure Fey6C90 feetV, SConcentration, up to 1 hourYou summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. + The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. + If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. + The GM has the fey creature’s statistics. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.Druid, Warlock +Scrying5DSelfV, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)Concentration, up to 10 minutesYou can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. + +Knowledge: Save Modifier +Secondhand (you have heard of the target): +5 +Firsthand (you have met the target): +0 +Familiar (you know the target well): −5 + +Connection: Save Modifier +Likeness or picture: −2 +Possession or garment: −4 +Body part, lock of hair, bit of nail, or the like: −10 + + On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. + On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. + Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.Bard, Cleric, Druid, Warlock, Wizard +False Life1NSelfV, S, M (a small amount of alcohol or distilled spirits)1 hourBolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.Sorcerer, Wizard +Mage Armor1ATouchV, S, M (a piece of cured leather)8 hoursYou touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Sorcerer, Wizard +Sleet Storm3C150 feetV, S, M (a pinch of dust and a few drops of water)Concentration, up to 1 minuteUntil the spell ends, freezing rain and sleet fall in a 20 foot tall cylinder with a 40 foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. + The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. + If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Druid, Sorcerer, Wizard +Conjure Celestial7C90 feetV, SConcentration, up to 1 hourYou summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. + The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. + The GM has the celestial’s statistics. + At Higher Levels. When you cast this spell using a 9th level spell slot, you summon a celestial of challenge rating 5 or lower.Cleric +Alter Self2TSelfV, SConcentration, up to 1 hourYou assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. + Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. + Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. + Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.Sorcerer, Wizard +Counterspell3A60 feetSInstantaneousYou attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of or lower, its spell fails and has no effect. If it is casting a spell of or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spell's level. On a success, the creature's spell fails and has no effect. + At Higher Level. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.Sorcerer, Warlock, Wizard +Ray of Enfeeblement2N60 feetV, SConcentration, up to 1 minuteA black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. + At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Warlock, Wizard +Hallow5EVTouchV, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)Until dispelledYou touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. + First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. + Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. + Courage. Affected creatures can’t be frightened while in the area. + Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. + Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. + Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. + Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. + Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. + Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. + Fear. Affected creatures are frightened while in the area. + Silence. No sound can emanate from within the area, and no sound can reach into it. + Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.Cleric +Longstrider1TTouchV, S, M (a pinch of dirt)1 hourYou touch a creature. The target’s speed increases by 10 feet until the spell ends. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bard, Druid, Ranger, Wizard +Color Spray1ISelf (15 foot cone)V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)1 roundA dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15 foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). + Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.Sorcerer, Wizard +Hellish Rebuke1EV60 feetV, SInstantaneousYou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Warlock +Demiplane8C60 feetS1 hourYou create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. + Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.Warlock, Wizard +Wall of Ice6EV120 feetV, S, M (a small piece of quartz)Concentration, up to 10 minutesYou create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. + If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. + The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10 foot section, and it is vulnerable to fire damage. Reducing a 10 foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.Wizard +Project Image7I500 milesV, S, M (a small replica of you made from materials worth at least 5 gp)Concentration, up to 1 dayYou create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. + You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. + You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.Bard, Wizard +Awaken5TTouchV, S, M (an agate worth at least 1,000 gp, which the spell consumes)InstantaneousAfter spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. + The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.Bard, Druid +Globe of Invulnerability6ASelf (10 foot radius)V, S, M (a glass or crystal bead that shatters when the spell ends)Concentration, up to 1 minuteAn immobile, faintly shimmering barrier springs into existence in a 10 foot radius around you and remains for the duration. + Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.Sorcerer, Wizard +Speak with Dead3N10 feetV, S, M (burning incense)10 minutesYou grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. + Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.Bard, Cleric +Heat Metal2T60 feetV, S, M (a piece of iron and a flame)Concentration, up to 1 minuteChoose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. + If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Bard, Druid +Acid SplashC60 feetV, SInstantaneousYou hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. + This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Sorcerer, Wizard +Mislead5ISelfSConcentration, up to 1 hourYou become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. + You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. + You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.Bard, Wizard +Commune with Nature5DYESSelfV, SInstantaneousYou briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. + You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: + +• terrain and bodies of water +• prevalent plants, minerals, animals, or peoples +• powerful celestials, fey, fiends, elementals, or undead +• influence from other planes of existence +• buildings + + For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.Druid, Ranger +Teleport7C10 feetVInstantaneousThis spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10 foot cube, and it can’t be held or carried by an unwilling creature. + The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. + +Familiarity Table +Permanent circle. On Target: 01–100 +Associated object. On Target: 01–100 +Very familiar. Mishap: 01–05, Similar Area: 06–13, Off Target: 14–24, On Target: 25–100 +Seen casually. Mishap: 01–33, Similar Area: 34–43, Off Target: 44–53, On Target: 54–100 +Viewed once. Mishap: 01–43, Similar Area: 44–53, Off Target: 54–73, On Target: 74–100 +Description. Mishap: 01–43, Similar Area: 44–53, Off Target: 54–73, On Target: 74–100 +False destination. Mishap: 01–50, Similar Area: 51–100 + + Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. + “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. + “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. + On Target. You and your group (or the target object) appear where you want to. + Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. + Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. + Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).Bard, Sorcerer, Wizard +Antilife Shell5ASelf (10 foot radius)V, SConcentration, up to 1 hourA shimmering barrier extends out from you in a 10 foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. + The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. + If you move so that an affected creature is forced to pass through the barrier, the spell ends.Druid +Magic Mouth2IYES30 feetV, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)Until dispelledYou implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. + When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. + The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.Bard, Wizard +Fear3ISelf (30 foot cone)V, S, M (a white feather or the heart of a hen)Concentration, up to 1 minuteYou project a phantasmal image of a creature’s worst fears. Each creature in a 30 foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. + While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.Bard, Sorcerer, Warlock, Wizard +Freezing Sphere6EV300 feetV, S, M (a small crystal sphere)InstantaneousA frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60 foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. + If the globe strikes a body of water or a liquid that is principally water (not including water based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. + You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. + At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.Wizard +Telepathic Bond5DYES30 feetV, S, M (pieces of eggshell from two different kinds of creatures)1 hourYou forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. + Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.Wizard +Calm Emotions2EN60 feetV, SConcentration, up to 1 minuteYou attempt to suppress strong emotions in a group of people. Each humanoid in a 20 foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. + You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. + Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.Bard, Cleric +Spirit Guardians3CSelf (15 foot radius)V, S, M (a holy symbol)Concentration, up to 10 minutesYou call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. + When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. + At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Cleric +Gust of Wind2EVSelf (60 foot line)V, S, M (a legume seed)Concentration, up to 1 minuteA line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. + Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. + The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. + As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Druid, Sorcerer, Wizard +See Invisibility2DSelfV, S, M (a pinch of talc and a small sprinkling of powdered silver)1 hourFor the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.Bard, Sorcerer, Wizard +Delayed Blast Fireball7EV150 feetV, S, M (a tiny ball of bat guano and sulfur)Concentration, up to 1 minuteA beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. + The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. + If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. + The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.Sorcerer, Wizard +Prayer of Healing2EV30 feetVInstantaneousUp to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.Cleric +Find Traps2D120 feetV, SInstantaneousYou sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. + This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.Cleric, Druid, Ranger +Control Weather8TSelf (5 mile radius)V, S, M (burning incense and bits of earth and wood mixed in water)Concentration, up to 8 hoursYou take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. + When you cast the spell, you change the current weather conditions, which are determined by the + GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. + When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. + +Precipitation. Stage: Condition +1: Clear +2: Light clouds +3: Overcast or ground fog +4: Rain, hail, or snow +5: Torrential rain, driving hail, or blizzard + +Temperature. Stage: Condition +1: Unbearable heat +2: Hot +3: Warm +4: Cool +5: Cold +6: Arctic cold + +Wind. Stage: Condition +1: Calm +2: Moderate wind +3: Strong wind +4: Gale +5: StormCleric, Druid, Wizard +Stoneskin4ATouchV, S, M (diamond dust worth 100 gp, which the spell consumes)Concentration, up to 1 hourThis spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.Druid, Ranger, Sorcerer, Wizard +Jump1TTouchV, S, M (a grasshopper’s hind leg)1 minuteYou touch a creature. The creature’s jump distance is tripled until the spell ends.Druid, Ranger, Sorcerer, Wizard +ShillelaghTTouchV, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)1 minuteThe wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.Druid +Incendiary Cloud8C150 feetV, SConcentration, up to 1 minuteA swirling cloud of smoke shot through with white hot embers appears in a 20 foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. + The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.Sorcerer, Wizard +Antipathy/Sympathy8EN60 feetV, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)10 daysThis spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200 foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. + Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. + Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. + If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. + Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. + A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.Druid, Wizard +Word of Recall6C5 feetVInstantaneousYou and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. + You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.Cleric +Phantasmal Killer4I120 feetV, SConcentration, up to 1 minuteYou tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.Wizard +Find the Path6DSelfV, S, M (a set of divinatory tools— such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)Concentration, up to 1 dayThis spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. + For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.Bard, Cleric, Druid +Divine Favor1EVSelfV, SConcentration, up to 1 minuteYour prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.Paladin +Fire BoltEV120 feetV, SInstantaneousYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. + This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Sorcerer, Wizard +Telekinesis5T60 feetV, SConcentration, up to 10 minutesYou gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. + Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid air. + On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. + Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. + If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. + You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.Sorcerer, Wizard +Blight4N30 feetV, SInstantaneousNecromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. + If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. + If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. + At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.Druid, Sorcerer, Warlock, Wizard +Shield of Faith1A60 feetV, S, M (a small parchment with a bit of holy text written on it)Concentration, up to 10 minutesA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.Cleric, Paladin +Knock2T60 feetVInstantaneousChoose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. + A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. + If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. + When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.Bard, Sorcerer, Wizard +Comprehend Languages1DYESSelfV, S, M (a pinch of soot and salt)1 hourFor the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. + This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.Bard, Sorcerer, Warlock, Wizard +PrestidigitationT10 feetV, SUp to 1 hourThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: + +• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. +• You instantaneously light or snuff out a candle, a torch, or a small campfire. +• You instantaneously clean or soil an object no larger than 1 cubic foot. +• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. +• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. +• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. + +If you cast this spell multiple times, you can have up to three of its non instantaneous effects active at a time, and you can dismiss such an effect as an action.Bard, Sorcerer, Warlock, Wizard +Mass Heal9EV60 feetV, SInstantaneousA flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.Cleric +Eyebite6NSelfV, SConcentration, up to 1 minuteFor the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. + Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. + Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. + Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.Bard, Sorcerer, Warlock, Wizard +Imprisonment9A30 feetV, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)Until dispelledYou create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. + When you cast the spell, you choose one of the following forms of imprisonment. + Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. + The special component for this version of the spell is a small mithral orb. + Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. + The special component for this version of the spell is a fine chain of precious metal. + Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. + The special component for this version of the spell is a miniature representation of the prison made from jade. + Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. + The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. + Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. + Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. + A dispel magic spell can end the spell only if it is cast as a 9th level spell, targeting either the prison or the special component used to create it. + You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.Warlock, Wizard +Irresistible Dance6EN30 feetVConcentration, up to 1 minuteChoose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. + A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.Bard, Wizard +Arcane Sword7EV60 feetV, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)Concentration, up to 1 minuteYou create a sword shaped plane of force that hovers within range. It lasts for the duration. + When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.Bard, Wizard +Seeming5I30 feetV, S8 hoursThis spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. + The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. + The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. + A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.Bard, Sorcerer, Wizard +Stone Shape4TTouchV, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)InstantaneousYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.Cleric, Druid, Wizard +Silence2IYES120 feetV, SConcentration, up to 10 minutesFor the duration, no sound can be created within or pass through a 20 foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.Bard, Cleric, Ranger +Insect Plague5C300 feetV, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)Concentration, up to 10 minutesSwarming, biting locusts fill a 20 foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. + When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.Cleric, Druid, Sorcerer +Dimension Door4C500 feetVInstantaneousYou teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45 degree angle, 300 feet.” + You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. + If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.Bard, Sorcerer, Warlock, Wizard +Passwall5T30 feetV, S, M (a pinch of sesame seeds)1 hourA passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. + When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.Wizard +Illusory Script1IYESTouchS, M (a lead based ink worth at least 10 gp, which the spell consumes)10 daysYou write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. + To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. + Should the spell be dispelled, the original script and the illusion both disappear. + A creature with truesight can read the hidden message.Bard, Warlock, Wizard +Lesser Restoration2ATouchV, SInstantaneousYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Bard, Cleric, Druid, Paladin, Ranger +Invisibility2ITouchV, S, M (an eyelash encased in gum arabic)Concentration, up to 1 hourA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Bard, Sorcerer, Warlock, Wizard +Water ElementalLelementalneutral14 (natural armor)114 (12d10+48)30 ft., swim 90 ft.1814185108acid; bludgeoning, piercing, and slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Aquan5Water FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.FreezeIf the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.Slam|7|2d8+4Whelm (Recharge 4-6)Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. + The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.D4Coastal, Swamp, Underwater +Ancient Silver DragonGdragonlawful good22 (natural armor)487 (25d20+225)40 ft., fly 80 ft.301029181523Dexterity +7Constitution +16Wisdom +9Charisma +13Arcana +11History +11Perception +16Stealth +7coldblindsight 60 ft., darkvision 120 ft.26Common, Draconic23Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.Bite|17|2d10+10ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Cold Breath||15d8Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Mountain, Urban +AbolethLaberrationlawful evil17 (natural armor)135 (18d10+36)10 ft., swim 40 ft.21915181518Constitution +6Intelligence +8Wisdom +6History +12Perception +10darkvision 120 ft.20Deep Speech, telepathy 120 ft.10AmphibiousThe aboleth can breathe air and waterMucous CloudWhile underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.Probing TelepathyIf a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.MultiattackThe aboleth makes three tentacle attacks.TentacleMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.Tentacle|9|2d6+5TailMelee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage.Tail|9|3d6+5Enslave (3/day)The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. + Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.3/DAYDetectThe aboleth makes a Wisdom (Perception) check.Tail SwipeThe aboleth makes one tail attack.Psychic Drain (Costs 2 Actions)One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.Underdark +BadgerTbeastunaligned103 (1d4+1)20 ft., burrow 5 ft.411122125darkvision 30 ft.110Keen SmellThe badger has advantage on Wisdom (Perception) checks that rely on smell.BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite|2|1Forest +ZombieMundeadneutral evil822 (3d8+9)20 ft.13616365Wisdom +0poisoneddarkvision 60 ft.8understands all languages it spoke in life but can't speak1/4Undead FortitudeIf damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.SlamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.Slam|3|1d6+1Urban +RhinocerosLbeastunaligned11 (natural armor)45 (6d10+12)40 ft.218152126112ChargeIf the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Charge||2d8GoreMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.Gore|7|2d8+5Grassland +AzerMelementallawful neutral17 (natural armor, shield)39 (6d8+12)30 ft.171215121310Constitution +4fire, poisonpoisoned11Ignan2Heated BodyA creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.Heated Body||1d10Heated WeaponsWhen the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).IlluminationThe azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..WarhammerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.Warhammer|5|1d8+3+1d6Any +Giant WeaselMbeastunaligned139 (2d8)40 ft.1116104125Perception +3Stealth +5darkvision 60 ft.131/8Keen Hearing and SmellThe weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.Bite|5|1d4+3Forest, Grassland, Hill +RakshasaMfiendlawful evil16 (natural armor)110 (13d8+52)40 ft.141718131620Deception +10Insight +8piercing from magic weapons wielded by good creaturesbludgeoning, piercing, and slashing from nonmagical weaponsdarkvision 60 ft.13Common, Infernal13Limited Magic ImmunityThe rakshasa is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.Innate SpellcastingThe rakshasa's innate.spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: +At will: detect thoughts, disguise self, mage hand, minor illusion +3/day each: charm person, detect magic, invisibility, major image, suggestion +1/day each: dominate person, fly, plane shift, true seeingMultiattackThe rakshasa makes two claw attacksClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.Claw|7|2d6+2Detect Thoughts,Disguise Self,Mage Hand,Minor Illusion,Charm Person,Detect Magic,Invisibility,Major Image,Suggestion,Dominate Person,Fly,Plane Shift,True SeeingUrban +HarpyMmonstrositychaotic evil1138 (7d8+7)20 ft., fly 40 ft.1213127101310Common1MultiattackThe harpy makes two attacks: one with its claws and one with its club.ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.|3|2d4+1ClubMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.|3|1d4+1Luring SongThe harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. + While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target can take the Dash action on its turn to move toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this harpy's song for the next 24 hours.Coastal, Forest, Hill, Mountain +FrogTbeastunaligned111 (1d4-1)20 ft., swim 20 ft.1138183Perception +1Stealth +3darkvision 30 ft.110AmphibiousThe frog can breathe air and waterStanding LeapThe frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.Any +Giant VultureLbeastneutral evil1022 (3d10+6)10 ft., fly 60 ft.1510156127Perception +313understands Common but can't speak1Keen Sight and SmellThe vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.Pack TacticsThe vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.MultiattackThe vulture makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.Beak|4|2d4+2TalonsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.Talons|4|2d6+2Desert, Grassland +Spirit NagaLmonstrositychaotic evil15 (natural armor)75 (10d10+20)40 ft.181714161516Dexterity +6Constitution +5Wisdom +5Charisma +6poisoncharmed, poisoneddarkvision 60 ft.12Abyssal, Common8RejuvenationIf it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.SpellcastingThe naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.Bite|7|1d6+4Mage Hand,Minor Illusion,Ray of Frost,Charm Person,Detect Magic,Sleep,Detect Thoughts,Hold Person,Lightning Bolt,Water Breathing,Blight,Dimension Door,Dominate Person4,3,3,3,2,0,0,0,0,0,Underdark +DoppelgangerMmonstrosity (shapechanger)unaligned1452 (8d8+16)30 ft.111814111214Deception +6Insight +3charmeddarkvision 60 ft.11Common3ShapechangerThe doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.AmbusherThe doppelganger has advantage on attack rolls against any creature it has surprised.Surprise AttackIf the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.Surprise Attack||3d6MultiattackThe doppelganger makes two melee attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.