From bceac39df5c9c521f269274e705c5694fbc038da Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Fri, 6 Sep 2019 15:05:25 -0700 Subject: [PATCH] Initial commit --- .travis.yml | 17 + Collections/Core.xml | 6 + FightClub5eXML/CHANGELOG.md | 21 + FightClub5eXML/README.md | 9 + .../Sources/CorePlusUnearthedArcana.xml | 130138 +++++++++++++++ LICENSE | 21 + README.md | 68 +- Utilities/collection.xsd | 17 + Utilities/compendium.xsd | 449 + Utilities/