|6|1d6+4Read ThoughtsThe doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.Underdark, Urban +Ancient Brass DragonGdragonchaotic good20 (natural armor)297 (17d20+119)40 ft., burrow 40 ft., fly 80 ft.271025161519Dexterity +6Constitution +13Wisdom +8Charisma +10History +9Perception +14Persuasion +10Stealth +6fireblindsight 60 ft., darkvision 120 ft.24Common, Draconic20Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|14|2d10+8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons: + Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.D5Fire Breath||16d6Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Desert +TriceratopsHbeastunaligned13 (natural armor)95 (10d12+30)50 ft.229172115105Trampling ChargeIf the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.GoreMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage.Gore|9|4d8+6StompMelee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damageStomp|9|3d10+6Grassland +DarkmantleSmonstrosityunaligned1122 (5d6+5)10 ft., fly 30 ft.1612132105Stealth +3blindsight 60 ft.101/2EcholocationThe darkmantle can't use its blindsight while deafened.False AppearanceWhile the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.CrushMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. + While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. + A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.Crush|5|1d6+3Darkness Aura (1/day)A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.1/DAYUnderdark +Winter WolfLmonstrosityneutral evil13 (natural armor)75 (10d10+20)50 ft.1813147128Perception +5Stealth +3cold15Common, Giant, Winter Wolf3Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.Snow CamouflageThe wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.|6|2d6+4Cold Breath (Recharge 5-6)The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.D5||4d8Arctic +SpyMhumanoid (any race)any alignment1227 (6d8)30 ft.101510121416Deception +5Insight +4Investigation +5Perception +6Persuasion +5Sleight of Hand +4Stealth +416any two languages1Cunning ActionOn each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.Sneak Attack (1/Turn)The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.Sneak Attack||2d6MultiattackThe spy makes two melee attacks.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Hand CrossbowRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Urban +Vampire SpawnMundeadneutral evil15 (natural armor)82 (11d8+33)30 ft.161616111012Dexterity +6Wisdom +3Perception +3Stealth +6necrotic; bludgeoning, piercing, and slashing from nonmagical weaponsdarkvision 60 ft.13the languages it knew in life5RegenerationThe vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire has the following flaws. + Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. + Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity; The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.MultiattackThe vampire makes two attacks, only one of which can be a bite attack.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.|61|ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).|6|2d4+3Underdark, Urban +Giant LizardLbeastunaligned12 (natural armor)19 (3d10+3)30 ft., climb 30 ft.1512132105darkvision 30 ft.101/4Variant: Hold BreathThe lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)Variant: Spider ClimbThe lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.Bite|4|1d8+2Coastal, Desert, Forest, Swamp, Underdark +Giant Wolf SpiderMbeastunaligned1311 (2d8+2)40 ft., climb 40 ft.1216133124Perception +3Stealth +7blindsight 10 ft., darkvision 60 ft.131/4Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteWeapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Bite|3|1d6+1Coastal, Desert, Forest, Grassland, Hill +CentaurLmonstrosityneutral good1245 (6d10+12)50 ft.18141491311Athletics +6Perception +3Survival +313Elvish, Sylvan2ChargeIf the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.Charge||3d6MultiattackThe centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.PikeMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.|6|1d10+4HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.|6|2d6+4LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.|4|1d8+2Forest, Grassland +PriestMhumanoid (any race)any alignment13 (chain shirt)27 (5d8+5)25 ft.101012131613Medicine +7Persuasion +3Religion +413any two languages2Divine EminenceAs a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.Divine Eminence||3d6SpellcastingThe priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: MaceMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.|2|1d6Light,Sacred Flame,Thaumaturgy,Cure Wounds,Guiding Bolt,Sanctuary,Lesser Restoration,Spiritual Weapon,Dispel Magic,Spirit Guardians4,3,2,0,0,0,0,0,0,0,Urban +ElephantHbeastunaligned12 (natural armor)76 (8d12+24)40 ft.229173116104Trampling ChargeIf the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.GoreMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.Gore|8|3d8+5StompMelee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 21 (3d10+5) bludgeoning damage.Stomp|8|3d10+5Grassland +CatTbeastunaligned122 (1d4)40 ft., climb 30 ft.315103127Perception +3Stealth +4130Keen SmellThe cat has advantage on Wisdom (Perception) checks that rely on smell.ClawsMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Claws||1Desert, Forest, Grassland, Urban +OctopusSbeastunaligned123 (1d6)5 ft., swim 30 ft.415113104Perception +2Stealth +4darkvision 30 ft.120Hold BreathWhile out of water, the octopus can hold its breath for 30 minutes.Underwater CamouflageThe octopus has advantage on Dexterity (Stealth) checks made while underwater.Water BreathingThe octopus can breathe only underwater.TentaclesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.Tentacles|4|1Ink Cloud (Recharges after a Short or Long Rest)A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.SHORTAny +Fire GiantHgiantlawful evil18 (plate)162 (13d12+78)30 ft.25923101413Dexterity +3Constitution +10Charisma +5Athletics +11Perception +6fire16Giant9MultiattackThe giant makes two greatsword attacks.GreatswordMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.|11|6d6+7RockRanged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.|11|4d10+7Mountain, Underdark +LizardfolkMhumanoid (lizardfolk)neutral15 (natural armor, shield)22 (4d8+4)30 ft., swim 30 ft.1510137127Perception +3Stealth +4Survival +513Draconic1/2Hold BreathThe lizardfolk can hold its breath for 15 minutes.MultiattackThe lizardfolk makes two melee attacks, each one with a different weapon.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Heavy ClubMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.|4|1d6+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Spiked ShieldMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Forest, Swamp +GhoulMundeadchaotic evil1222 (5d8)30 ft.1315107106poisoneddarkvision 60 ft.10Common1BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.Bite|2|2d6+2ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Swamp, Underdark, Urban +NightmareLfiendneutral evil13 (natural armor)68 (8d10+24)60 ft., fly 90 ft.181516101315fire11understands Abyssal, Common, and Infernal but can't speak3Confer Fire ResistanceThe nightmare can grant resistance to fire damage to anyone riding it.IlluminationThe nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.Hooves|6|2d8+4+2d6Ethereal StrideThe nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.Any +Ancient Copper DragonGdragonchaotic good21 (natural armor)350 (20d20+140)40 ft., climb 40 ft., fly 80 ft.271225201719Dexterity +8Constitution +14Wisdom +10Charisma +11Deception +11Perception +17Stealth +8acidblindsight 60 ft., darkvision 120 ft.27Common, Draconic21Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|15|2d10+8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.D5Acid Breath||14d8Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Hill +Awakened TreeHplantunaligned13 (natural armor)59 (7d12+14)20 ft.1961510107firebludgeoning, piercing10one language known by its creator2False AppearanceWhile the tree remains motionless, it is indistinguishable from a normal tree.SlamMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.|6|3d6+4Forest +Ancient Black DragonGdragonchaotic evil22 (natural armor)367 (21d20+147)40 ft., fly 80 ft., swim 40 ft.271425161519Dexterity +9Constitution +14Wisdom +9Charisma +11Perception +16Stealth +9acidblindsight 60 ft., darkvision 120 ft.26Common, Draconic21AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.Bite|15|2d10+8+2d8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., on'e target. Hit: 15 (2d6+8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Acid Breath (Recharge 5-6)The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.D5DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Swamp +Ice MephitSelementalneutral evil1121 (6d6)30 ft., fly 30 ft.7131091112Perception +2Stealth +3bludgeoning, firecold, poisonpoisoneddarkvision 60 ft.12Aquan, Auran1/2Death BurstWhen the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.Death Burst||1d8False AppearanceWhile the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.Innate Spellcasting (1/Day)The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.1/DAYClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage.Claws|3|1d4+1Frost Breath (Recharge 6)The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.D6Variant: Summon Mephits (1/Day)The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYFog CloudArctic +Iron GolemLconstructunaligned20 (natural armor)210 (20d10+100)30 ft.249203111fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 120 ft.10understands the languages of its creator but can't speak16Fire AbsorptionWhenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two melee attacks.SlamMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.Slam|13|3d8+7SwordMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage.Sword|13|3d10+7Poison Breath (Recharge 5-6)The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one.D5Poison Breath||10d8Any +Green Dragon WyrmlingMdragonlawful evil17 (natural armor)38 (7d8+7)30 ft., fly 60 ft., swim 30 ft.151213141113Dexterity +3Constitution +3Wisdom +2Charisma +3Perception +4Stealth +3poisonpoisonedblindsight 10 ft., darkvision 60 ft.14Draconic2AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) poison damage.Bite|4|1d10+3+1d6Poison Breath (Recharge 5-6)The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.D5Poison Breath||6d6Any +Red Dragon WyrmlingMdragonchaotic evil17 (natural armor)75 (10d8+30)30 ft., climb 30 ft., fly 60 ft.191017121115Dexterity +2Constitution +5Wisdom +2Charisma +4Perception +4Stealth +2fireblindsight 10 ft., darkvision 60 ft.14Draconic4BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage.Bite|6|1d10+4+1d6Fire Breath (Recharge 5-6)The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.D5Fire Breath||7d6Any +Adult White DragonHdragonchaotic evil18 (natural armor)200 (16d12+96)40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.22102281212Dexterity +5Constitution +11Wisdom +6Charisma +6Perception +11Stealth +5coldblindsight 60 ft., darkvision 120 ft.21Common, Draconic13Ice WalkThe dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.Bite|11|2d10+6+1d8ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Cold Breath (Recharge 5-6)The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.D5Cold Breath||12d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Arctic +Will-o'-WispTundeadchaotic evil1922 (9d4)0 ft., fly 50 ft. (hover)12810131411acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weaponslightning, poisonexhaustion, grappled, paralyzed, poisoned, prone, restrained, unconsciousdarkvision 120 ft.12the languages it knew in life2Consume LifeAs a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.EphemeralThe will-o'-wisp can't wear or carry anything.Incorporeal MovementThe will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Variable IlluminationThe will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.ShockMelee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.|4|2d8InvisibilityThe will-o'-wisp and its light magically become invisible until it attacks or uses its Life Drain, or until its concentration ends (as if concentrating on a spell).Forest, Swamp, Urban +VrockLfiend (demon)chaotic evil15 (natural armor)104 (11d10+44)40 ft., fly 60 ft.1715188138Dexterity +5Wisdom +4Charisma +2cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponspoisonpoisoneddarkvision 120 ft.11Abyssal, telepathy 120 ft.6Magic ResistanceThe vrock has advantage on saving throws against spells and other magical effects.MultiattackThe vrock makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Beak|6|2d6+3TalonsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.Talons|6|2d10+3Spores (Recharge 6)A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.D6Stunning Screech (1/Day)The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .1/DAYVariant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. + A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYAny +Swarm of QuippersMswarm of Tiny beastsunaligned1328 (8d8-8)0 ft., swim 40 ft.13169172bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunneddarkvision 60 ft.81Blood FrenzyThe swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.Water BreathingThe swarm can breathe only underwater.BitesMelee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.Full|5|4d6Half|5|2d6Underwater +MammothHbeastunaligned13 (natural armor)126 (11d12+55)40 ft.249213116106Trampling ChargeIf the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.GoreMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage.Gore|10|4d8+7StompMelee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.Stomp|10|4d10+7Arctic +Rug of SmotheringLconstructunaligned1233 (6d10)10 ft.171410131poison, psychicblinded, charmed, deafened, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)62Antimagic SusceptibilityThe rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.Damage TransferWhile it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.False AppearanceWhile the rug remains motionless, it is indistinguishable from a normal rug.SmotherMelee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage.|5|2d6+3Any +WarhorseLbeastunaligned1119 (3d10+3)60 ft.1812132127111/2Trampling ChargeIf the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.HoovesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.|4|2d6+4Urban +Green HagMfeyneutral evil17 (natural armor)82 (11d8+33)30 ft.181216131414Arcana +3Deception +4Perception +4Stealth +3darkvision 60 ft.14Common, Draconic, Sylvan3AmphibiousThe hag can breathe air and water.Innate SpellcastingThe hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: +At will: dancing lights, minor illusion, vicious mockeryMimicryThe hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claws|6|2d8+4Illusory AppearanceThe hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.Invisible PassageThe hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.Dancing Lights,Minor IllusionForest, Hill, Swamp +CultistMhumanoid (any race)any non-good alignment12 (leather armor)9 (2d8)30 ft.111210101110Deception +2Religion +210any one language (usually Common)1/8Dark DevotionThe cultist has advantage on saving throws against being charmed or frightened.ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage.|3|1d6+1Urban +Air ElementalLelementalneutral1590 (12d10+24)fly 90 ft. (hover)1420146106lightning; thunder; bludgeoning, piercing, and slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Auran5Air FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.Slam|8|2d8+5Whirlwind (Recharge 4-6)Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.D4Desert, Mountain +Giant Fire BeetleSbeastunaligned13 (natural armor)4 (1d6+1)30 ft.81012173blindsight 30 ft.80IlluminationThe beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) slashing damage.Bite|1|1d6-1Underdark +RemorhazHmonstrosityunaligned17 (natural armor)195 (17d12+85)30 ft., burrow 20 ft.2413214105cold, firedarkvision 60 ft., tremorsense 60 ft.1011Heated BodyA creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.Heated Body||3d6BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.Bite|11|6d10+7+3d6SwallowThe remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. + If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.Arctic +Ice DevilLfiend (devil)lawful evil18 (natural armor)180 (19d10+76)40 ft.211418181518Dexterity +7Constitution +9Wisdom +7Charisma +9bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisonedblindsight 60 ft., darkvision 120 ft.12Infernal, telepathy 120 ft.14Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three attacks: one with its bite, one with its claws, and one with its tail.BiteMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.Bite|10|2d6+5+3d6ClawsMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.Claws|10|2d4+5+3d6TailMelee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.Tail|10|2d6+5+3d6Wall of IceThe devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. + When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. + The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.Any +Succubus/IncubusMfiend (shapechanger)neutral evil15 (natural armor)66 (12d8+12)30 ft., fly 60 ft.81713151220Deception +9Insight +5Perception +5Persuasion +9Stealth +7cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weaponsdarkvision 60 ft.15Abyssal, Common, Infernal, telepathy 60 ft.4Telepathic BondThe fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.ShapechangerThe fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Claw (Fiend Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|5|1d6+3CharmOne humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. + The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.Draining KissThe fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Draining Kiss||5d10+5EtherealnessThe fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.Urban +CouatlMcelestiallawful good19 (natural armor)97 (13d8+39)30 ft., fly 90 ft.162017182018Constitution +5Wisdom +7Charisma +6radiantpsychic; bludgeoning, piercing, and slashing from nonmagical weaponstruesight 120 ft.15all, telepathy 120 ft.4Innate SpellcastingThe couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: +At will: detect evil and good, detect magic, detect thoughts +3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield +1/day each: dream, greater restoration, scryingMagic WeaponsThe couatl's weapon attacks are magical.Shielded MindThe couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.Bite|8|1d6+5ConstrictMelee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.Constrict|6|2d6+3Change ShapeThe couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). + In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.Detect Evil and Good,Detect Magic,Detect Thoughts,Bless,Create Food and Water,Cure Wounds,Lesser Restoration,Protection from Poison,Sanctuary,Shield,Dream,Greater Restoration,ScryingDesert, Forest, Grassland, Urban +HyenaMbeastunaligned115 (1d8+1)50 ft.1113122125Perception +3130Pack TacticsThe hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteWeapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.Bite|2|1d6Desert, Forest, Grassland, Hill +HomunculusTconstructneutral13 (natural armor)5 (2d4)20 ft., fly 40 ft.4151110107poisoncharmed, poisoneddarkvision 60 ft.10understands the languages of its creator but can't speak0Telepathic BondWhile the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.Bite|4|1Any +GuardMhumanoid (any race)any alignment16 (chain shirt, shield)11 (2d8+2)30 ft.131212101110Perception +212any one language (usually Common)1/8SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage.|3|1d6+1Coastal, Desert, Forest, Grassland, Hill, Mountain, Urban +GynosphinxLmonstrositylawful neutral17 (natural armor)136 (16d10+48)40 ft., fly 60 ft.181516181818Arcana +14History +14Perception +9Religion +9bludgeoning, piercing, and slashing from nonmagical weaponspsychiccharmed, frightenedtruesight 120 ft.19Common, Sphinx11InscrutableThe sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.Magic WeaponsThe sphinx's weapon attacks are magical.SpellcastingThe sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: MultiattackThe sphinx makes two claw attacks.ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claw|9|2d8+4Claw AttackThe sphinx makes one claw attack.Teleport (Costs 2 Actions)The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Cast a Spell (Costs 3 Actions)The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.Mage Hand,Minor Illusion,Prestidigitation,Detect Magic,Identify,Shield,Darkness,Locate Object,Suggestion,Dispel Magic,Remove Curse,Tongues,Banishment,Greater Invisibility,Legend Lore4,3,3,3,1,0,0,0,0,0,Desert +BoarMbeastunaligned11 (natural armor)11 (2d8+2)40 ft.13111229591/4ChargeIf the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.Charge||1d6Relentless (Recharges after a Short or Long Rest)If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.SHORTTuskWeapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.Tusk|3|1d6+1Forest, Grassland, Hill +Rust MonsterMmonstrosityunaligned14 (natural armor)27 (5d8+5)40 ft.1312132136darkvision 60 ft.111/2Iron ScentThe rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.Rust MetalAny nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.Bite|3|1d8+1AntennaeThe rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. + If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.Underdark +SkeletonMundeadlawful evil13 (armor scraps)13 (2d8+4)30 ft.101415685bludgeoningpoisoneddarkvision 60 ft.9understands all languages it spoke in life but can't speak1/4ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortsword|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortbow|4|1d6+2Urban +WereratMhumanoid (human, shapechanger)lawful evil1233 (6d8+6)30 ft.10151211108Perception +2Stealth +4bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvereddarkvision 60 ft. (rat form only)12Common (can't speak in rat form)2ShapechangerThe wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen SmellThe wererat has advantage on Wisdom (Perception) checks that rely on smell.Multiattack (Humanoid or Hybrid Form Only)The wererat makes two attacks, only one of which can be a bite.Bite (Rat or Hybrid Form Only).Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.Bite|4|1d4+2Shortsword (Humanoid or Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortsword|4|1d6+2Hand Crossbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.Hand Crossbow|4|1d6+2Forest, Urban +OgreLgiantchaotic evil11 (hide armor)59 (7d10+21)40 ft.19816577darkvision 60 ft.8Common, Giant2GreatclubMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.|6|2d8+4JavelinMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.|6|2d6+4Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark +WerewolfMhumanoid (human, shapechanger)chaotic evil11 (in humanoid form, 12 in wolf or hybrid form)58 (9d8+18)30 ft. (40 ft. in wolf form)151314101110Perception +4bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered14Common (can't speak in wolf form)3ShapechangerThe werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen Hearing and SmellThe werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Multiattack (Humanoid or Hybrid Form Only)The werewolf makes two attacks: one with its bite and one with its claws or spear.Bite (Wolf or Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.|4|1d8+2Claws (Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage.|4|2d4+2Spear (Humanoid Form Only)Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.One-Handed|4|1d6+2Two-Handed|4|1d8+2Forest, Hill +RavenTbeastunaligned121 (1d4-1)10 ft., fly 50 ft.21482126Perception +3130MimicryThe raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Hill, Swamp, Urban +Giant CrocodileHbeastunaligned14 (natural armor)85 (9d12+27)30 ft., swim 50 ft.219172107Stealth +5105Hold BreathThe crocodile can hold its breath for 30 minutes.MultiattackThe crocodile makes two attacks: one with its bite and one with its tail.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.Bite|8|3d10+5TailMelee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.Tail|8|2d8+5Swamp +DretchSfiend (demon)chaotic evil11 (natural armor)18 (4d6+4)20 ft.111112583cold, fire, lightningpoisonpoisoneddarkvision 60 ft.9Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)1/4MultiattackThe dretch makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.Bite|2|1d6ClawsMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.Claws|2|2d4Fetid Cloud (1/Day)A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.1/DAYAny +Death DogMmonstrosityneutral evil1239 (6d8+12)40 ft.1514143136Perception +5Stealth +4darkvision 120 ft.151Two-HeadedThe dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.MultiattackThe dog makes two bite attacks.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.|4|1d6+2Desert +Swarm of WaspsMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)5 ft., fly 30 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4Any +Ogre ZombieLundeadneutral evil885 (9d10+36)30 ft.19618365Wisdom +0poisonpoisoneddarkvision 60 ft.8understands Common and Giant but can't speak2Undead FortitudeIf damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.MorningstarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.Morningstar|6|2d8+4Any +LichMundeadany evil alignment17 (natural armor)135 (18d8+54)30 ft.111616201416Constitution +10Intelligence +12Wisdom +9Arcana +18History +12Insight +9Perception +9cold, lightning, necroticpoison; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, exhaustion, frightened, paralyzed, poisonedtruesight 120 ft.19Common plus up to five other languages21Legendary Resistance (3/Day)If the lich fails a saving throw, it can choose to succeed instead.3/DAYRejuvenationIf it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.SpellcastingThe lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Turn ResistanceThe lich has advantage on saving throws against any effect that turns undead.Paralyzing TouchMelee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Paralyzing Touch|12|3d6CantripThe lich casts a cantrip.Paralyzing Touch (Costs 2 Actions)The lich uses its Paralyzing Touch.Frightening Gaze (Costs 2 Actions)The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.Disrupt Life (Costs 3 Actions)Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Disrupt Life|0|6d6Mage Hand,Prestidigitation,Ray of Frost,Detect Magic,Magic Missile,Shield,Thunderwave,Detect Thoughts,Invisibility,Mirror Image,Animate Dead,Counterspell,Dispel Magic,Fireball,Blight,Dimension Door,Cloudkill,Scrying,Disintegrate,Globe of Invulnerability,Finger of Death,Plane Shift,Dominate Monster,Power Word Stun,Power Word Kill4,3,3,3,3,1,1,1,1,0,Any +DryadMfeyneutral11 (16 with barkskin)22 (5d8)30 ft.101211141518Perception +4Stealth +5darkvision 60 ft.14Elvish, Sylvan1Innate SpellcastingThe dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: +At will: druidcraft +3/day each: entangle, goodberry +1/day each: barkskin, pass without trace, shillelaghMagic ResistanceThe dryad has advantage on saving throws against spells and other magical effects.Speak with Beasts and PlantsThe dryad can communicate with beasts and plants as if they shared a language.Tree StrideOnce on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.ClubMelee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.Club|2|1d4Fey CharmThe dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. + Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. + The dryad can have no more than one humanoid and up to three beasts charmed at a time.Druidcraft,Entangle,Goodberry,Barkskin,Pass without Trace,ShillelaghForest +Young Copper DragonLdragonchaotic good17 (natural armor)119 (14d10+42)40 ft., climb 40 ft., fly 80 ft.191217161315Dexterity +4Constitution +6Wisdom +4Charisma +5Deception +5Perception +7Stealth +4acidblindsight 30 ft., darkvision 120 ft.17Common, Draconic7MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|7|2d10+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.D5Acid Breath||9d8Hill +AssassinMhumanoid (any race)any non-good alignment15 (studded leather)78 (12d8+24)30 ft.111614131110Dexterity +7Intelligence +5Acrobatics +7Deception +4Perception +4Stealth +11poison14Thieves' cant plus any two languages8AssassinateDuring its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.EvasionIf the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Sneak Attack (1/Turn)The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.Sneak Attack||4d6MultiattackThe assassin makes two shortsword attacks.ShortswordMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.|7|1d6+3Light CrossbowRanged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.|7|1d8+3Urban +GhostMundeadany alignment1145 (10d8)0 ft., fly 40 ft.71310101217acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.11any languages it knew in life4Ethereal SightThe ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.Incorporeal MovementThe ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Withering TouchMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.|5|4d6+3EtherealnessThe ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.Horrifying VisageEach non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.Possession (Recharge 6)One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.D6Underdark, Urban +Shambling MoundLplantunaligned15 (natural armor)136 (16d10+48)20 ft., swim 20 ft.188165105Stealth +2cold, firelightningblinded, deafened, exhaustionblindsight 60 ft. (blind beyond this radius)105Lightning AbsorptionWhenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.MultiattackThe shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.|7|2d8+4EngulfThe shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.Forest, Swamp +Giant SpiderLbeastunaligned14 (natural armor)26 (4d10+4)30 ft., climb 30 ft.1416122114Stealth +7blindsight 10 ft., darkvision 60 ft.101Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Bite|5|1d8+3Web (Recharge 5-6)Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).D5Web|5|0Desert, Forest, Swamp, Underdark, Urban +Giant RatSbeastunaligned127 (2d6)30 ft.715112104darkvision 60 ft.101/8Keen SmellThe rat has advantage on Wisdom (Perception) checks that rely on smell.Pack TacticsThe rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|4|1d4+2Forest, Swamp, Underdark, Urban +HezrouLfiend (demon)chaotic evil16 (natural armor)136 (13d10+65)30 ft.19172051213Strength +7Constitution +8Wisdom +4cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponspoisonpoisoneddarkvision 120 ft.11Abyssal, telepathy 120 ft.8Magic ResistanceThe hezrou has advantage on saving throws against spells and other magical effects.StenchAny creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.MultiattackThe hezrou makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|7|2d10+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. + A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYAny +DjinniLelementalchaotic good17 (natural armor)161 (14d10+84)30 ft., fly 90 ft.211522151620Dexterity +6Wisdom +7Charisma +9lightning, thunderdarkvision 120 ft.13Auran11Elemental DemiseIf the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.Innate SpellcastingThe djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: +At will: detect evil and good, detect magic, thunderwave +3/day each: create food and water (can create wine instead of water), tongues, wind walk +1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shiftMultiattackThe djinni makes three scimitar attacks.ScimitarMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).Scimitar|9|2d6+5+1d6Create WhirlwindA 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. + A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.Detect Evil and Good,Detect Magic,Thunderwave,Create Food and Water,Tongues,Wind Walk,Conjure Elemental,Creation,Gaseous Form,Invisibility,Major Image,Plane ShiftCoastal +TrollLgiantchaotic evil15 (natural armor)84 (8d10+40)30 ft.181320797Perception +1darkvision 60 ft.11Giant5Keen SmellThe troll has advantage on Wisdom (Perception) checks that rely on smell.RegenerationThe troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.Variant: Loathsome LimbsWhenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + 1-10: Nothing else happens. + 11-14: One leg is severed from the troll if it has any legs left. + 15- 18: One arm is severed from the troll if it has any arms left. + 19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.MultiattackThe troll makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.|7|1d6+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.|7|2d6+4Arctic, Forest, Mountain, Swamp, Underdark +Gold Dragon WyrmlingMdragonlawful good17 (natural armor)60 (8d8+24)30 ft., fly 60 ft., swim 30 ft.191417141116Dexterity +4Constitution +6Wisdom +2Charisma +5Perception +4Stealth +4fireblindsight 10 ft., darkvision 60 ft.14Draconic3AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.Bite|6|1d10+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. D5Fire Breath||4d10Any +Silver Dragon WyrmlingMdragonlawful good17 (natural armor)45 (6d8+18)30 ft., fly 60 ft.191017121115Dexterity +2Constitution +5Wisdom +2Charisma +4Perception +4Stealth +2coldblindsight 10 ft., darkvision 60 ft.14Draconic2BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.Bite|6|1d10+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Cold Breath||4d8Any +ScoutMhumanoid (any race)any alignment13 (leather armor)16 (3d8+3)30 ft.111412111311Nature +4Perception +5Stealth +6Survival +515any one language (usually Common)1/2Keen Hearing and SightThe scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.MultiattackThe scout makes two melee attacks or two ranged attacks.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2LongbowRanged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.|4|1d8+2Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark +WraithMundeadneutral evil1367 (9d8+27)0 ft., fly 60 ft. (hover)61616121415acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silverednecrotic, poisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.12the languages it knew in life5Incorporeal MovementThe wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight SensitivityWhile in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Life DrainMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Life Drain|6|4d8+3Create SpecterThe wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.Underdark +Giant ScorpionLbeastunaligned15 (natural armor)52 (7d10+14)40 ft.151315193blindsight 60 ft.93ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.Claw|4|1d8+2MultiattackThe scorpion makes three attacks: two with its claws and one with its sting.StingMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.Sting|4|1d10+2Desert +Black BearMbeastunaligned11 (natural armor)19 (3d8+6)40 ft., climb 30 ft.1510142127131/2Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Bite|3|1d6+2ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.Claws|3|2d4+2Forest +MastiffMbeastunaligned125 (1d8+1)40 ft.1314123127Perception +3131/8Keen Hearing and SmellThe mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.Bite|3|1d6+1Forest, Hill, Urban +DriderLmonstrositychaotic evil19 (natural armor)123 (13d10+52)30 ft., climb 30 ft.161618131412Perception +5Stealth +9darkvision 120 ft.15Elvish, Undercommon6Fey AncestryThe drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate SpellcastingThe drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: +At will: dancing lights +1/day each: darkness, faerie fireSpider ClimbThe drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight SensitivityWhile in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web WalkerThe drider ignores movement restrictions caused by webbing.MultiattackThe drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.Bite|6|1d4+2d8LongswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.One Handed|6|1d8+3Two Handed|6|1d10+3LongbowRanged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.Longbow|6|1d8+3Dancing Lights,Darkness,Faerie FireUnderdark +BehirHmonstrosityneutral evil17 (natural armor)168 (16d12+64)50 ft., climb 40 ft.23161871412Perception +6Stealth +7lightningdarkvision 90 ft.16Draconic11MultiattackThe behir makes two attacks: one with its bite and one to constrict.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.Bite|10|3d10+6ConstrictMelee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.Constrict|10|2d10+6+2d10+6Lightning Breath (Recharge 5-6)The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.D5Lightning Breath||12d10SwallowThe behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. + If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.Acid Damage||6d6Underdark +Barbed DevilMfiend (devil)lawful evil15 (natural armor)110 (13d8+52)30 ft.161718121414Strength +6Constitution +7Wisdom +5Charisma +5Deception +5Insight +5Perception +8cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.18Infernal, telepathy 120 ft.5Barbed HideAt the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.Barbed Hide||1d10Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.ClawMelee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) piercing damage.Claw|6|1d6+3TailMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Tail|6|2d6+3Hurl FlameRanged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.Flame|5|3d6Any +PonyMbeastunaligned1011 (2d8+2)40 ft.1510132117101/8HoovesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.Hooves|4|2d4+2Urban +KnightMhumanoid (any race)any alignment18 (plate)52 (8d8+16)30 ft.161114111115Constitution +4Wisdom +210any one language (usually Common)3BraveThe knight has advantage on saving throws against being frightened.MultiattackThe knight makes two melee attacks.GreatswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.|5|2d6+3Heavy CrossbowRanged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.|2|1d10Leadership (Recharges after a Short or Long Rest)For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.SHORTParryThe knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.Urban +Night HagMfiendneutral evil17 (natural armor)112 (15d8+45)30 ft.181516161416Deception +7Insight +6Perception +6Stealth +6cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredcharmeddarkvision 120 ft.16Abyssal, Common, Infernal, Primordial5Innate SpellcastingThe hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: +At will: detect magic, magic missile +2/day each: plane shift (self only), ray of enfeeblement, sleepMagic ResistanceThe hag has advantage on saving throws against spells and other magical effects.Claws (Hag Form Only)Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claws|6|2d8+4Change ShapeThe hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.EtherealnessThe hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.Nightmare Haunting (1/Day)While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.1/DAYDetect Magic,Magic Missile,Plane Shift,Ray of Enfeeblement,SleepAny +Giant BadgerMbeastunaligned1013 (2d8+4)30 ft., burrow 10 ft.1310152125darkvision 30 ft.111/4Keen SmellThe badger has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe badger makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.Bite|3|1d6+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.Claws|3|2d4+1Forest +MedusaMmonstrositylawful evil15 (natural armor)127 (17d8+51)30 ft.101516121315Deception +5Insight +4Perception +4Stealth +5darkvision 60 ft.14Common6Petrifying GazeWhen a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.MultiattackThe medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.Snake HairMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.|5|1d4+2ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|5|1d6+2LongbowRanged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.|5|2d6Desert +SpecterMundeadchaotic evil1222 (5d8)0 ft., fly 50 ft. (hover)11411101011acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10understands all languages it knew in life but can't speak1Incorporeal MovementThe specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight SensitivityWhile in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Life DrainMelee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.|4|3d6Underdark, Urban +Magma MephitSelementalneutral evil1122 (5d6+5)30 ft., fly 30 ft.8121271010Stealth +3coldfire, poisonpoisoneddarkvision 60 ft.10Ignan, Terran1/2Death BurstWhen the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.Death Burst||2d6False AppearanceWhile the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.Innate Spellcasting (1/Day)The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.1/DAYClawsMelee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.Claws|3|1d4+1Fire Breath (Recharge 6)The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.D6Variant: Summon Mephits (1/Day)The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYHeat MetalUnderdark +Cloud GiantHgiantneutral good (50%) or neutral evil (50%)14 (natural armor)200 (16d12+96)40 ft.271022121616Constitution +9Wisdom +7Charisma +7Insight +7Perception +717Common, Giant9Keen SmellThe giant has advantage on Wisdom (Perception) checks that rely on smell.Innate SpellcastingThe giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: +At will: detect magic, fog cloud, light +3/day each: feather fall, fly, misty step, telekinesis +1/day each: control weather, gaseous formMultiattackThe giant makes two morningstar attacks.MorningstarMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.Morningstar|12|3d8+8RockRanged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.Rock|12|4d10+8Detect Magic,Fog Cloud,Light,Feather Fall,Fly,Misty Step,Telekinesis,Control Weather,Gaseous FormMountain +Saber-Toothed TigerLbeastunaligned1252 (7d10+14)40 ft.1814153128Perception +3Stealth +6132Keen SmellThe tiger has advantage on Wisdom (Perception) checks that rely on smell.PounceIf the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.Bite|6|1d10+5ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claw|6|2d6+5Arctic, Mountain +SatyrMfeychaotic neutral14 (leather armor)31 (7d8)40 ft.121611121014Perception +2Performance +6Stealth +512Common, Elvish, Sylvan1/2Magic ResistanceThe satyr has advantage on saving throws against spells and other magical effects.RamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage.Ram|3|2d4+1ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortsword|5|1d6+3ShortbowRanged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortbow|5|1d6+3Variant: PanpipesThe satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. + An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. + Charming Melody: The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. + Frightening Strain: The creature is frightened for 1 minute. + Gentle Lullaby: The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.Forest +MummyMundeadlawful evil11 (natural armor)58 (9d8+18)20 ft.1681561012Wisdom +2firebludgeoning, piercing, and slashing from nonmagical weaponsnecrotic, poisoneddarkvision 60 ft.10the languages it knew in life3MultiattackThe mummy can use its Dreadful Glare and makes one attack with its rotting fist.Rotting FistMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.Rotting Fist|5|2d6+3Dreadful GlareThe mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.Desert +WyvernLdragonunaligned13 (natural armor)110 (13d10+39)20 ft., fly 80 ft.1910165126Perception +4darkvision 60 ft.146MultiattackThe wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.|7|2d6+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.|7|2d8+4StingerMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.|7|2d6+4Hill, Mountain +WeaselTbeastunaligned131 (1d4-1)30 ft.31682123Perception +3Stealth +5130Keen Hearing and SmellThe weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|5|1Any +WorgLmonstrosityneutral evil13 (natural armor)26 (4d10+4)50 ft.1613137118Perception +4darkvision 60 ft.14Goblin, Worg1/2Keen Hearing and SmellThe worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.|5|2d6+3Forest, Grassland, Hill +Young Black DragonLdragonchaotic evil18 (natural armor)127 (15d10+45)40 ft., fly 80 ft., swim 40 ft.191417121115Dexterity +5Constitution +6Wisdom +3Charisma +5Perception +6Stealth +5acidblindsight 30 ft., darkvision 120 ft.16Common, Draconic7AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage.Bite|7|2d10+4+1d8ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Acid Breath (Recharge 5-6)The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.D5Acid Breath||11d8Swamp +Tribal WarriorMhumanoid (any race)any alignment12 (hide armor)11 (2d8+2)30 ft.131112811810any one language1/8Pack TacticsThe warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.One Handed|3|1d6+1Two Handed|3|1d8+1Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark +MerrowLmonstrositychaotic evil13 (natural armor)45 (6d10+12)10 ft., swim 40 ft.1810158109darkvision 60 ft.12Abyssal, Aquan2AmphibiousThe merrow can breathe air and water.MultiattackThe merrow makes two attacks: one with its bite and one with its claws or harpoon.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.Bite|6|1d8+4ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.Claws|6|2d4+4HarpoonMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.Harpoon|6|2d6+4Coastal, Underwater +Swarm of BatsMswarm of Tiny beastsunaligned1222 (5d8)0 ft., fly 30 ft.515102124bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 60 ft.111/4EcholocationThe swarm can't use its blindsight while deafened.Keen HearingThe swarm has advantage on Wisdom (Perception) checks that rely on hearing.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.Full|4|2d4Half|4|1d4Hill, Mountain, Urban +Young Blue DragonLdragonlawful evil18 (natural armor)152 (16d10+64)40 ft., burrow 40 ft., fly 80 ft.211019141317Dexterity +4Constitution +8Wisdom +5Charisma +7Perception +9Stealth +4lightningblindsight 30 ft., darkvision 120 ft.19Common, Draconic9MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage.Bite|9|2d10+5+1d10ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claw|9|2d6+5Lightning Breath (Recharge 5-6)The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.D5Lightning Breath||10d10Coastal, Desert +DevaMcelestiallawful good17 (natural armor)136 (16d8+64)30 ft., fly 90 ft.181818172020Wisdom +0Charisma +9Insight +7Perception +9radiant; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, exhaustion, frighteneddarkvision 120 ft.19all, telepathy 120 ft.10Angelic WeaponsThe deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).Innate SpellcastingThe deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: +At will: detect evil and good +1/day each: commune, raise deadMagic ResistanceThe deva has advantage on saving throws against spells and other magical effects.MultiattackThe deva makes two melee attacks.MaceMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.Mace|8|1d6+4+4d8Healing Touch (3/Day)The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.3/DAYChange ShapeThe deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). + In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.Detect Evil and Good,Commune,Raise DeadAny +Adult Green DragonHdragonlawful evil19 (natural armor)207 (18d12+90)40 ft., fly 80 ft., swim 40 ft.231221181517Dexterity +6Constitution +10Wisdom +7Charisma +8Deception +8Insight +7Perception +12Persuasion +8Stealth +6poisonpoisonedblindsight 60 ft., darkvision 120 ft.22Common, Draconic15AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.Bite|11|2d10+6+2d6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .Poison Breath (Recharge 5-6)The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.D5Poison Breath||16d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Forest +Gray OozeMoozeunaligned822 (3d8+9)10 ft., climb 10 ft.12616162Stealth +2acid, cold, fireblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)81/2AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Corrode MetalAny nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.False AppearanceWhile the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.PseudopodMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.|3|1d6+1Underdark +ChuulLaberrationchaotic evil16 (natural armor)93 (11d10+33)30 ft., swim 30 ft.1910165115Perception +4poisonpoisoneddarkvision 60 ft.14understands Deep Speech but can't speak4AmphibiousThe chuul can breathe air and water.Sense MagicThe chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.MultiattackThe chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.PincerMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.Pincer|6|2d6+4TentaclesOne creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Underdark +Ancient Gold DragonGdragonlawful good22 (natural armor)546 (28d20+252)40 ft., fly 80 ft., swim 40 ft.301429181728Dexterity +9Constitution +16Wisdom +10Charisma +16Insight +10Perception +17Persuasion +16Stealth +9fireblindsight 60 ft., darkvision 120 ft.27Common, Draconic24AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.Bite|17|2d10+10ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Fire Breath||13d10Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Forest, Grassland +PseudodragonTdragonneutral good137 (2d4+2)15 ft., fly 60 ft.61513101210Perception +3Stealth +4blindsight 10 ft., darkvision 60 ft.13understands Common and Draconic but can't speak1/4Keen SensesThe pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.Magic ResistanceThe pseudodragon has advantage on saving throws against spells and other magical effects.Limited TelepathyThe pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.Variant: FamiliarThe pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|4|1d4+2StingMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.Sting|4|1d4+2Coastal, Desert, Forest, Hill, Mountain, Urban +Giant GoatLbeastunaligned11 (natural armor)19 (3d10+3)40 ft.1711123126111/2ChargeIf the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Charge||2d4Sure-FootedThe goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.RamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.Ram|5|2d4+3Grassland, Hill, Mountain +OrcMhumanoid (orc)chaotic evil13 (hide armor)15 (2d8+6)30 ft.16121671110Intimidation +2darkvision 60 ft.10Common, Orc1/2AggressiveAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.GreataxeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.|5|1d12+3JavelinMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.|5|1d6+3Arctic, Forest, Grassland, Hill, Mountain, Swamp, Underdark +Flying SnakeTbeastunaligned145 (2d4)30 ft., fly 60 ft., swim 30 ft.418112125blindsight 10 ft.111/8FlybyThe snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.Bite|6|1Desert, Forest, Grassland, Urban +Phase SpiderLmonstrosityunaligned13 (natural armor)32 (5d10+5)30 ft., climb 30 ft.1515126106Stealth +6darkvision 60 ft.103Ethereal JauntAs a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.|4|1d10+2Poison||4d8Desert, Forest, Grassland, Hill, Underdark, Urban +Polar BearLbeastunaligned12 (natural armor)42 (5d10+15)40 ft., swim 30 ft.2010162137Perception +3132Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.Bite|7|1d8+5ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claws|7|2d6+5Arctic, Underdark +Stone GiantHgiantneutral17 (natural armor)126 (11d12+55)40 ft.23152010129Dexterity +5Constitution +8Wisdom +4Athletics +12Perception +4darkvision 60 ft.14Giant7Stone CamouflageThe giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.MultiattackThe giant makes two greatclub attacks.GreatclubMelee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.|9|3d8+6RockRanged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.|9|4d10+6Rock CatchingIf a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.Hill, Mountain, Underdark +ShriekerMplantunaligned513 (3d8)0 ft.1110131blinded, deafened, frightenedblindsight 30 ft. (blind beyond this radius)60False AppearanceWhile the shrieker remains motionless, it is indistinguishable from an ordinary fungus.ShriekWhen bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterwardUnderdark +KrakenGmonstrosity (titan)chaotic evil18 (natural armor)472 (27d20+189)20 ft., swim 60 ft.301125221820Strength +18Dexterity +8Constitution +15Intelligence +14Wisdom +12lightning; bludgeoning, piercing, and slashing from nonmagical weaponsfrightened, paralyzedtruesight 120 ft.14understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.23AmphibiousThe kraken can breathe air and water.Freedom of MovementThe kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Siege MonsterThe kraken deals double damage to objects and structures.MultiattackThe kraken makes three tentacle attacks, each of which it can replace with one use of Fling.BiteMelee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.Bite|18|3d8+10TentacleMelee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.Tentacle|18|3d6+10FlingOne Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.Lightning StormThe kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.Lightning Storm||4d10Tentacle Attack or FlingThe kraken makes one tentacle attack or uses its Fling.Lightning Storm (Costs 2 Actions)The kraken uses Lightning Storm.Ink Cloud (Costs 3 Actions)While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.Underwater +BaboonSbeastunaligned123 (1d6)30 ft., climb 30 ft.814114126110Pack TacticsThe baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage.Bite|1|1d4-1Forest, Hill +XornMelementalneutral19 (natural armor)73 (7d8+42)20 ft., burrow 20 ft.171022111011Perception +6Stealth +3piercing and slashing from nonmagical weapons that aren't adamantinedarkvision 60 ft., tremorsense 60 ft.16Terran5Earth GlideThe xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.Stone CamouflageThe xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Treasure SenseThe xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.MultiattackThe xorn makes three claw attacks and one bite attack.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage.Bite|6|3d6+3ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|6|1d6+3Underdark +Reef SharkMbeastunaligned12 (natural armor)22 (4d8+4)swim 40 ft.1413131104Perception +2blindsight 30 ft.121/2Pack TacticsThe shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.Water BreathingThe shark can breathe only underwater.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.Bite|4|1d8+2Underwater +Adult Red DragonHdragonchaotic evil19 (natural armor)256 (19d12+133)40 ft., climb 40 ft., fly 80 ft.271025161321Dexterity +6Constitution +13Wisdom +7Charisma +11Perception +13Stealth +6fireblindsight 60 ft., darkvision 120 ft.23Common, Draconic17Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.Bite|14|2d10+8+2d6ClawMelee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Fire Breath (Recharge 5-6)The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.D5Fire Breath||18d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Hill, Mountain +ManticoreLmonstrositylawful evil14 (natural armor)68 (8d10+24)30 ft., fly 50 ft.1716177128darkvision 60 ft.113Tail Spike RegrowthThe manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.MultiattackThe manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.|5|1d8+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.|5|1d6+3Tail SpikeRanged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage.|5|1d8+3Arctic, Coastal, Grassland, Hill, Mountain +AnkhegLmonstrosityunaligned14 (natural armor, 11 while prone)39 (6d10+6)30 ft., burrow 10 ft.1711131136darkvision 60 ft., tremorsense 60 ft.112BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.Bite|5|2d6+3+1d6Acid Spray (Recharge 6)The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.D6Acid Spray||3d6Forest, Grassland +Purple WormGmonstrosityunaligned18 (natural armor)247 (15d20+90)50 ft., burrow 30 ft.28722184Constitution +11Wisdom +4blindsight 30 ft., tremorsense 60 ft.915TunnelerThe worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.MultiattackThe worm makes two attacks: one with its bite and one with its stinger.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.Bite|9|3d8+9Tail StingerMelee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.Tail Stinger|9|3d6+9Desert, Underdark +Half-Red Dragon VeteranMhumanoid (human)any alignment18 (plate)65 (10d8+20)30 ft.161314101110Strength +5Constitution +4Athletics +5Perception +2fireblindsight 10 ft., darkvision 60 ft.12Common, Draconic5MultiattackThe veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.LongswordWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.One Handed|5|1d8+3Two Handed|5|1d10+3ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortsword|5|1d6+3Heavy CrossbowRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.Heavy Crossbow|3|1d10+1Fire Breath (Recharge 5-6)The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.D5Fire Breath||7d6ParryThe veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon.Any +SalamanderLelementalneutral evil15 (natural armor)90 (12d10+24)30 ft.181415111012coldbludgeoning, piercing, and slashing from nonmagical weaponsfiredarkvision 60 ft.10Ignan5Heated BodyA creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.Heated Body||2d6Heated WeaponsAny metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).MultiattackThe salamander makes two attacks: one with its spear and one with its tail.SpearMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.Spear|7|2d6+4TailMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.Tail|7|2d6+4+2d6Underdark +Tyrannosaurus RexHbeastunaligned13 (natural armor)136 (13d12+52)50 ft.2510192129Perception +4148MultiattackThe tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.Bite|10|4d12+7TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.Tail|10|3d8+7Grassland +Gibbering MoutherMaberrationneutral967 (9d8+27)10 ft., swim 10 ft.108163106pronedarkvision 60 ft.102Aberrant GroundThe ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.GibberingThe mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.MultiattackThe gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.BitesMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.Bites|2|5d6Blinding Spittle (Recharge 5-6)The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.D5Underdark +White Dragon WyrmlingMdragonchaotic evil16 (natural armor)32 (5d8+10)30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.14101451011Dexterity +2Constitution +4Wisdom +2Charisma +2Perception +4Stealth +2coldblindsight 10 ft., darkvision 60 ft.14Draconic2BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage.Bite|4|1d10+2+1d4Cold Breath (Recharge 5-6)The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.D5Cold Breath||5d8Any +Bronze Dragon WyrmlingMdragonlawful good17 (natural armor)32 (5d8+10)30 ft., fly 60 ft., swim 30 ft.171015121115Dexterity +2Constitution +4Wisdom +2Charisma +4Perception +4Stealth +2lightningblindsight 10 ft., darkvision 60 ft.14Draconic2AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.Bite|5|1d10+3Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.D5Lightning Breath||3d10Any +GoatMbeastunaligned104 (1d8)40 ft.1210112105100ChargeIf the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.Charge||1d4Sure-FootedThe goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.RamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.Ram|3|1d4+1Grassland, Hill, Mountain, Urban +ErinyesMfiend (devil)lawful evil18 (plate)153 (18d8+72)30 ft., fly 60 ft.181618141418Dexterity +7Constitution +8Wisdom +6Charisma +8cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisonedtruesight 120 ft.12Infernal, telepathy 120 ft.12Hellish WeaponsThe erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).Magic ResistanceThe erinyes has advantage on saving throws against spells and other magical effects.MultiattackThe erinyes makes three attacksLongswordMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage.One Handed|8|1d8+4+3d8Two Handed|8|1d10+4+3d8LongbowRanged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.Longbow|7|1d8+3+3d8Variant: Rope of EntanglementSome erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.ParryThe erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.Any +PlesiosaurusLbeastunaligned13 (natural armor)68 (8d10+24)20 ft., swim 40 ft.1815162125Perception +3Stealth +4132Hold BreathThe plesiosaurus can hold its breath for 1 hour.BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage.Bite|6|3d6+4Coastal, Underwater +WeretigerMhumanoid (human, shapechanger)neutral12120 (16d8+48)30 ft. (40 ft. in tiger form)171516101311Perception +5Stealth +4bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvereddarkvision 60 ft.15Common (can't speak in tiger form)4ShapechangerThe weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen Hearing and SmellThe weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pounce (Tiger or Hybrid Form Only)If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.Multiattack (Humanoid or Hybrid Form Only)In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.Bite (Tiger or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.Bite|5|1d10+3Claw (Tiger or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.Claw|5|1d8+3Scimitar (Humanoid or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Scimitar|5|1d6+3Longbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.Longbow|4|1d8+2Desert, Forest, Grassland +DruidMhumanoid (any race)any alignment11 (16 with barkskin)27 (5d8+5)30 ft.101213121511Medicine +4Nature +3Perception +414Druidic plus any two languages2SpellcastingThe druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: QuarterstaffMelee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.Quarterstaff|2|1d6Shillelagh|4|1d8+2Druidcraft,Produce Flame,Shillelagh,Entangle,Longstrider,Speak with Animals,Thunderwave,Animal Messenger,Barkskin4,3,0,0,0,0,0,0,0,0,Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark +RoperLmonstrosityneutral evil20 (natural armor)93 (11d10+33)10 ft., climb 10 ft.188177166Perception +6Stealth +5darkvision 60 ft.165False AppearanceWhile the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.Grasping TendrilsThe roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.Spider ClimbThe roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage.|7|4d8+4TendrilMelee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.|7|ReelThe roper pulls each creature grappled by it up to 25 ft. straight toward it.Underdark +Ancient Bronze DragonGdragonlawful good22 (natural armor)444 (24d20+192)40 ft., fly 80 ft., swim 40 ft.291027181721Dexterity +7Constitution +15Wisdom +10Charisma +12Insight +10Perception +17Stealth +7lightningblindsight 60 ft., darkvision 120 ft.27Common, Draconic22AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage.Bite|16|2d10+9ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.Claw|16|1d6+9TailMelee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.Tail|16|2d8+9Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.D5Lightning Breath||16d10Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Coastal +Clay GolemLconstructunaligned14 (natural armor)133 (14d10+56)20 ft.20918381acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.9understands the languages of its creator but can't speak9Acid AbsorptionWhenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.BerserkWhenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.Slam|8|2d10+5Haste (Recharge 5-6)Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.D5Any +BerserkerMhumanoid (any race)any chaotic alignment13 (hide armor)67 (9d8+27)30 ft.161217911910any one language (usually Common)2RecklessAt the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.GreataxeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.|5|1d12+3Arctic, Coastal, Desert, Forest, Hill, Mountain +Pit FiendLfiend (devil)lawful evil19 (natural armor)300 (24d10+168)30 ft., fly 60 ft.261424221824Dexterity +8Constitution +13Wisdom +10cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisonedtruesight 120 ft.14Infernal, telepathy 120 ft.20Fear AuraAny creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.Magic ResistanceThe pit fiend has advantage on saving throws against spells and other magical effects.Magic WeaponsThe pit fiend's weapon attacks are magical.Innate SpellcastingThe pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: +At will: detect magic, fireball +3/day each: hold monster, wall of fireDetect Magic,Fireball,Hold Monster,Wall of FireAny +MimicMmonstrosity (shapechanger)neutral12 (natural armor)58 (9d8+18)15 ft.1712155138Stealth +5acidpronedarkvision 60 ft.112ShapechangerThe mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.Adhesive (Object Form Only)The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.False Appearance (Object Form Only)While the mimic remains motionless, it is indistinguishable from an ordinary object.GrapplerThe mimic has advantage on attack rolls against any creature grappled by it.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.Pseudopod|5|1d8+3BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.Bite|5|1d8+3+1d8Underdark, Urban +Warhorse SkeletonLundeadlawful evil13 (barding scraps)22 (3d10+6)60 ft.181215285bludgeoningpoisonexhaustion, poisoneddarkvision 60 ft.91/2HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Hooves|6|2d6+4Any +Invisible StalkerMelementalneutral14104 (16d8+32)50 ft., fly 50 ft. (hover)161914101511Perception +8Stealth +10bludgeoning, piercing, and slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.18Auran, understands Common but doesn't speak it6InvisibilityThe stalker is invisible.Faultless TrackerThe stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.MultiattackThe stalker makes two slam attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.Slam|6|2d6+3Urban +NobleMhumanoid (any race)any alignment15 (breastplate)9 (2d8)30 ft.111211121416Deception +5Insight +4Persuasion +510any two languages1/8RapierMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1ParryThe noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Urban +MuleMbeastunaligned1011 (2d8+2)40 ft.1410132105101/8Beast of BurdenThe mule is considered to be a Large animal for the purpose of determining its carrying capacity.Sure-FootedThe mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.HoovesMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.Hooves|4|1d4+2Desert, Hill, Urban +CamelLbeastunaligned915 (2d10+4)50 ft.1681428591/8BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.Bite|5|1d4Desert +EagleSbeastunaligned123 (1d6)10 ft., fly 60 ft.615102147Perception +4140Keen SightThe eagle has advantage on Wisdom (Perception) checks that rely on sight.TalonsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.Talons|4|1d4+2Coastal, Grassland, Hill, Mountain +ScorpionTbeastunaligned11 (natural armor)1 (1d4-1)10 ft.2118182blindsight 10 ft.90StingMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.Sting|2|1Desert +CloakerLaberrationchaotic neutral14 (natural armor)78 (12d10+12)10 ft., fly 40 ft.171512131214Stealth +5darkvision 60 ft.11Deep Speech, Undercommon8Damage TransferWhile attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.False AppearanceWhile the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.Light SensitivityWhile in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.MultiattackThe cloaker makes two attacks: one with its bite and one with its tail.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.Bite|6|2d6+3TailMelee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage.Tail|6|1d8+3MoanEach creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.Phantasms (Recharges after a Short or Long Rest)The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. + Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. + A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.SHORTUnderdark +VultureMbeastunaligned105 (1d8+1)10 ft., fly 50 ft.710132124Perception +3130Keen Sight and SmellThe vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.Pack TacticsThe vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.BeakMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.Beak|2|1d4Desert, Grassland, Hill +Awakened ShrubSplantunaligned910 (3d6)20 ft.381110106firepiercing10one language known by its creator0False AppearanceWhile the shrub remains motionless, it is indistinguishable from a normal shrub.RakeMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) slashing damage.|1|1d4-1Forest +Adult Black DragonHdragonchaotic evil19 (natural armor)195 (17d12+85)40 ft., fly 80 ft., swim 40 ft.231421141317Dexterity +7Constitution +10Wisdom +6Charisma +8Perception +11Stealth +7acidblindsight 60 ft., darkvision 120 ft.21Common, Draconic14AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.Bite|11|2d10+6+1d8ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Acid Breath (Recharge 5-6)The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.D5Acid Breath||12d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Swamp +Young Green DragonLdragonlawful evil18 (natural armor)136 (16d10+48)40 ft., fly 80 ft., swim 40 ft.191217161315Dexterity +4Constitution +6Wisdom +4Charisma +5Deception +5Perception +7Stealth +4poisonpoisonedblindsight 30 ft., darkvision 120 ft.17Common, Draconic8AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.Bite|7|2d10+4+2d6ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Poison Breath (Recharge 5-6)The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.D5Poison Breath||12d6Forest +Flesh GolemMconstructneutral993 (11d8+44)30 ft.199186105lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.10understands the languages of its creator but can't speak5BerserkWhenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.Aversion of FireIf the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.Immutable FormThe golem is immune to any spell or effect that would alter its form.Lightning AbsorptionWhenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.|7|2d8+4Any +Giant ElkHbeastunaligned15 (natural armor)42 (5d12+10)60 ft.19161471410Perception +414Giant Elk, understands Common, Elvish, and Sylvan but can't speak2ChargeIf the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.Charge||2d6RamMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Ram|6|2d6+4HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage.Hooves|6|4d8+4Forest, Grassland, Hill, Mountain +BugbearMhumanoid (goblinoid)chaotic evil16 (hide armor, shield)27 (5d8+5)30 ft.1514138119Stealth +6Survival +2darkvision 60 ft.10Common, Goblin1BruteA melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Surprise AttackIf the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.Surprise Attack||2d6MorningstarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.Morningstar|4|2d8+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.Melee|4|2d6+2Ranged|4|1d6+2Forest, Grassland, Underdark +Young Red DragonLdragonchaotic evil18 (natural armor)178 (17d10+85)40 ft., climb 40 ft., fly 80 ft.231021141119Dexterity +4Constitution +9Wisdom +4Charisma +8Perception +8Stealth +4fireblindsight 30 ft., darkvision 120 ft.18Common, Draconic10MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.Bite|10|2d10+6+1d6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Fire Breath (Recharge 5-6)The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.D5Fire Breath||16d6Hill, Mountain +TarrasqueGmonstrosity (titan)unaligned25 (natural armor)676 (33d20+330)40 ft.30113031111Intelligence +5Wisdom +9Charisma +9fire, poison; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, frightened, paralyzed, poisonedblindsight 120 ft.1030Legendary Resistance (3/Day)If the tarrasque fails a saving throw, it can choose to succeed instead.3/DAYMagic ResistanceThe tarrasque has advantage on saving throws against spells and other magical effects.Reflective CarapaceAny time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.Siege MonsterThe tarrasque deals double damage to objects and structures.MultiattackThe tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.BiteMelee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.Bite|19|4d12+10ClawMelee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage.Claw|19|4d8+10HornsMelee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing damage.Horns|19|4d10+10TailMelee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.Tail|19|4d6+10Frightful PresenceEach creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.SwallowThe tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. + If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.AttackThe tarrasque makes one claw attack or tail attack.MoveThe tarrasque moves up to half its speed.Chomp (Costs 2 Actions)The tarrasque makes one bite attack or uses its Swallow.Urban +Adult Copper DragonHdragonchaotic good18 (natural armor)184 (16d12+80)40 ft., climb 40 ft., fly 80 ft.231221181517Dexterity +6Constitution +10Wisdom +7Charisma +8Deception +8Perception +12Stealth +6acidblindsight 60 ft., darkvision 120 ft.22Common, Draconic14Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.D5Acid Breath||12d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Hill +WightMundeadneutral evil14 (studded leather)45 (6d8+18)30 ft.151416101315Perception +3Stealth +4necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredpoisoneddarkvision 60 ft.13the languages it knew in life3Sunlight SensitivityWhile in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.Life DrainMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.Life Drain|4|1d6+2LongswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.Longsword|4|1d8+2LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.Longbow|4|1d8+2Desert, Swamp, Underdark, Urban +Steam MephitSelementalneutral evil1021 (6d6)30 ft., fly 30 ft.51110111012fire, poisonpoisoneddarkvision 60 ft.10Aquan, Ignan1/4Death BurstWhen the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.Death Burst||1d8Innate Spellcasting (1/Day)The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.1/DAYClawsMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.Claws|2|2d4Steam Breath (Recharge 6)The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.D6Variant: Summon Mephits (1/Day)The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYBlurUnderwater +Swarm of Poisonous SnakesMswarm of Tiny beastsunaligned1436 (8d8)30 ft., swim 30 ft.818111103bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.102SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.Full|6|2d6Half|6|1d6Forest, Swamp +LizardTbeastunaligned102 (1d4)20 ft., climb 20 ft.21110183darkvision 30 ft.90BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite||1Any +DuergarMhumanoid (dwarf)lawful evil16 (scale mail, shield)26 (4d8+4)25 ft.14111411109poisondarkvision 120 ft.10Dwarvish, Undercommon1Duergar ResilienceThe duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.Sunlight SensitivityWhile in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest)For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.SHORTWar PickMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.War Pick|4|1d8+2Enlarged|4|2d8+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.Javelin|4|1d6+2Enlarged|4|2d6+2Invisibility (Recharges after a Short or Long Rest)The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .SHORTUnderdark +Flying SwordSconstructunaligned17 (natural armor)17 (5d6)0 ft., fly 50 ft.121511151Dexterity +4poison, psychicblinded, charmed, deafened, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)71/4Antimagic SusceptibilityThe sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.False AppearanceWhile the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.LongswordMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.|3|1d8+1Any +GrimlockMhumanoid (grimlock)neutral evil1111 (2d8+2)30 ft.161212986Athletics +5Perception +3Stealth +3blindedblindsight 30 ft. or 10 ft. while deafened (blind beyond this radius)13Undercommon1/4Blind SensesThe grimlock can't use its blindsight while deafened and unable to smell.Keen Hearing and SmellThe grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.Stone CamouflageThe grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Spiked Bone ClubMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage.Spiked Bone Club|5|1d4+5+1d4Underdark +CommonerMhumanoid (any race)any alignment104 (1d8)30 ft.10101010101010any one language (usually Common)0ClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.|2|1d4Arctic, Coastal, Forest, Grassland, Hill, Urban +Shield GuardianLconstructunaligned17 (natural armor)142 (15d10+60)30 ft.188187103poisoncharmed, exhaustion, frightened, paralyzed, poisonedblindsight 10 ft., darkvision 60 ft.10understands commands given in any language but can't speak7BoundThe shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.RegenerationThe shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.Spell StoringA spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.MultiattackThe guardian makes two fist attacks.FistMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Fist|7|2d6+4ShieldWhen a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.Urban +StirgeTbeastunaligned14 (natural armor)2 (1d4)10 ft., fly 40 ft.41611286darkvision 60 ft.91/8Blood DrainMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. + The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.Blood Drain|5|1d4+3Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban +Hunter SharkLbeastunaligned12 (natural armor)45 (6d10+12)swim 40 ft.1813151104Perception +2darkvision 30 ft.122Blood FrenzyThe shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water BreathingThe shark can breathe only underwater.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.Bite|6|2d8+4Underwater +HobgoblinMhumanoid (goblinoid)lawful evil18 (chain mail, shield)11 (2d8+2)30 ft.13121210109darkvision 60 ft.10Common, Goblin1/2Martial AdvantageOnce per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.Martial Advantage||2d6LongswordMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.|3|1d8+1LongbowRanged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1Desert, Forest, Grassland, Hill, Underdark +GladiatorMhumanoid (any race)any alignment16 (studded leather, shield)112 (15d8+45)30 ft.181516101215Strength +7Dexterity +5Constitution +6Athletics +10Intimidation +511any one language (usually Common)5BraveThe gladiator has advantage on saving throws against being frightened.BruteA melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).MultiattackThe gladiator makes three melee attacks or two ranged attacks.SpearMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.One Handed|7|2d6+4Two Handed|7|2d8+4Shield BashMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Shield Bash|7|2d4+4ParryThe gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.Urban +AndrosphinxLmonstrositylawful neutral17 (natural armor)199 (19d10+95)40 ft., fly 60 ft.221020161823Dexterity +6Constitution +11Intelligence +9Wisdom +10Arcana +9Perception +10Religion +15psychic; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, frightenedtruesight 120 ft.20Common, Sphinx17InscrutableThe sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.Magic WeaponsThe sphinx's weapon attacks are magical.SpellcastingThe sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: MultiattackThe sphinx makes two claw attacks.ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.Claw|12|2d10+6Roar (3/Day)The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. + + First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.3/DAYClaw AttackThe sphinx makes one claw attack.Teleport (Costs 2 Actions)The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Cast a Spell (Costs 3 Actions)The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.Sacred Flame,Spare the Dying,Thaumaturgy,Command,Detect Evil and Good,Detect Magic,Lesser Restoration,Zone of Truth,Dispel Magic,Tongues,Banishment,Freedom of Movement,Flame Strike,Greater Restoration4,3,3,3,2,1,0,0,0,0,Desert +Blood HawkSbeastunaligned127 (2d6)10 ft., fly 60 ft.614103145Perception +4141/8Keen SightThe hawk has advantage on Wisdom (Perception) checks that rely on sight.Pack TacticsThe hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Beak|4|1d4+2Arctic, Coastal, Forest, Grassland, Hill, Mountain +Brass Dragon WyrmlingMdragonchaotic good16 (natural armor)16 (3d8+3)30 ft., burrow 15 ft., fly 60 ft.151013101113Dexterity +2Constitution +3Wisdom +2Charisma +3Perception +4Stealth +2fireblindsight 10 ft., darkvision 60 ft.14Draconic1BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.Bite|4|1d10+2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.D5Fire Breath||4d6Any +RatTbeastunaligned101 (1d4-1)20 ft.21192104darkvision 30 ft.100Keen SmellThe rat has advantage on Wisdom (Perception) checks that rely on smell.BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite||1Swamp, Urban +Giant CrabMbeastunaligned15 (natural armor)13 (3d8)30 ft., swim 30 ft.131511193Stealth +4blindsight 30 ft.91/8AmphibiousThe crab can breathe air and water.ClawMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.Claw|3|1d6+1Coastal +MageMhumanoid (any race)any alignment12 (15 with mage armor)40 (9d8)30 ft.91411171211Intelligence +6Wisdom +4Arcana +6History +611any four languages6SpellcastingThe mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.|5|1d4+2Fire Bolt,Light,Mage Hand,Prestidigitation,Detect Magic,Mage Armor,Magic Missile,Shield,Misty Step,Suggestion,Counterspell,Fireball,Fly,Greater Invisibility,Ice Storm,Cone of Cold4,3,3,3,1,0,0,0,0,0,Urban +Swarm of SpidersMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.Spider ClimbThe swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.Web WalkerThe swarm ignores movement restrictions caused by webbing.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4Any +Giant BoarLbeastunaligned12 (natural armor)42 (5d10+5)40 ft.17101627582ChargeIf the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Charge||2d6Relentless (Recharges after a Short or Long Rest)If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.SHORTTuskMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Tusk|5|2d6+3Forest, Grassland, Hill +Horned DevilLfiend (devil)lawful evil18 (natural armor)178 (17d10+55)20 ft., fly 60 ft.221721121617Strength +10Dexterity +7Wisdom +7Charisma +7cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.13Infernal, telepathy 120 ft.11Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.ForkMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage.Fork|10|2d8+6TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Tail|10|1d8+6Hurl FlameRanged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.Flame|7|4d6Any +CrocodileLbeastunaligned12 (natural armor)19 (3d10+3)20 ft., swim 20 ft.1510132105Stealth +2101/2Hold BreathThe crocodile can hold its breath for 15 minutes.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another targetBite|4|1d10+2Swamp, Urban +KoboldShumanoid (kobold)lawful evil125 (2d6-2)30 ft.7159878darkvision 60 ft.8Common, Draconic1/8Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Pack TacticsThe kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.DaggerMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.|4|1d4+2SlingRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.|4|1d4+2Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban +Giant SharkHbeastunaligned13 (natural armor)126 (11d12+55)swim 50 ft.2311211105Perception +3blindsight 60 ft.135Blood FrenzyThe shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water BreathingThe shark can breathe only underwater.BiteWeapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage.Bite|9|3d10+6Underwater +Giant ToadLbeastunaligned1139 (6d10+6)20 ft., swim 40 ft.1513132103darkvision 30 ft.101AmphibiousThe toad can breathe air and waterStanding LeapThe toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.Bite|4|1d10+2SwallowThe toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.Coastal, Desert, Forest, Swamp, Underdark +ArchmageMhumanoid (any race)any alignment12 (15 with mage armor)99 (18d8+18)30 ft.101412201516Intelligence +9Wisdom +6Arcana +13History +13damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)12any six languages12Magic ResistanceThe archmage has advantage on saving throws against spells and other magical effects.SpellcastingThe archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: DaggerMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.Dagger|6|1d4+2Fire Bolt,Light,Mage Hand,Prestidigitation,Shocking Grasp,Detect Magic,Identify,Mage Armor,Magic Missile,Detect Thoughts,Mirror Image,Misty Step,Counterspell,Fly,Lightning Bolt,Banishment,Fire Shield,Stoneskin,Cone of Cold,Scrying,Wall of Force,Globe of Invulnerability,Teleport,Mind Blank,Time Stop4,3,3,3,3,1,1,1,1,0,Urban +Ancient Blue DragonGdragonlawful evil22 (natural armor)481 (26d20+208)40 ft., burrow 40 ft., fly 80 ft.291027181721Dexterity +7Constitution +15Wisdom +10Charisma +12Perception +17Stealth +7lightningblindsight 60 ft., darkvision 120 ft.27Common, Draconic23MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.Bite|16|2d10+9+2d10ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.Claw|16|2d6+9TailMelee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.Tail|16|2d8+9Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Lightning Breath (Recharge 5-6)The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.D5Lightning Breath||16d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Coastal, Desert +Adult Bronze DragonHdragonlawful good19 (natural armor)212 (17d12+102)40 ft., fly 80 ft., swim 40 ft.251023161519Dexterity +5Constitution +11Wisdom +7Charisma +9Insight +7Perception +12Stealth +5lightningblindsight 60 ft., darkvision 120 ft.22Common, Draconic15AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage.Bite|12|2d10+7ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.D5Lightning Breath||12d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Coastal +OwlbearLmonstrosityunaligned13 (natural armor)59 (7d10+21)40 ft.2012173127Perception +3darkvision 60 ft.133Keen Sight and SmellThe owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.MultiattackThe owlbear makes two attacks: one with its beak and one with its claws.BeakMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage.|7|1d10+5ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.|7|2d8+5Forest +Swarm of CentipedesMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.Full|3|4d4Half|3|2d4Any +Giant Poisonous SnakeMbeastunaligned1411 (2d8+2)30 ft., swim 30 ft.1018132103Perception +2blindsight 10 ft.121/4BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.Bite|6|1d4+4Desert, Forest, Grassland, Swamp, Underdark, Urban +Young Brass DragonLdragonchaotic good17 (natural armor)110 (13d10+39)40 ft., burrow 20 ft., fly 80 ft.191017121115Dexterity +5Constitution +8Wisdom +5Charisma +7Perception +10Persuasion +7Stealth +5fireblindsight 30 ft., darkvision 120 ft.20Common, Draconic6MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|9|2d10+4ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|9|2d6+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.D5Fire Breath||12d6Desert +GargoyleMelementalchaotic evil15 (natural armor)52 (7d8+21)30 ft., fly 60 ft.1511166117bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantinepoisonexhaustion, petrified, poisoneddarkvision 60 ft.10Terran2False AppearanceWhile the gargoyle remains motion less, it is indistinguishable from an inanimate statue.MultiattackThe gargoyle makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.Claws|4|1d6+2Underdark, Urban +DrowMhumanoid (elf)neutral evil15 (chain shirt)13 (3d8)30 ft.101410111112Perception +2Stealth +4darkvision 120 ft.12Elvish, Undercommon1/4Fey AncestryThe drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate SpellcastingThe drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: +At will: dancing lights +1/day each: darkness, faerie fireSunlight SensitivityWhile in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortsword|4|1d6+2Hand CrossbowRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.Hand Crossbow|4|1d6+2Dancing Lights,Darkness,Faerie FireUnderdark +Young Silver DragonLdragonlawful good18 (natural armor)168 (16d10+80)40 ft., fly 80 ft.231021141119Dexterity +4Constitution +9Wisdom +4Charisma +8Arcana +6History +6Perception +8Stealth +4coldblindsight 30 ft., darkvision 120 ft.18Common, Draconic9MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|10|2d10+6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Cold Breath||12d8Mountain, Urban +BatTbeastunaligned121 (1d4-1)5 ft., fly 30 ft.21582124blindsight 60 ft.110EcholocationThe bat can't use its blindsight while deafened.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite||1Any +Dire WolfLbeastunaligned14 (natural armor)37 (5d10+10)50 ft.1715153127Perception +3Stealth +4131Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Bite|5|2d6+3Forest, Hill +GlabrezuLfiend (demon)chaotic evil17 (natural armor)157 (15d10+75)40 ft.201521191716Strength +9Constitution +9Wisdom +7Charisma +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponspoisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.9Innate SpellcastingThe glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: +At will: darkness, detect magic, dispel magic +1/day each: confusion, fly, power word stunMagic ResistanceThe glabrezu has advantage on saving throws against spells and other magical effects.MultiattackThe glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.PincerMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.Pincer|9|2d10+5FistMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.Fist|9|2d4+2Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. + A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYDarkness,Detect Magic,Dispel Magic,Confusion,Fly,Power Word StunAny +Young Gold DragonLdragonlawful good18 (natural armor)178 (17d10+85)40 ft., fly 80 ft., swim 40 ft.231421161320Dexterity +6Constitution +9Wisdom +5Charisma +9Insight +5Perception +9Persuasion +9Stealth +6fireblindsight 30 ft., darkvision 120 ft.19Common, Draconic10AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|10|2d10+6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Fire Breath||10d10Forest, Grassland +Riding HorseLbeastunaligned1013 (2d10+2)60 ft.1610122117101/4HoovesMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.Hooves|2|2d4+3Grassland, Urban +Dragon TurtleGdragonneutral20 (natural armor)341 (22d20+10)20 ft., swim 40 ft.251020101212Dexterity +5Constitution +10Wisdom +6firedarkvision 120 ft.11Aquan, Draconic17AmphibiousThe dragon turtle can breathe air and water.MultiattackThe dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.BiteMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage.Bite|12|3d12+7ClawMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage.Claw|12|2d8+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.Tail|12|3d12+7Steam Breath (Recharge 5-6)The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.D5Steam Breath||15d6Coastal, Underwater +BasiliskMmonstrosityunaligned12 (natural armor)52 (8d8+16)20 ft.16815287darkvision 60 ft.93Petrifying GazeIf a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.|5|2d6+3+2d6Mountain +Giant CentipedeSbeastunaligned13 (natural armor)4 (1d6+1)30 ft., climb 30 ft.51412173blindsight 30 ft.81/4BiteBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Bite|4|1d4+2Underdark, Urban +Hell HoundMfiendlawful evil15 (natural armor)45 (7d8+14)50 ft.1712146136Perception +5firedarkvision 60 ft.15understands Infernal but can't speak it3Keen Hearing and SmellThe hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.|5|1d8+3Fire Breath (Recharge 5-6)The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.D5||6d6Mountain, Underdark +MagminSelementalchaotic neutral14 (natural armor)9 (2d6+2)30 ft.7151281110bludgeoning, piercing, and slashing from nonmagical weaponsfiredarkvision 60 ft.10Ignan1/2Death BurstWhen the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.Death Burst||2d6Ignited IlluminationAs a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.TouchMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.Touch|4|2d6Any +Giant ApeHbeastunaligned12157 (15d12+60)40 ft., climb 40 ft.2314187127Athletics +9Perception +4147MultiattackThe ape makes two fist attacks.FistMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.Fist|9|3d10+6RockRanged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage.Rock|9|7d6+6Forest +Giant WaspMbeastunaligned1213 (3d8)10 ft., fly 50 ft., swim 50 ft.1014101103101/2StingSting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Sting|4|1d6+2Forest, Grassland, Urban +Mummy LordMundeadlawful evil17 (natural armor)97 (13d8+39)20 ft.181017111816Constitution +8Intelligence +5Wisdom +9Charisma +8History +5Religion +5bludgeoningnecrotic, poison; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, exhaustion, frightened, paralyzed, poisoneddarkvision 60 ft.14the languages it knew in life15Magic ResistanceThe mummy lord has advantage on saving throws against spells and other magical effects.RejuvenationA destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.SpellcastingThe mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: MultiattackThe mummy can use its Dreadful Glare and makes one attack with its rotting fist.Rotting FistMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.Rotting Fist|9|3d6+4+6d6Dreadful GlareThe mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.AttackThe mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.Blinding DustBlinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.Blasphemous Word (Costs 2 Actions)The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.Channel Negative Energy (Costs 2 Actions)The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.Whirlwind of Sand (Costs 2 Actions)The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.Sacred Flame,Thaumaturgy,Command,Guiding Bolt,Shield of Faith,Hold Person,Silence,Spiritual Weapon,Animate Dead,Dispel Magic,Divination,Contagion,Insect Plague,Harm4,3,3,3,2,1,0,0,0,0,Desert +MinotaurLmonstrositychaotic evil14 (natural armor)76 (9d10+27)40 ft.1811166169Perception +7darkvision 60 ft.17Abyssal3ChargeIf the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.Charge||2d8Labyrinthine RecallThe minotaur can perfectly recall any path it has traveled.RecklessAt the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.GreataxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.|6|2d12+4GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.|6|2d8+4Underdark +WolfMbeastunaligned13 (natural armor)11 (2d8+2)40 ft.1215123126Perception +3Stealth +4131/4Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.Bite|4|2d4+2Forest, Grassland, Hill +Chain DevilMfiend (devil)lawful evil16 (natural armor)85 (10d8+40)30 ft.181518111214Constitution +7Wisdom +4Charisma +5cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.8Infernal, telepathy 120 ft.11Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes two attacks with its chains.ChainMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.Chain|8|2d6+4Animate Chains (Recharges after a Short or Long Rest)Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. + Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.SHORTUnnerving MaskWhen a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.Any +ThugMhumanoid (any race)any non-good alignment11 (leather armor)32 (5d8+10)30 ft.151114101011Intimidation +210any one language (usually Common)1/2Pack TacticsThe thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.MultiattackThe thug makes two melee attacks.MaceMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.|4|1d6+2Heavy CrossbowRanged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.|2|1d10Urban +Gelatinous CubeLoozeunaligned684 (8d10+40)15 ft.14320161blinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)82Ooze CubeThe cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. + Creatures inside the cube can be seen but have total cover. + A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. + The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.TransparentEven when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.PseudopodMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.Pseudopod|4|3d6EngulfThe cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. + On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. + An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.Underdark +SpiderTbeastunaligned121 (1d4-1)20 ft., climb 20 ft.21481102Stealth +4darkvision 30 ft.120Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.Bite|4|1Any +GoblinShumanoid (goblinoid)neutral evil15 (leather armor, shield)7 (2d6)30 ft.814101088Stealth +6darkvision 60 ft.9Common, Goblin1/4Nimble EscapeThe goblin can take the Disengage or Hide action as a bonus action on each of its turns.ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Forest, Hill, Underdark +MerfolkMhumanoid (merfolk)neutral1111 (2d8+2)10 ft., swim 40 ft.101312111112Perception +212Aquan, Common1/8AmphibiousThe merfolk can breathe air and water.SpearMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.|2|1d6Coastal, Underwater +Giant OctopusLbeastunaligned1152 (8d10+8)10 ft., swim 60 ft.1713134104Perception +4Stealth +5darkvision 60 ft.141Hold BreathWhile out of water, the octopus can hold its breath for 1 hour.Underwater CamouflageThe octopus has advantage on Dexterity (Stealth) checks made while underwater.Water BreathingThe octopus can breathe only underwater.TentaclesMelee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.Tentacles|5|2d6+3Ink Cloud (Recharges after a Short or Long Rest)A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.SHORTUnderwater +GnollMhumanoid (gnoll)chaotic evil15 (hide armor, shield)22 (5d8)30 ft.1412116107darkvision 60 ft.10Gnoll1/2RampageWhen the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.|4|1d4+2SpearMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.|4|1d6+2LongbowRanged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1Desert, Forest, Grassland, Hill +ChimeraLmonstrositychaotic evil14 (natural armor)114 (12d10+48)30 ft., fly 60 ft.19111931410Perception +8darkvision 60 ft.18understands Draconic but can't speak6MultiattackThe chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.|7|2d6+4HornsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.|7|1d12+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.|7|2d6+4Fire Breath (Recharge 5-6)The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.D5||7d8Grassland, Hill, Mountain, Underdark +PegasusLcelestialchaotic good1259 (7d10+21)60 ft., fly 90 ft.181516101513Dexterity +4Wisdom +4Charisma +3Perception +616understands Celestial, Common, Elvish, and Sylvan but can't speak2HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Hooves|6|2d6+4Forest, Grassland, Hill +Ochre JellyLoozeunaligned845 (6d10+12)10 ft., climb 10 ft.15614261acidlightning, slashingblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)82AmorphousThe jelly can move through a space as narrow as 1 inch wide without squeezing.Spider ClimbThe jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.|4|2d6+2SplitWhen a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.Underdark +ElkLbeastunaligned1013 (2d10+2)50 ft.1610122106101/4ChargeIf the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Charge||2d6RamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.HoovesMelee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage.Forest, Grassland, Hill +Constrictor SnakeLbeastunaligned1213 (2d10+2)30 ft., swim 30 ft.1514121103blindsight 10 ft.101/4BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2ConstrictMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.Constrict|4|1d8+2Desert, Forest, Swamp, Underwater +OwlTbeastunaligned111 (1d4-1)5 ft., fly 60 ft.31382127Perception +3Stealth +3darkvision 120 ft.130FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.TalonsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Talons|3|1Arctic, Forest +Poisonous SnakeTbeastunaligned132 (1d4)30 ft., swim 30 ft.216111103blindsight 10 ft.101/8BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.Bite|5|1Coastal, Desert, Forest, Hill, Swamp +Hill GiantHgiantchaotic evil13 (natural armor)105 (10d12+40)40 ft.21819596Perception +212Giant5MultiattackThe giant makes two greatclub attacks.Greatclub Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.Greatclub|8|3d8+5RockRanged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.|8|3d10+5Hill +EttinLgiantchaotic evil12 (natural armor)85 (10d10+30)40 ft.218176108Perception +4darkvision 60 ft.14Giant, Orc4Two HeadsThe ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.WakefulWhen one of the ettin's heads is asleep, its other head is awake.MultiattackThe ettin makes two attacks: one with its battleaxe and one with its morningstar.BattleaxeMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.Battleaxe|7|2d8+5MorningstarMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.Morningstar|7|2d8+5Hill, Mountain, Underdark +WerebearMhumanoid (human, shapechanger)neutral good10 (in humanoid form, 11 in bear and hybrid forms )135 (18d8+54)30 ft. (40 ft., climb 30 ft. in bear or hybrid form)191017111212Perception +7bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered17Common (can't speak in bear form)5ShapechangerThe werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen SmellThe werebear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackIn bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.Bite (Bear or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.Bite|7|2d10+4Claw (Bear or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claw|7|2d8+4Greataxe (Humanoid or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.Greataxe|7|1d12+4Arctic, Forest +TreantHplantchaotic good16 (natural armor)138 (12d12+60)30 ft.23821121612firebludgeoning, piercing13Common, Druidic, Elvish, Sylvan9False AppearanceWhile the treant remains motionless, it is indistinguishable from a normal tree.Siege MonsterThe treant deals double damage to objects and structures.MultiattackThe treant makes two slam attacks.SlamMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage.Slam|10|3d6+6RockRanged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.Rock|10|4d10+6Animate Trees (1/Day)The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.1/DAYForest +BalorHfiend (demon)chaotic evil19 (natural armor)262 (21d12+126)40 ft., fly 80 ft.261522201622Strength +14Constitution +12Wisdom +9Charisma +12cold, lightning; bludgeoning, piercing, and slashing from nonmagical weaponsfire, poisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.19Death ThroesWhen the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.Death Throes||20d6Fire AuraAt the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.Fire Aura||3d6Magic ResistanceThe balor has advantage on saving throws against spells and other magical effects.Magic WeaponsThe balor's weapon attacks are magical.MultiattackThe balor makes two attacks: one with its longsword and one with its whip.LongswordMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.Longsword|14|3d8+8+3d8WhipMelee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.Whip|14|2d6+8+3d6TeleportThe balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. + A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYAny +Axe BeakLbeastunaligned1119 (3d10+3)50 ft.1412122105101/4BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.Beak|4|1d8+2Grassland, Hill +Stone GolemLconstructunaligned17 (natural armor)178 (17d10+85)30 ft.229203111poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 120 ft.10understands the languages of its creator but can't speak10Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.|10|3d8+6Slow (Recharge 5-6)The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Any +Ancient Red DragonGdragonchaotic evil22 (natural armor)546 (28d20+252)40 ft., climb 40 ft., fly 80 ft.301029181523Dexterity +7Constitution +16Wisdom +9Charisma +13Perception +16Stealth +7fireblindsight 60 ft., darkvision 120 ft.26Common, Draconic24Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.Bite|17|2d10+10+4d6ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Fire Breath (Recharge 5-6)The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.D5Fire Breath||26d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Hill, Mountain +Ancient White DragonGdragonchaotic evil20 (natural armor)333 (18d20+144)40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.261026101314Dexterity +6Constitution +14Wisdom +7Charisma +8Perception +13Stealth +6coldblindsight 60 ft., darkvision 120 ft.23Common, Draconic20Ice WalkThe dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.Bite|14|2d10+8+2d8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .Cold Breath (Recharge 5-6)The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.D5Cold Breath||16d8Arctic +Sea HagMfeychaotic evil14 (natural armor)52 (7d8+21)30 ft., swim 40 ft.161316121213darkvision 60 ft.11Aquan, Common, Giant2AmphibiousThe hag can breathe air and water.Horrific AppearanceAny humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. + Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Claws|5|2d6+3Death GlareThe hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.Illusory AppearanceThe hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.Coastal, Underwater +Young White DragonLdragonchaotic evil17 (natural armor)133 (14d10+56)40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.18101861112Dexterity +3Constitution +7Wisdom +3Charisma +4Perception +6Stealth +3coldblindsight 30 ft., darkvision 120 ft.16Common, Draconic6Ice WalkThe dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage.Bite|7|2d10+4+1d8ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Cold Breath (Recharge 5-6)The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.D5Cold Breath||10d8Arctic +SahuaginMhumanoid (sahuagin)lawful evil12 (natural armor)22 (4d8+4)30 ft., swim 40 ft.13111212139Perception +5darkvision 120 ft.15Sahuagin1/2Blood FrenzyThe sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.Limited AmphibiousnessThe sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Shark TelepathyThe sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.MultiattackThe sahuagin makes two melee attacks: one with its bite and one with its claws or spear.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.Bite|3|1d4+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.Claws|3|1d4+1SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.One Handed|3|1d6+1Two Handed|3|1d8+1Coastal, Underwater +Swarm of RatsMswarm of Tiny beastsunaligned1024 (7d8-7)30 ft.91192103bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunneddarkvision 30 ft.101/4Keen SmellThe swarm has advantage on Wisdom (Perception) checks that rely on smell.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.Full|2|2d6Half|2|1d6Swamp, Urban +VampireMundead (shapechanger)lawful evil16 (natural armor)144 (17d8+68)30 ft.181818171518Dexterity +9Wisdom +7Charisma +9Perception +7Stealth +9necrotic; bludgeoning, piercing, and slashing from nonmagical weaponsdarkvision 120 ft.17the languages it knew in life13ShapechangerIf the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.Legendary Resistance (3/Day)If the vampire fails a saving throw, it can choose to succeed instead.3/DAYMisty EscapeWhen it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.RegenerationThe vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire has the following flaws. + Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity; The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack (Vampire Form Only)The vampire makes two attacks, only one of which can be a bite attack.Unarmed Strike (Vampire Form Only)Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).|9|1d8+4Bite (Bat or Vampire Form Only)Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.|9|1d6+4+3d6CharmThe vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.Children of the Night (1/Day)The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.1/DAYMoveThe vampire moves up to its speed without provoking opportunity attacks.Unarmed StrikeThe vampire makes one unarmed strike.Bite (Costs 2 Actions)The vampire makes one bite attack.Urban +NalfeshneeLfiend (demon)chaotic evil18 (natural armor)184 (16d10+96)20 ft., fly 30 ft.211022191215Constitution +11Intelligence +9Wisdom +6Charisma +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponspoisonpoisonedtruesight 120 ft.11Abyssal, telepathy 120 ft.13Magic ResistanceThe nalfeshnee has advantage on saving throws against spells and other magical effects.MultiattackThe nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage.Bite|10|5d10+5ClawMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage.Claw|10|3d6+5Horror Nimbus (Recharge 5-6)The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.D5TeleportThe nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. + A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYAny +Fire ElementalLelementalneutral13102 (12d10+36)50 ft.1017166107bludgeoning, piercing, and slashing from nonmagical weaponsfire, poisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Ignan5Fire FormThe elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.Fire Form||5d10Burn Damage||1d10IlluminationThe elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..Water SusceptibilityFor every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.MultiattackThe elemental makes two touch attacks.TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.Touch|6|2d6+3Desert +Giant OwlLbeastneutral1219 (3d10+3)5 ft., fly 60 ft.13151281310Perception +5Stealth +4darkvision 120 ft.15Giant Owl, understands Common, Elvish, and Sylvan but can't speak1/4FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.TalonsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage.Talons|3|2d6+1Arctic, Forest, Hill +Cult FanaticMhumanoid (any race)any non-good alignment13 (leather armor)22 (6d8+6)30 ft.111412101314Deception +4Persuasion +4Religion +210any one language (usually Common)2Dark DevotionThe fanatic has advantage on saving throws against being charmed or frightened.SpellcastingThe fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: MultiattackThe fanatic makes two melee attacks.DaggerMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.Dagger|4|1d4+2Light,Sacred Flame,Thaumaturgy,Command,Inflict Wounds,Shield of Faith,Hold Person,Spiritual Weapon4,3,0,0,0,0,0,0,0,0,Urban +Giant FrogMbeastunaligned1118 (4d8)30 ft., swim 30 ft.1213112103Perception +2Stealth +3darkvision 30 ft.121/4AmphibiousThe frog can breathe air and waterStanding LeapThe frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.Bite|3|1d6+1SwallowThe frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.Forest, Swamp +RocGmonstrosityunaligned15 (natural armor)248 (16d20+80)20 ft., fly 120 ft.2810203109Dexterity +4Constitution +9Wisdom +4Charisma +3Perception +41411Keen SightThe roc has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe roc makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage.Beak|13|4d8+9TalonsMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.Talons|13|4d6+9Coastal, Desert, Hill, Mountain +Bandit CaptainMhumanoid (any race)any non-lawful alignment15 (studded leather)65 (10d8+20)30 ft.151614141114Strength +4Dexterity +5Wisdom +2Athletics +4Deception +410any two languages2MultiattackThe captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.ScimitarMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Scimitar|5|1d6+3DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.Dagger|5|1d4+3ParryThe captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.Arctic, Coastal, Desert, Forest, Urban +ImpTfiend (devil)lawful evil1310 (3d4+3)20 ft., fly 40 ft.61713111214Deception +4Insight +3Persuasion +4Stealth +5cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weaponsfire, poisonpoisoneddarkvision 120 ft.11Infernal, Common1ShapechangerThe imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Devil's SightMagical darkness doesn't impede the imp's darkvision.Magic ResistanceThe imp has advantage on saving throws against spells and other magical effects.Variant: FamiliarThe imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.Sting (Bite in Beast Form)Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.Sting/Bite|5|1d4+3InvisibilityThe imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.Any +Black PuddingLoozeunaligned785 (10d10+30)20 ft., climb 20 ft.16516161acid, cold, lightning, slashingblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)84AmorphousThe pudding can move through a space as narrow as 1 inch wide without squeezing.Corrosive FormA creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.Corrosive Form||1d8Spider ClimbThe pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Pseudopod|5|1d6+3+4d8SplitWhen a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Underdark +LemureMfiend (devil)lawful evil713 (3d8)15 ft.105111113coldfire, poisoncharmed, frightened, poisoneddarkvision 120 ft.10understands infernal but can't speak0Devil's SightMagical darkness doesn't impede the lemure's darkvision.Hellish RejuvenationA lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.Any +Minotaur SkeletonLundeadlawful evil12 (natural armor)67 (9d10+18)40 ft.181115685bludgeoningpoisonexhaustion, poisoneddarkvision 60 ft.9understands Abyssal but can't speak2ChargeIf the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.Charge||2d8GreataxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.Greataxe|6|2d12+4GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.Gore|6|2d8+4Underdark +JackalSbeastunaligned123 (1d6)40 ft.815113126Perception +3130Keen Hearing and SmellThe jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage.Bite|1|1d4-1Desert, Grassland +HydraHmonstrosityunaligned15 (natural armor)172 (15d12+75)30 ft., swim 30 ft.2012202107Perception +6darkvision 60 ft.168Hold BreathThe hydra can hold its breath for 1 hour.Multiple HeadsThe hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. + At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.Reactive HeadsFor each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.WakefulWhile the hydra sleeps, at least one of its heads is awake.MultiattackThe hydra makes as many bite attacks as it has heads.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.|8|1d10+5Swamp +BanditMhumanoid (any race)any non-lawful alignment12 (leather armor)11 (2d8+2)30 ft.11121210101010any one language (usually Common)1/8ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.|3|1d6+1Light CrossbowRanged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1Arctic, Coastal, Desert, Forest, Hill, Urban +Draft HorseLbeastunaligned1019 (3d10+3)40 ft.1810122117101/4HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.Hooves|6|2d4+4Urban +Brown BearLbeastunaligned11 (natural armor)34 (4d10+12)40 ft., climb 30 ft.1910162137Perception +3131Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.Bite|5|1d8+4ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claws|5|2d6+4Arctic, Forest, Hill +SpriteTfeyneutral good15 (leather armor)2 (1d4)10 ft., fly 40 ft.31810141311Perception +3Stealth +813Common, Elvish, Sylvan1/4LongswordMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Longsword|2|1ShortbowRanged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.Shortbow|6|1Heart SightThe sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.InvisibilityThe sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.Forest +Deep Gnome (Svirfneblin)Shumanoid (gnome)neutral good15 (chain shirt)16 (3d6+6)20 ft.15141412109Investigation +3Perception +2Stealth +4darkvision 120 ft.12Gnomish, Terran, Undercommon1/2Stone CamouflageThe gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Gnome CunningThe gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.Innate SpellcastingThe gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: +At will: nondetection (self only) +1/day each: blindness/deafness, blur, disguise selfWar PickMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.War Pick|4|1d8+2Poisoned DartRanged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successPoisoned Dart|4|1d4+2Nondetection,Blindness/Deafness,Blur,Disguise SelfUnderdark +LamiaLmonstrositychaotic evil13 (natural armor)97 (13d10+26)30 ft.161315141516Deception +7Insight +4Stealth +3darkvision 60 ft.12Abyssal, Common4Innate SpellcastingThe lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. +At will: disguise self (any humanoid form), major image +3/day each: charm person, mirror image, scrying, suggestion +1/day: geasMultiattackThe lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.Claws|5|2d10+3DaggerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.Dagger|5|1d4+3Intoxicating TouchMelee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.Disguise Self,Major Image,Charm Person,Mirror Image,Scrying,Suggestion,GeasDesert +SolarLcelestiallawful good21 (natural armor)243 (18d10+144)50 ft., fly 150 ft.262226252530Intelligence +14Wisdom +14Charisma +17Perception +14radiant; bludgeoning, piercing, and slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, frightened, poisonedtruesight 120 ft.24all, telepathy 120 ft.21Angelic WeaponsThe solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).Divine AwarenessThe solar knows if it hears a lie.Innate SpellcastingThe solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: +At will: detect evil and good, invisibility (self only) +3/day each: blade barrier, dispel evil and good, resurrection +1/day each: commune, control weatherMagic ResistanceThe solar has advantage on saving throws against spells and other magical effects.MultiattackThe solar makes two greatsword attacks.GreatswordMelee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.Greatsword|15|4d6+8+6d8Slaying LongbowRanged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.Slaying Longbow|13|2d8+6+6d8Flying SwordThe solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.Healing Touch (4/Day)The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.4/DAYTeleportThe solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.Searing Burst (Costs 2 Actions)The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.Blinding Gaze (Costs 3 Actions)The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Detect Evil and Good,Invisibility,Blade Barrier,Dispel Evil and Good,Resurrection,Commune,Control WeatherAny +OniLgiantlawful evil16 (chain mail)110 (13d10+39)30 ft., fly 30 ft.191116141215Dexterity +3Constitution +6Wisdom +4Charisma +5Arcana +5Deception +8Perception +4darkvision 60 ft.14Common, Giant7Innate SpellcastingThe oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: +At will: darkness, invisibility +1/day each: charm person, cone of cold, gaseous form, sleepMagic WeaponsThe oni's weapon attacks are magical.RegenerationThe oni regains 10 hit points at the start of its turn if it has at least 1 hit point.MultiattackThe oni makes two attacks, either with its claws or its glaive.Claw (Oni Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|7|1d8+4GlaiveMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.Large Form|7|2d10+4Small or Medium Form|7|1d10+4Change ShapeThe oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.Darkness,Invisibility,Charm Person,Cone of Cold,Gaseous Form,SleepForest, Urban +CockatriceSmonstrosityunaligned1127 (6d6+6)20 ft., fly 40 ft.612122135darkvision 60 ft.111/2BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.|3|1d4+1Grassland +Giant EagleLbeastneutral good1326 (4d10+4)10 ft., fly 80 ft.16171381410Perception +414Giant Eagle, understands Common and Auran but can't speak1Keen SightThe eagle has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe eagle makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Beak|5|1d6+3TalonsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Talons|5|2d6+3Coastal, Grassland, Hill, Mountain +PlanetarLcelestiallawful good19 (natural armor)200 (16d10+112)40 ft., fly 120 ft.242024192225Constitution +12Wisdom +11Charisma +12Perception +11radiant; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, exhaustion, frightenedtruesight 120 ft.21all, telepathy 120 ft.16Angelic WeaponsThe planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).Divine AwarenessThe planetar knows if it hears a lie.Innate SpellcastingThe planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: +At will: detect evil and good, invisibility (self only) +3/day each: blade barrier, dispel evil and good, flame strike, raise dead +1/day each: commune, control weather, insect plagueMagic ResistanceThe planetar has advantage on saving throws against spells and other magical effects.MultiattackThe planetar makes two melee attacks.GreatswordMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage.Greatsword|12|4d6+7+5d8Healing Touch (4/Day)The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.4/DAYDetect Evil and Good,Invisibility,Blade Barrier,Dispel Evil and Good,Flame Strike,Raise Dead,Commune,Control Weather,Insect PlagueAny +TigerLbeastunaligned1237 (5d10+10)40 ft.1715143128Perception +3Stealth +6darkvision 60 ft.131Keen SmellThe tiger has advantage on Wisdom (Perception) checks that rely on smell.PounceIf the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.Bite|5|1d10+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.Forest, Grassland +ApeMbeastunaligned1219 (3d8+6)30 ft., climb 30 ft.1614146127Athletics +5Perception +3131/2MultiattackThe ape makes two fist attacks.FistMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.Fist|5|1d6+3RockRanged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.Rock|5|1d6+3Forest +Earth ElementalLelementalneutral17 (natural armor)126 (12d10+60)30 ft., burrow 30 ft.208205105thunderbludgeoning, piercing, and slashing from nonmagical weaponspoisonexhaustion, paralyzed, petrified, poisoned, unconsciousdarkvision 60 ft., tremorsense 60 ft.10Terran5Earth GlideThe elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.Siege MonsterThe elemental deals double damage to objects and structures.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.Slam|8|2d8+5Underdark +GrickMmonstrosityneutral14 (natural armor)27 (6d8)30 ft., climb 30 ft.1414113145bludgeoning, piercing, and slashing damage from nonmagical weaponsdarkvision 60 ft.122Stone CamouflageThe grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.MultiattackThe grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.TentaclesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.|4|2d6+2BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Forest, Underdark +Young Bronze DragonLdragonlawful good18 (natural armor)142 (15d10+60)40 ft., fly 80 ft., swim 40 ft.211019141317Dexterity +3Constitution +7Wisdom +4Charisma +6Insight +4Perception +7Stealth +3lightningblindsight 30 ft., darkvision 120 ft.17Common, Draconic8AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.Bite|8|2d10+5ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claw|8|2d6+5Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.D5Lightning Breath||10d10Coastal +BuletteLmonstrosityunaligned17 (natural armor)94 (9d10+45)40 ft., burrow 40 ft.1911212105Perception +6darkvision 60 ft., tremorsense 60 ft.165Standing LeapThe bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.Bite|7|4d12+4Deadly LeapIf the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.Grassland, Mountain +Copper Dragon WyrmlingMdragonchaotic good16 (natural armor)22 (4d8+4)30 ft., climb 30 ft., fly 60 ft.151213141113Dexterity +3Constitution +3Wisdom +2Charisma +3Perception +4Stealth +3acidblindsight 10 ft., darkvision 60 ft.14Draconic1BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.Bite|4|1d10+2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.D5Acid Breath||4d8Any +Swarm of InsectsMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4Desert, Forest, Grassland, Hill, Swamp, Underdark, Urban +MarilithLfiend (demon)chaotic evil18 (natural armor)189 (18d10+90)40 ft.182020181620Strength +9Constitution +10Wisdom +8Charisma +10cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponspoisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.16Magic ResistanceThe marilith has advantage on saving throws against spells and other magical effects.Magic WeaponsThe marilith's weapon attacks are magical.ReactiveThe marilith can take one reaction on every turn in combat.MultiattackThe marilith can make seven attacks: six with its longswords and one with its tail.LongswordMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Longsword|9|2d8+4TailMelee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.Tail|9|2d10+4TeleportThe marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. + A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYParryThe marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.Any +Blue Dragon WyrmlingMdragonlawful evil17 (natural armor)52 (8d8+16)30 ft., burrow 15 ft., fly 60 ft.171015121115Dexterity +2Constitution +4Wisdom +2Charisma +4Perception +4Stealth +2lightningblindsight 10 ft., darkvision 60 ft.14Draconic3BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage.Bite|5|1d10+3+1d6Lightning Breath (Recharge 5-6)The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.D5Lightning Breath||4d10Any +Killer WhaleHbeastunaligned12 (natural armor)90 (12d12+12)swim 60 ft.1910133127Perception +3blindsight 120 ft.133EcholocationThe whale can't use its blindsight while deafened.Hold BreathThe whale can hold its breath for 30 minutesKeen HearingThe whale has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage.Underwater +GhastMundeadchaotic evil1336 (8d8)30 ft.16171011108necroticpoisoneddarkvision 60 ft.10Common2StenchAny creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.Turn DefianceThe ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.Bite|3|2d8+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Claws|5|2d6+3Swamp, Underdark, Urban +Animated ArmorMconstructunaligned18 (natural armor)33 (6d8+6)25 ft.141113131poison, psychicblinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)61Antimagic SusceptibilityThe armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.False AppearanceWhile the armor remains motionless, it is indistinguishable from a normal suit of armor.MultiattackThe armor makes two melee attacks.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.|4|1d6+2Any +WereboarMhumanoid (human, shapechanger)neutral evil10 (in humanoid form, 11 in boar and hybrid forms )78 (12d8+24)30 ft. (40 ft. in boar form)17101510118Perception +2bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered12Common (can't speak in boar form)4ShapechangerThe wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Charge (Boar or Hybrid Form Only)If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Charge||2d6Relentless (Recharges after a Short or Long Rest)If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.SHORTMultiattack (Humanoid or Hybrid Form Only)The wereboar makes two attacks, only one of which can be with its tusks.Maul (Humanoid or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.Maul|5|2d6+3Tusks (Boar or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.Tusks|5|2d6+3Forest, Grassland, Hill +Giant Rat (Diseased)Sbeastunaligned127 (2d6)30 ft.715112104darkvision 60 ft.101/8BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.Bite|3|1d4+1Forest, Swamp, Underdark, Urban +GriffonLmonstrosityunaligned1259 (7d10+21)30 ft., fly 80 ft.1815162138Perception +5darkvision 60 ft.152Keen SightThe griffon has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe griffon makes two attacks: one with its beak and one with its claws.BeakMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.|6|1d8+4ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.|6|2d6+4Arctic, Coastal, Grassland, Hill, Mountain +Bone DevilLfiend (devil)lawful evil19 (natural armor)142 (15d10+60)40 ft., fly 40 ft.181618131416Intelligence +5Wisdom +6Charisma +7Deception +7Insight +6cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.9Infernal, telepathy 120 ft.12Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three attacks: two with its claws and one with its sting.MultiattackThe devil makes three attacks: two with its claws and one with its sting.ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|8|1d8+4ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|8|1d8+4StingMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Sting|8|2d8+4StingMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Sting|8|2d8+4Any +Adult Brass DragonHdragonchaotic good18 (natural armor)172 (15d12+75)40 ft., burrow 40 ft., fly 80 ft.231021141317Dexterity +5Constitution +10Wisdom +6Charisma +8History +7Perception +11Persuasion +8Stealth +5fireblindsight 60 ft., darkvision 120 ft.21Common, Draconic13Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.D5Fire Breath||13d6Desert +EfreetiLelementallawful evil17 (natural armor)200 (16d10+112)40 ft., fly 60 ft.221224161516Intelligence +7Wisdom +6Charisma +7firedarkvision 120 ft.12Ignan11Elemental DemiseIf the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.Innate SpellcastingThe efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: +At will: detect magic +3/day: enlarge/reduce, tongues +1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fireVariant: Genie PowersGenies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + + Disguises. + Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. + The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.MultiattackThe efreeti makes two scimitar attacks or uses its Hurl Flame twice.ScimitarMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.Scimitar|10|2d6+6+2d6Hurl FlameRanged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.Flame|7|5d6Detect Magic,Enlarge/Reduce,Tongues,Conjure Elemental,Gaseous Form,Invisibility,Major Image,Plane Shift,Wall of FireDesert +Adult Silver DragonHdragonlawful good19 (natural armor)243 (18d12+126)40 ft., fly 80 ft.271025161321Dexterity +5Constitution +12Wisdom +6Charisma +10Arcana +8History +8Perception +11Stealth +5coldblindsight 60 ft., darkvision 120 ft.21Common, Draconic16Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|13|2d10+8ClawMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|13|2d6+8TailMelee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|13|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Cold Breath||13d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Mountain, Urban +UnicornLcelestiallawful good1267 (9d10+18)50 ft.181415111716poisoncharmed, paralyzed, poisoneddarkvision 60 ft.13Celestial, Elvish, Sylvan, telepathy 60 ft.5ChargeIf the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Charge||2d8Innate SpellcastingThe unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: +At will: detect evil and good, druidcraft, pass without trace +1/day each: calm emotions, dispel evil and good, entangleMagic ResistanceThe unicorn has advantage on saving throws against spells and other magical effects.Magic WeaponsThe unicorn's weapon attacks are magical.MultiattackThe unicorn makes two attacks: one with its hooves and one with its horn.HoovesMelee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6+4) bludgeoning damage.Hooves|7|2d6+4HornMelee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8+4) piercing damage.Horn|7|1d8+4Healing Touch (3/Day)The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.3/DAYTeleport (1/Day)The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.1/DAYHoovesThe unicorn makes one attack with its hooves.Shimmering Shield (Costs 2 Actions)The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.Heal Self (Costs 3 Actions)The unicorn magically regains 11 (2d8+2) hit points.Detect Evil and Good,Druidcraft,Pass without Trace,Calm Emotions,Dispel Evil and Good,EntangleForest +HawkTbeastunaligned131 (1d4-1)10 ft., fly 60 ft.51682146Perception +4140Keen SightThe hawk has advantage on Wisdom (Perception) checks that rely on sight.TalonsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Talons|5|1Any +HippogriffLmonstrosityunaligned1119 (3d10+3)40 ft, fly 60 ft.1713132128Perception +5151Keen SightThe hippogriff has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe hippogriff makes two attacks: one with its beak and one with its claws.BeakMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.|5|1d10+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.|5|2d6+3Grassland, Hill, Mountain +Blink DogMfeylawful good1322 (4d8+4)40 ft.121712101311Perception +3Stealth +510Blink Dog, understands Sylvan but can't speak it1/4Keen Hearing and SmellThe dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.Bite|3|1d6+1Teleport (Recharge 4-6)The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.D4Forest +EttercapMmonstrosityneutral evil13 (natural armor)44 (8d8+8)30 ft., climb 30 ft.1415137128Perception +3Stealth +4Survival +3darkvision 60 ft.132Spider ClimbThe ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.Web WalkerThe ettercap ignores movement restrictions caused by webbing.MultiattackThe ettercap makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.|4|1d8+2ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.|4|2d4+2Web (Recharge 5-6)Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.D5Variant: Web GarroteMelee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.Garrote|4|1d4+2Forest +Bearded DevilMfiend (devil)lawful evil13 (natural armor)52 (8d8+16)30 ft.16151591111Strength +5Constitution +4Wisdom +2cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.10Infernal, telepathy 120 ft.3Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.SteadfastThe devil can't be frightened while it can see an allied creature within 30 feet of it.MultiattackThe devil makes two attacks: one with its beard and one with its glaive.BeardMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Beard|5|1d8+2GlaiveMelee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Glaive|5|1d10+3Any +QuipperTbeastunaligned131 (1d4-1)swim 40 ft.2169172darkvision 60 ft.80Blood FrenzyThe quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water BreathingThe quipper can breathe only underwater.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite|5|1Underwater +Giant Constrictor SnakeHbeastunaligned1260 (8d12+8)30 ft., swim 30 ft.1914121103Perception +2blindsight 10 ft.122BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.Bite|6|2d6+4ConstrictMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.Constrict|6|2d8+4Desert, Forest, Swamp, Underdark, Underwater +Swarm of RavensMswarm of Tiny beastsunaligned1224 (7d8-7)10 ft., fly 50 ft.61483126bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunned151/4SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.BeaksMelee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.Full|4|2d6Half|4|1d6Forest, Hill, Swamp, Urban +Dust MephitSelementalneutral evil1217 (5d6)30 ft., fly 30 ft.5141091110Perception +2Stealth +4firepoisonpoisoneddarkvision 60 ft.12Auran, Terran1/2Death BurstWhen the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.Innate Spellcasting (1/Day)The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.1/DAYClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.Claws|4|1d4+2Blinding Breath (Recharge 6)The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D6Variant: Summon Mephits (1/Day)The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.1/DAYSleepDesert +Giant BatLbeastunaligned1322 (4d10)10 ft., fly 60 ft.1516112126blindsight 60 ft.111/4EcholocationThe bat can't use its blindsight while deafened.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2Forest, Underdark +CrabTbeastunaligned11 (natural armor)2 (1d4)20 ft., swim 20 ft.21110182Stealth +2blindsight 30 ft.90AmphibiousThe crab can breathe air and water.ClawMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.Claw||1Coastal +GorgonLmonstrosityunaligned19 (natural armor)114 (12d10+48)40 ft.2011182127Perception +4petrifieddarkvision 60 ft.145Trampling ChargeIf the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.GoreMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage.Gore|8|2d12+5HoovesMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.Hooves|8|2d10+5Petrifying Breath (Recharge 5-6)The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.D5Forest, Grassland +ShadowMundeadchaotic evil1216 (3d8+3)40 ft.614136108Stealth +4radiantacid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weaponsnecrotic, poisonexhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.101/2AmorphousThe shadow can move through a space as narrow as 1 inch wide without squeezing.Shadow StealthWhile in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.Sunlight WeaknessWhile in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength DrainMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.Strength Drain|4|2d6+2Underdark, Urban +Giant Sea HorseLbeastunaligned13 (natural armor)16 (3d10)0 ft., swim 40 ft.1215112125111/2ChargeIf the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.Charge||2d6Water BreathingThe sea horse can breathe only underwater.RamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.|3|1d6+1Underwater +AcolyteMhumanoid (any race)any alignment109 (2d8)30 ft.101010101411Medicine +4Religion +210any one language (usually Common)1/4SpellcastingThe acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: ClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.|2|1d4Light,Sacred Flame,Thaumaturgy,Bless,Cure Wounds,Sanctuary3,0,0,0,0,0,0,0,0,0,Urban +Black Dragon WyrmlingMdragonchaotic evil17 (natural armor)33 (6d8+6)30 ft., fly 60 ft., swim 30 ft.151413101113Dexterity +4Constitution +3Wisdom +2Charisma +3Perception +4Stealth +4acidblindsight 10 ft., darkvision 60 ft.14Draconic2AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.Bite|4|1d10+2Acid Breath (Recharge 5-6)The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one.D5Acid Breath||5d8Any +VeteranMhumanoid (any race)any alignment17 (splint)58 (9d8+18)30 ft.161314101110Athletics +5Perception +212any one language (usually Common)3MultiattackThe veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.LongswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.|5|1d8+3ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.|5|1d6+3Heavy CrossbowRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.|3|1d10Arctic, Coastal, Forest, Grassland, Hill, Mountain, Underdark, Urban +Adult Blue DragonHdragonlawful evil19225 (18d12+108)40 ft., burrow 30 ft., fly 80 ft.251023161519Dexterity +5Constitution +11Wisdom +7Charisma +9Perception +12Stealth +5lightningblindsight 60 ft., darkvision 120 ft.22Common, Draconic16Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.Bite|12|2d10+7+1d10ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Lightning Breath (Recharge 5-6)The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.D5Lightning Breath||12d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Coastal, Desert +Swarm of BeetlesMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., burrow 5 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4Any +Ancient Green DragonGdragonlawful evil21 (natural armor)385 (22d20+154)40 ft., fly 80 ft., swim 40 ft.271225201719Dexterity +8Constitution +14Wisdom +10Charisma +11Deception +11Insight +10Perception +17Persuasion +11Stealth +8poisonpoisonedblindsight 60 ft., darkvision 120 ft.27Common, Draconic22AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.Bite|15|2d10+9+3d6ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage.Claw|15|4d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|16|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Poison Breath (Recharge 5-6)The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.D5Poison Breath||22d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Forest +Guardian NagaLmonstrositylawful good18 (natural armor)127 (15d10+45)40 ft.191816161918Dexterity +8Constitution +7Intelligence +7Wisdom +8Charisma +8poisoncharmed, poisoneddarkvision 60 ft.14Celestial, Common10RejuvenationIf it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.SpellcastingThe naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Bite|8|1d8+4Spit PoisonRanged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Spit Poison|8|10d8Mending,Sacred Flame,Thaumaturgy,Command,Cure Wounds,Shield of Faith,Calm Emotions,Hold Person,Bestow Curse,Clairvoyance,Banishment,Freedom of Movement,Flame Strike,Geas,True Seeing4,3,3,3,2,1,0,0,0,0,Desert +Adult Gold DragonHdragonlawful good19 (natural armor)256 (19d12+133)40 ft., fly 80 ft., swim 40 ft.271425161524Dexterity +8Constitution +13Wisdom +8Charisma +13Insight +8Perception +14Persuasion +13Stealth +8fireblindsight 60 ft., darkvision 120 ft.24Common, Draconic17AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.3/DAYMultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|14|2d10+8ClawMelee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.D5Fire Breath||12d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Forest, Grassland +Giant HyenaLbeastunaligned1245 (6d10+12)50 ft.1614142127Perception +3131RampageWhen the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Bite|5|1d6+3Desert, Forest, Grassland, Hill +OtyughLaberrationneutral14 (natural armor)114 (12d10+48)30 ft.1611196136Constitution +7darkvision 120 ft.11Otyugh5Limited TelepathyThe otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.MultiattackThe otyugh makes three attacks: one with its bite and two with its tentacles.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.|6|2d8+3TentacleMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.|6|1d8+3Tentacle SlamThe otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.Underdark +Storm GiantHgiantchaotic good16 (scale mail)230 (20d12+100)50 ft., swim 50 ft.291420161818Strength +14Constitution +10Wisdom +9Charisma +9Arcana +8Athletics +14History +8Perception +9coldlightning, thunder19Common, Giant13AmphibiousThe giant can breathe air and water.Innate SpellcastingThe giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: +At will: detect magic, feather fall, levitate, light +3/day each: control weather, water breathingMultiattackThe giant makes two greatsword attacks.GreatswordMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.Greatsword|14|6d6+9RockRanged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.Rock|14|4d12+9Lightning Strike (Recharge 5-6)The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.D5Lightning Strike||12d8Detect Magic,Feather Fall,Levitate,Light,Control Weather,Water BreathingCoastal, Underwater +QuasitTfiend (demon)chaotic evil137 (3d4)40 ft.5171071010Stealth +5cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weaponspoisonpoisoneddarkvision 120 ft.10Abyssal, Common1ShapechangerThe quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.Magic ResistanceThe quasit has advantage on saving throws against spells and other magical effects.Variant: FamiliarThe quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.Claw (Bite in Beast Form)Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Claw/Bite|4|1d4+3Scare (1/day)One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.1/DAYInvisibilityThe quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.Any +Violet FungusMplantunaligned518 (4d8)5 ft.3110131blinded, deafened, frightenedblindsight 30 ft. (blind beyond this radius)61/4False AppearanceWhile the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.MultiattackThe fungus makes 1d4 Rotting Touch attacks.Rotting TouchMelee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.|2|1d8Underdark +AcolyteInsight, ReligionLanguagesTwo of your choice. +EquipmentA 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. +Shelter of the FaithfulAs 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. +Sorcerer6Constitution Saving Throws, Charisma Saving Throws, Arcana, Deception, Insight, Intimidation, Persuasion, Religion2NoneDaggers, darts, slings, quarterstaffs, light crossbowsNone3d4x10CharismaL4,2,0,0,0,0,0,0,0,0,SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with Arcane Magic. This font of magic, whatever its Origin, fuels your Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Sorcerer spell list. + Cantrips. At 1st Level, you know four Cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 4th Level and another at 10th level. + Spell Slots. The Sorcerer table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Sorcerer Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. + Spells Known of 1st Level and Higher. You know two 1st-level Spells of your choice from the Sorcerer spell list. + You learn an additional Sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level. + Additionally, when you gain a level in this class, you can choose one of the Sorcerer Spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have Spell Slots. + Spellcasting Ability. Charisma is your Spellcasting Ability for your Sorcerer Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when Making an Attack roll with one. + Spellcasting Focus. You can use an arcane focus as a Spellcasting focus for your Sorcerer Spells. +Sorcerous OriginChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. + Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. +Draconic Bloodline: Dragon AncestorAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. +Draconic Bloodline: Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. + Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.Proficiency Bonus +3 + +4,3,0,0,0,0,0,0,0,0,Sorcery PointsYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. +Flexible CastingYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. + Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. + +Creating Spell Slots +Spell Slot Level:Sorcery Point Cost +1st: 2 +2nd: 3 +3rd: 5 +4th: 6 +5th: 7 + + Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. +Sorcery Points2L +4,4,2,0,0,0,0,0,0,0,MetamagicAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. + You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. +Metamagic: Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. +Metamagic: Distant SpellWhen 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. +Metamagic: Empowered SpellWhen 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. +Metamagic: Extended SpellWhen 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. +Metamagic: Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. +Metamagic: Quickened SpellWhen 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. +Metamagic: Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. +Metamagic: Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). +Sorcery Points3L +5,4,3,0,0,0,0,0,0,0,Sorcery Points4L +5,4,3,2,0,0,0,0,0,0,Sorcery Points5L +5,4,3,3,0,0,0,0,0,0,Draconic Bloodline: Elemental AffinityStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. + At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. +Sorcery Points6L +5,4,3,3,1,0,0,0,0,0,Sorcery Points7L +5,4,3,3,2,0,0,0,0,0,Sorcery Points8L +5,4,3,3,3,1,0,0,0,0,Sorcery Points9L +6,4,3,3,3,2,0,0,0,0,Sorcery Points10L +6,4,3,3,3,2,1,0,0,0,Sorcery Points11L +6,4,3,3,3,2,1,0,0,0,Sorcery Points12L +6,4,3,3,3,2,1,1,0,0,Sorcery Points13L +6,4,3,3,3,2,1,1,0,0,Draconic Bloodline: Dragon WingsAt 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. + You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. +Sorcery Points14L +6,4,3,3,3,2,1,1,1,0,Sorcery Points15L +6,4,3,3,3,2,1,1,1,0,Sorcery Points16L +6,4,3,3,3,2,1,1,1,1,Sorcery Points17L +6,4,3,3,3,3,1,1,1,1,Draconic Bloodline: Draconic PresenceBeginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. +Sorcery Points18L +6,4,3,3,3,3,2,1,1,1,Sorcery Points19L +6,4,3,3,3,3,2,2,1,1,Sorcerous RestorationAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest. +Sorcery Points20L + +Rogue8Dexterity Saving Throws, Intelligence Saving Throws, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth4Light armorSimple weapons, hand crossbows, longswords, rapiers, shortswordsThieves' tools4d4x10IntelligenceL0,0,0,0,0,0,0,0,0,0,ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. +Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. + You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. + The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. +Thieves' CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. + In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. + +0,0,0,0,0,0,0,0,0,0,Cunning ActionStarting 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 b e used only to take the Dash, Disengage, or Hide action. + +3,2,0,0,0,0,0,0,0,0,Roguish ArchetypeAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, 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. +Thief: Fast HandsStarting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. +Thief: Second-Story WorkStarting at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. + In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. + +3,3,0,0,0,0,0,0,0,0, +3,3,0,0,0,0,0,0,0,0,Uncanny DodgeStarting 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. + +3,3,0,0,0,0,0,0,0,0, +3,4,2,0,0,0,0,0,0,0,EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + +3,4,2,0,0,0,0,0,0,0, +3,4,2,0,0,0,0,0,0,0,Thief: Supreme SneakStarting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. + +4,4,3,0,0,0,0,0,0,0, +4,4,3,0,0,0,0,0,0,0,Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. + +4,4,3,0,0,0,0,0,0,0, +4,4,3,2,0,0,0,0,0,0,Thief: Use Magic DeviceBy 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. + +4,4,3,2,0,0,0,0,0,0,BlindsenseStarting 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. + +4,4,3,2,0,0,0,0,0,0,Slippery MindBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. + +4,4,3,3,0,0,0,0,0,0, +4,4,3,3,0,0,0,0,0,0,Thief: Thief's ReflexesWhen you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. + +4,4,3,3,0,0,0,0,0,0,ElusiveBeginning 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. + +4,4,3,3,1,0,0,0,0,0, +4,4,3,3,1,0,0,0,0,0,Stroke of LuckAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + +Paladin10Wisdom Saving Throws, Charisma Saving Throws, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion2All armor, shieldsSimple weapons, martial weaponsNone5d4x10CharismaL0,0,0,0,0,0,0,0,0,0,Divine SenseThe 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. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. + You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. +Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. + Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. + This feature has no effect on undead and constructs. + +0,2,0,0,0,0,0,0,0,0,Fighting Style: DefenseFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC. +Fighting Style: DuelingFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. +Fighting Style: Great Weapon FightingWhen 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. The weapon must have the two-handed or versatile property for you to gain this benefit. +Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. +Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. +SpellcastingBy 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Paladin spell list. + Preparing and Casting Spells. The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your Paladin Spells of 1st Level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + You prepare the list of Paladin Spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots. + For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. + You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. + Spellcasting Ability. Charisma is your Spellcasting Ability for your Paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Paladin spell you cast and when Making an Attack roll with one. + Spellcasting Focus. You can use a holy Symbol as a Spellcasting focus for your Paladin Spells. + +0,3,0,0,0,0,0,0,0,0,Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. +Sacred OathWhen you reach 3rd Level, you swear the oath that binds you as a Paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. + Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th level. Those features include oath Spells and the Channel Divinity feature. + Oath Spells. Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day. + If you gain an oath spell that doesn’t appear on the Paladin spell list, the spell is nonetheless a Paladin spell for you. + Channel Divinity. Your oath allows you to channel divine energy to fuel magical Effects. Each Channel Divinity option provided by your oath explains how to use it. + When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Rest to use your Channel Divinity again. + Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Paladin spell save DC. +Oath of Devotion: Tenets of DevotionThough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. + Honesty. Don't lie or cheat. Let your word be your promise. + Courage. Never fear to act, though caution is wise. + Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. + Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. + Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. +Oath of Devotion Channel Divinity: Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. + You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. +Oath of Devotion Channel Divinity: Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. +Channel Divinity1S +0,3,0,0,0,0,0,0,0,0, +0,4,2,0,0,0,0,0,0,0,Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + +0,4,2,0,0,0,0,0,0,0,Aura of ProtectionStarting 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. + +0,4,3,0,0,0,0,0,0,0,Oath of Devotion: Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + +0,4,3,0,0,0,0,0,0,0, +0,4,3,2,0,0,0,0,0,0, +0,4,3,2,0,0,0,0,0,0,Aura of CourageStarting 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. + +0,4,3,3,0,0,0,0,0,0,Improved Divine SmiteBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. + +0,4,3,3,0,0,0,0,0,0, +0,4,3,3,1,0,0,0,0,0, +0,4,3,3,1,0,0,0,0,0,Cleansing TouchBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. + You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. + +0,4,3,3,2,0,0,0,0,0,Oath of Devotion: Purity of SpiritBeginning at 15th level, you are always under the effects of a protection from evil and good spell. + +0,4,3,3,2,0,0,0,0,0, +0,4,3,3,3,1,0,0,0,0, +0,4,3,3,3,1,0,0,0,0, +0,4,3,3,3,2,0,0,0,0, +0,4,3,3,3,2,0,0,0,0,Oath of Devotion: Holy NimbusAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. + Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. + In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. + Once you use this feature, you can't use it again until you finish a long rest. + + +Fighter10Strength Saving Throws, Constitution Saving Throws, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival2All armor, shieldsSimple weapons, martial weaponsNone5d4x10IntelligenceL0,0,0,0,0,0,0,0,0,0,Fighting Style: ArcheryFighting Style: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons. +Fighting Style: DefenseFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC. +Fighting Style: DuelingFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. +Fighting Style: Great Weapon FightingWhen 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. +Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. +Fighting Style: Two-Weapon FightingFighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. +Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. + Once you use this feature, you must finish a short or long rest before you can use it again. + +0,0,0,0,0,0,0,0,0,0,Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. + Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. + +2,2,0,0,0,0,0,0,0,0,Champion: Improved CriticalYour weapon attacks score a critical hit on a roll of 19 or 20. + +2,3,0,0,0,0,0,0,0,0, +2,3,0,0,0,0,0,0,0,0,Extra AttackBeginning 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. + +2,3,0,0,0,0,0,0,0,0, +2,4,2,0,0,0,0,0,0,0,Champion: Remarkable AthleteYou can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. + In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. + +2,4,2,0,0,0,0,0,0,0, +2,4,2,0,0,0,0,0,0,0,IndomitableBeginning 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 between long rests starting at 17th level. + +3,4,3,0,0,0,0,0,0,0,Champion: Additional Fighting StyleYou can choose a second option from the Fighting Style class feature. + +3,4,3,0,0,0,0,0,0,0, +3,4,3,0,0,0,0,0,0,0, +3,4,3,2,0,0,0,0,0,0, +3,4,3,2,0,0,0,0,0,0, +3,4,3,2,0,0,0,0,0,0,Champion: Superior CriticalYour weapon attacks score a critical hit on a roll of 18-20. + +3,4,3,3,0,0,0,0,0,0, +3,4,3,3,0,0,0,0,0,0, +3,4,3,3,0,0,0,0,0,0,Champion: SurvivorYou 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. + +3,4,3,3,1,0,0,0,0,0, +3,4,3,3,1,0,0,0,0,0, + +Cleric8Wisdom Saving Throws, Charisma Saving Throws, History, Insight, Medicine, Persuasion, Religion2Light armor, medium armor, shieldsAll simple weaponsNone5d4x10WisdomL3,2,0,0,0,0,0,0,0,0,SpellcastingAs a conduit for divine power, you can cast Cleric Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for a selection of Cleric Spells. + Cantrips. At 1st Level, you know three Cantrips of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. + Preparing and Casting Spells. The Cleric table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + You prepare the list of Cleric Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. + For example, if you are a 3rd-level Cleric, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. + You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. + Spellcasting Ability. Wisdom is your Spellcasting Ability for your Cleric Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a Cleric spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when Making an Attack roll with one. + Ritual Casting. You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. + Spellcasting Focus. You can use a holy Symbol (see "Equipment") as a Spellcasting focus for your Cleric Spells. +Life Domain: Bonus ProficiencyWhen you choose this domain at 1st level, you gain proficiency with heavy armor. +Life Domain: Disciple of LifeAlso starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell's level. + +3,3,0,0,0,0,0,0,0,0,Channel DivinityAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. + When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. + Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. + Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. +Channel Divinity: Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. +Life Domain Channel Divinity: Preserve LifeStarting at 2nd level, you can use your Channel Divinity to heal the badly injured. + As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. +Channel Divinity1S +3,4,2,0,0,0,0,0,0,0, +4,4,3,0,0,0,0,0,0,0, +4,4,3,2,0,0,0,0,0,0,Destroy UndeadStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. + +Cleric Level Destroys Undead of CR +5th 1/2 or lower +8th 1 or lower +11th 2 or lower +14th 3 or lower +17th 4 or lower + +4,4,3,3,0,0,0,0,0,0,Life Domain: Blessed HealerBeginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell's level. +Channel Divinity2S +4,4,3,3,1,0,0,0,0,0, +4,4,3,3,2,0,0,0,0,0,Life Domain: Divine StrikeAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + +4,4,3,3,3,1,0,0,0,0, +5,4,3,3,3,2,0,0,0,0,Divine InterventionBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. + Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. + At 20th level, your call for intervention succeeds automatically, no roll required. + +5,4,3,3,3,2,1,0,0,0, +5,4,3,3,3,2,1,0,0,0, +5,4,3,3,3,2,1,1,0,0, +5,4,3,3,3,2,1,1,0,0, +5,4,3,3,3,2,1,1,1,0, +5,4,3,3,3,2,1,1,1,0, +5,4,3,3,3,2,1,1,1,1,Life Domain: Supreme HealingStarting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + +5,4,3,3,3,3,1,1,1,1,Channel Divinity3S +5,4,3,3,3,3,2,1,1,1, +5,4,3,3,3,3,2,2,1,1, + +Barbarian12Strength Saving Throws, Constitution Saving Throws, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival2Light armor, medium armor, shieldsSimple weapons, martial weaponsNone2d4x10L0,0,0,0,0,0,0,0,0,0,RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. + While raging, you gain the following benefits if you aren't wearing heavy armor: + +• You have advantage on Strength checks and Strength saving throws. +• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. +• You have resistance to bludgeoning, piercing, and slashing damage. + +If you are able to cast spells, you can't cast them or concentrate on them while raging. + Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. + Once you have raged twice, you must finish a long rest before you can rage again. The number of times you can rage between rages goes up as you level. +Unarmored DefenseUnarmored Defense: ConstitutionWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. +Rage2L +0,0,0,0,0,0,0,0,0,0,Reckless AttackStarting 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 SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. + +0,0,0,0,0,0,0,0,0,0,Primal PathAt 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker 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. +Path of the Berserker: FrenzyStarting 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. +Rage3L +0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. +Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. + +0,0,0,0,0,0,0,0,0,0,Path of the Berserker: Mindless RageBeginning 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. +Rage4L +0,0,0,0,0,0,0,0,0,0,Feral InstinctBy 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. + +0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,Brutal CriticalBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. + This increases to two additional dice at 13th level and three additional dice at 17th level. + +0,0,0,0,0,0,0,0,0,0,Path of the Berserker: Intimidating PresenceBeginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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. + +0,0,0,0,0,0,0,0,0,0,Relentless RageStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. + Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. + +0,0,0,0,0,0,0,0,0,0,Rage5L +0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,Path of the Berserker: RetaliationStarting 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. + +0,0,0,0,0,0,0,0,0,0,Persistent RageBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. + +0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,Rage6L +0,0,0,0,0,0,0,0,0,0,Indomitable MightBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. + +0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,Primal ChampionAt 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. + + +Wizard6Intelligence Saving Throws, Wisdom Saving Throws, Arcana, History, Insight, Investigation, Medicine, Religion2NoneDaggers, darts, slings, quarterstaffs, light crossbowsNone4d4x10IntelligenceL3,2,0,0,0,0,0,0,0,0,SpellcastingAs a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power. + Cantrips. At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. + Spellbook. At 1st Level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind. + Preparing and Casting Spells. The Wizard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. + For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. + You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list. + Spellcasting Ability. Intelligence is your Spellcasting Ability for 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. + Ritual Casting. You can cast a Wizard spell 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. + Spellcasting Focus. You can use an arcane focus as a Spellcasting focus for your Wizard Spells. + Learning Spells of 1st Level and Higher. Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”). +Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. + For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. + You can recover either a 2nd-level spell slot or two 1st-level spell slots. + +3,3,0,0,0,0,0,0,0,0,Arcane TraditionWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. +School of Evocation: Evocation SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. +School of Evocation: Sculpt SpellsBeginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. + +3,4,2,0,0,0,0,0,0,0, +4,4,3,0,0,0,0,0,0,0, +4,4,3,2,0,0,0,0,0,0, +4,4,3,3,0,0,0,0,0,0,School of Evocation: Potent CantripStarting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. + +4,4,3,3,1,0,0,0,0,0, +4,4,3,3,2,0,0,0,0,0, +4,4,3,3,3,1,0,0,0,0, +5,4,3,3,3,2,0,0,0,0,School of Evocation: Empowered EvocationBeginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast + +5,4,3,3,3,2,1,0,0,0, +5,4,3,3,3,2,1,0,0,0, +5,4,3,3,3,2,1,1,0,0, +5,4,3,3,3,2,1,1,0,0,School of Evocation: OverchannelStarting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. + The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. + +5,4,3,3,3,2,1,1,1,0, +5,4,3,3,3,2,1,1,1,0, +5,4,3,3,3,2,1,1,1,1, +5,4,3,3,3,3,1,1,1,1,Spell MasteryAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. + By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. + +5,4,3,3,3,3,2,1,1,1, +5,4,3,3,3,3,2,2,1,1,Signature SpellsWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. + If you want to cast either spell at a higher level, you must expend a spell slot as normal. + + +Warlock8Wisdom Saving Throws, Charisma Saving Throws, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion2Light armorSimple weaponsNone4d4x10CharismaS2,1,0,0,0,0,0,0,0,0,Otherworldly PatronAt 1st Level, you have struck a bargain with an otherworldly being of your choice, such as The Fiend. Your choice grants you features at 1st Level and again at 6th, 10th, and 14th level. +Pact MagicYour arcane Research and the magic bestowed on you by your patron have given you facility with Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Warlock spell list. + Cantrips. You know two Cantrips of your choice from the Warlock spell list. You learn additional Warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. + Spell Slots. The Warlock table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Warlock Spells of 1st Level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. + For example, when you are 5th Level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. + Spells Known of 1st Level and Higher. At 1st Level, you know two 1st-level Spells of your choice from the Warlock spell list. + You learn a new Warlock spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd Level. + Additionally, when you gain a level in this class, you can choose one of the Warlock Spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have Spell Slots. + Spellcasting Ability. Charisma is your Spellcasting Ability for your Warlock Spells, so you use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warlock spell you cast and when Making an Attack roll with one. + Spellcasting Focus. You can use an arcane focus as a Spellcasting focus for your Warlock Spells. +The Archfey: Fey PresenceStarting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. +The Fiend: Dark One's BlessingStarting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). +The Great Old One: Awakened MindStarting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. + +2,2,0,0,0,0,0,0,0,0,Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. + At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. + Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. +Agonizing BlastWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. +Armor of ShadowsYou can cast mage armor on yourself at will, without expending a spell slot or material components. +Ascendant StepYou can cast levitate on yourself at will, without expending a spell slot or material components. +Beast SpeechYou can cast speak with animals at will, without expending a spell slot. +Beguiling InfluenceYou gain proficiency in the Deception and Persuasion skills. +Bewitching WhispersYou can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest. +Book of Ancient SecretsYou can now inscribe magical rituals in your Book o f Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don’t count against the number o f spells you know. With your Book o f Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. + On your adventures, you can add other ritual spells to your Book o f Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level o f the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. +Chains of CarceriYou can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. +Devil's SightYou can see normally in darkness, both magical and nonmagical, to a distance o f 120 feet. +Dreadful WordYou can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest. +Eldritch SightYou can cast detect magic at will, without expending a spell slot. +Eldritch SpearWhen you cast eldritch blast, its range is 300 feet. +Eyes of the Rune KeeperYou can read all writing. +Fiendish VigorYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. +Gaze of Two MindsYou can use your action to touch a willing humanoid and perceive through its senses until the end o f your next turn. As long as the creature is on the same plane o f existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. +LifedrinkerWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). +Mask of Many FacesYou can cast disguise self at will, without expending a spell slot. +Master of Myriad FormsYou can cast alter self at will, without expending a spell slot. +Minions of ChaosYou can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest. +Mire the MindYou can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest. +Misty VisionsYou can cast silent image at will, without expending a spell slot or material components. +One with ShadowsWhen you are in an area o f dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. +Otherworldly LeapYou can cast jump on yourself at will, without expending a spell slot or material components. +Repelling BlastWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. +Sculptor of FleshYou can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest. +Signs of Ill OmenYou can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. +Thief of Five FatesYou can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest. +Thirsting BladeYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. +Visions of Distant RealmsYou can cast arcane eye at will, without expending a spell slot. +Voice of the Chain MasterYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable o f speech. +Whispers of the GraveYou can cast speak with dead at will, without expending a spell slot. +Witch SightYou can see the true form o f any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet o f you and within line of sight. + +2,0,2,0,0,0,0,0,0,0,Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. + When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. + Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. +Pact of the BladeYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. + You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. +Pact of the TomeYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. + +3,0,2,0,0,0,0,0,0,0, +3,0,0,2,0,0,0,0,0,0, +3,0,0,2,0,0,0,0,0,0,The Fiend: Dark One's Own LuckStarting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. + Once you use this feature, you can't use it again until you finish a short or long rest + +3,0,0,0,2,0,0,0,0,0, +3,0,0,0,2,0,0,0,0,0, +3,0,0,0,0,2,0,0,0,0, +4,0,0,0,0,2,0,0,0,0,The Fiend: Fiendish ResilienceStarting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. + +4,0,0,0,0,3,0,0,0,0,Mystic ArcanumAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic A rcanum when you finish a long rest. + +4,0,0,0,0,3,0,0,0,0, +4,0,0,0,0,3,0,0,0,0, +4,0,0,0,0,3,0,0,0,0,The Fiend: Hurl Through HellStarting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. + At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d 10 psychic damage as it reels from its horrific experience. + Once you use this feature, you can't use it again until you finish a long rest. + +4,0,0,0,0,3,0,0,0,0, +4,0,0,0,0,3,0,0,0,0, +4,0,0,0,0,4,0,0,0,0, +4,0,0,0,0,4,0,0,0,0, +4,0,0,0,0,4,0,0,0,0, +4,0,0,0,0,4,0,0,0,0,Eldritch MasterAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. + + +Ranger10Strength Saving Throws, Dexterity Saving Throws, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival3Light armor, medium armor, shieldsSimple weapons, martial weaponsNone5d4x10WisdomL0,0,0,0,0,0,0,0,0,0,Favored EnemyBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orc s) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. +Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits: + +• Difficult terrain doesn’t slow your group’s travel. +• Your group can’t become lost except by magical means. +• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. +• If you are traveling alone, you can move stealthily at a normal pace. +• When you forage, you find twice as much food as you normally would. +• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + You choose additional favored terrain types at 6th and 10th level. + +0,2,0,0,0,0,0,0,0,0,SpellcastingBy the time you reach 2nd Level, you have learned to use the magical essence of Nature to cast Spells, much as a druid does. + Spell Slots. The Ranger table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. + Spells Known of 1st Level and Higher. You know two 1st-level Spells of your choice from the Ranger spell list. + You learn an additional Ranger spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th Level in this class, you can learn one new spell of 1st or 2nd Level. + Additionally, when you gain a level in this class, you can choose one of the Ranger Spells you know and replace it with another spell from the Ranger spell list, which also must be of a level for which you have Spell Slots. + Spellcasting Ability. Wisdom is your Spellcasting Ability for your Ranger Spells, since your magic draws on your Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when Making an Attack roll with one. +Fighting Style: ArcheryFighting Style: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons. +Fighting Style: DefenseFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC. +Fighting Style: DuelingFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. +Fighting Style: Two-Weapon FightingFighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + +0,3,0,0,0,0,0,0,0,0,Hunter: Hunter's PreyYou gain one of the following features of your choice. + Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. + Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. +Primeval AwarenessBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. + +0,3,0,0,0,0,0,0,0,0, +0,4,2,0,0,0,0,0,0,0,Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + +0,4,2,0,0,0,0,0,0,0, +0,4,3,0,0,0,0,0,0,0,Hunter: Defensive TacticsYou 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. + Steel Will. You have advantage on saving throws against being frightened. + +0,4,3,0,0,0,0,0,0,0,Land's StrideStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + +0,4,3,2,0,0,0,0,0,0, +0,4,3,2,0,0,0,0,0,0,Hide in Plain SightStarting 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 o ccurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by p ressing 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. + +0,4,3,3,0,0,0,0,0,0,Hunter: MultiattackAt 11th level, you gain one of the following features of your choice. + Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + +0,4,3,3,0,0,0,0,0,0, +0,4,3,3,1,0,0,0,0,0, +0,4,3,3,1,0,0,0,0,0,VanishStarting 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. + +0,4,3,3,2,0,0,0,0,0,Hunter: Superior Hunter's Defense You gain one of the following features of your choice. + Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + +0,4,3,3,2,0,0,0,0,0, +0,4,3,3,3,1,0,0,0,0, +0,4,3,3,3,1,0,0,0,0,Feral SensesAt 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. + +0,4,3,3,3,2,0,0,0,0, +0,4,3,3,3,2,0,0,0,0,Foe SlayerAt 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. + + +Monk8Strength Saving Throws, Dexterity Saving Throws, Acrobatics, Athletics, History, Insight, Religion, Stealth2NoneSimple weapons, shortswordsChoose one type of artisan's tools or one musical instrument5d4L0,0,0,0,0,0,0,0,0,0,Unarmored DefenseUnarmored Defense: WisdomBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. +Martial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. + You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: + +• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. +• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. +• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. + + Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wo od connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5. + +0,0,0,0,0,0,0,0,0,0,KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. + You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. + When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. + Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier + +Flurry of Blows +Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. + +Patient Defense +You can spend 1 ki point to take the Dodge action as a bonus action on your turn. + +Step of the Wind +You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. +Unarmored MovementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. + At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.Speed +10 +Ki Points2S +0,0,0,0,0,0,0,0,0,0,Manastic TraditionWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. +Deflect MissilesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. + If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. +Way of the Open Hand: Open Hand TechniqueStarting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: +• It must succeed on a Dexterity saving throw or be knocked prone. +• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. +• It can’t take reactions until the end of your next turn. +Ki Points3S +0,0,0,0,0,0,0,0,0,0,Slow FallBeginning 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. +Ki Points4S +0,0,0,0,0,0,0,0,0,0,Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. +Stunning StrikeStarting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. +Ki Points5S +0,0,0,0,0,0,0,0,0,0,Ki-Empowered StrikesStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. +Way of the Open Hand: Wholeness of BodyAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. +Ki Points6S +0,0,0,0,0,0,0,0,0,0,Stillness of MindStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. +Ki Points7S +0,0,0,0,0,0,0,0,0,0,Ki Points8S +0,0,0,0,0,0,0,0,0,0,Ki Points9S +0,0,0,0,0,0,0,0,0,0,Purity of BodyAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. +Ki Points10S +0,0,0,0,0,0,0,0,0,0,Way of the Open Hand: TranquilityBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. +Ki Points11S +0,0,0,0,0,0,0,0,0,0,Ki Points12S +0,0,0,0,0,0,0,0,0,0,Tongue of the Sun and MoonStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. +Ki Points13S +0,0,0,0,0,0,0,0,0,0,Diamond SoulBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. + Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. +Ki Points14S +0,0,0,0,0,0,0,0,0,0,Timeless BodyAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. +Ki Points15S +0,0,0,0,0,0,0,0,0,0,Ki Points16S +0,0,0,0,0,0,0,0,0,0,Way of the Open Hand: Quivering PalmAt 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. + You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. +Ki Points17S +0,0,0,0,0,0,0,0,0,0,Empty BodyBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. + Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. +Ki Points18S +0,0,0,0,0,0,0,0,0,0,Ki Points19S +0,0,0,0,0,0,0,0,0,0,Perfect SoulAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. +Ki Points20S + +Druid8Intelligence Saving Throws, Wisdom Saving Throws, Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival2Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spearsHerbalism kit2d4x10WisdomL2,2,0,0,0,0,0,0,0,0,DruidicYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. +SpellcastingDrawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See chapter 10 for the general rules of Spellcasting and chapter 11 for the druid spell list. + Cantrips. At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. + Preparing and Casting Spells. The Druid table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + You prepare the list of Druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. + For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. + You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. + Spellcasting Ability. Wisdom is your Spellcasting Ability for your Druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one. + Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. + Spellcasting Focus. You can use a druidic focus (see "Equipment") as a Spellcasting focus for your Druid Spells. + +2,3,0,0,0,0,0,0,0,0,Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. + Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. + +Beast Shapes +2nd Level. Max. CR: 1/4, Limitations: No flying or swimming speed, Example: Wolf +4th Level. Max. CR: 1/2, Limitations: No flying speed, Example: Crocodile +8th Level. Max. CR: 1, Limitations: None, Example: Giant eagle + + You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 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. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. +• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities 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, such as call lightning, that you’ve already cast. +• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. +• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. +Druidic ShapeAt 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. +Circle of Land: Bonus CantripYou learn one additional druid cantrip of your choice. +Circle of Land: Natural RecoveryYou can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest + For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. + +2,4,2,0,0,0,0,0,0,0, +3,4,3,0,0,0,0,0,0,0, +3,4,3,2,0,0,0,0,0,0, +3,4,3,3,0,0,0,0,0,0,Circle of Land: Land's' StrideMoving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + +3,4,3,3,1,0,0,0,0,0, +3,4,3,3,2,0,0,0,0,0, +3,4,3,3,3,1,0,0,0,0, +4,4,3,3,3,2,0,0,0,0,Circle of Land: Nature's WardYou can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. + +4,4,3,3,3,2,1,0,0,0, +4,4,3,3,3,2,1,0,0,0, +4,4,3,3,3,2,1,1,0,0, +4,4,3,3,3,2,1,1,0,0,Circle of Land: Nature's SanctuaryCreatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. + The creature is aware of this effect before it makes its attack against you. + +4,4,3,3,3,2,1,1,1,0, +4,4,3,3,3,2,1,1,1,0, +4,4,3,3,3,2,1,1,1,1, +4,4,3,3,3,3,1,1,1,1,Timeless BodyStarting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. +Beast SpellsBeginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. + +4,4,3,3,3,3,2,1,1,1, +4,4,3,3,3,3,2,2,1,1,ArchdruidAt 20th level, you can use your Wild Shape an unlimited number of times. + Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. + + +Bard8Dexterity Saving Throws, Charisma Saving Throws3Light armorSimple weapons, hand crossbows, longswords, rapiers, shortswordsThree musical instruments of your choice5d4x10CharismaL2,2,0,0,0,0,0,0,0,0,Bardic InspirationYou 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 DM 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 dl2 at 15th level. +SpellcastingYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the bard spell list. + Cantrips. You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th Level and a 4th at 10th level. + Spell Slots. The Bard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. + For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. + Spells Known of 1st Level and Higher. You know four 1st-level Spells of your choice from the bard spell list. + You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level. + Additionally, when you gain a level in this class, you can choose one of the Bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots. + Spellcasting Ability. Charisma is your Spellcasting Ability for your Bard Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when Making an Attack roll with one. + Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag. + Spellcasting Focus. You can use a musical instrument (see "Equipment") as a Spellcasting focus for your Bard Spells. + +2,3,0,0,0,0,0,0,0,0,Jack of All TradesJack of all TradesStarting 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. +Song of RestBeginning 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, 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 1d 10 at 13th level, and to 1d12 at 17th level. + +2,4,2,0,0,0,0,0,0,0,Bard CollegeAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. +College of Lore: Cutting WordsAlso 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 DM 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. +ExpertiseAt 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. + +3,4,3,0,0,0,0,0,0,0, +3,4,3,2,0,0,0,0,0,0,Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. + +3,4,3,3,0,0,0,0,0,0,CountercharmAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). +College of Lore: Additional Magical SecretsAt 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. + +3,4,3,3,1,0,0,0,0,0, +3,4,3,3,2,0,0,0,0,0, +3,4,3,3,3,1,0,0,0,0, +4,4,3,3,3,2,0,0,0,0,Magical SecretsBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. + The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. + You learn two additional spells from any class at 14th level and again at 18th level. + +4,4,3,3,3,2,1,0,0,0, +4,4,3,3,3,2,1,0,0,0, +4,4,3,3,3,2,1,1,0,0, +4,4,3,3,3,2,1,1,0,0,College of Lore: Peerless SkillStarting 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 roil the die for the ability check, but before the DM tells you whether you succeed or fail. + +4,4,3,3,3,2,1,1,1,0, +4,4,3,3,3,2,1,1,1,0, +4,4,3,3,3,2,1,1,1,1, +4,4,3,3,3,3,1,1,1,1, +4,4,3,3,3,3,2,1,1,1, +4,4,3,3,3,3,2,2,1,1,Superior InspirationAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. + + +GrapplerStrength 13 or higherYou’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. +HumanStrength +1, Dexterity +1, Constitution +1, Intelligence +1, Wisdom +1, Charisma +1M30LanguagesYou can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + +TieflingIntelligence +1, Charisma +2M30CharismaLanguagesYou can speak, read, and write Common and Infernal. +DarkvisionThanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +Hellish ResistanceYou have resistance to fire damage. +Infernal LegacyYou know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + +High ElfDexterity +2, Intelligence +1M30LanguagesYou can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. +Extra LanguageYou can speak, read, and write one extra language of your choice. +DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +Keen SensesPerceptionYou have proficiency in the Perception skill. +Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. +TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. +CantripYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + +Half-OrcStrength +2, Constitution +1M30LanguagesYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. +DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +MenacingIntimidationYou gain proficiency in the Intimidation skill. +Relentless EnduranceWhen 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 AttacksWhen 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. + +Lightfoot HalflingDexterity +2, Charisma +1S25LanguagesYou can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. +LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. +BraveYou have advantage on saving throws against being frightened. +Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. +Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. + +DragonbornStrength +2, Charisma +1M30LanguagesYou can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. +Draconic AncestryYou have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. +Breath WeaponYou can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. + When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can’t use it again until you complete a short or long rest. +Damage ResistanceYou have resistance to the damage type associated with your draconic ancestry. + +Rock GnomeIntelligence +2, Constitution +1S25LanguagesYou can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. +DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. +Artificer’s LoreWhenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. +TinkerYou have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. + When you create a device, choose one of the following options: + Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. + Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. + Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. + +Hill DwarfConstitution +2, Wisdom +1M25LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. +DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. +Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. +Tool ProficiencyYou gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. +StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. +Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level. + +Half-ElfCharisma +2M30LanguagesYou can speak, read, and write Common, Elvish, and one extra language of your choice. +DarkvisionThanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. +Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. +Skill VersatilityYou gain proficiency in two skills of your choice. + + \ No newline at end of file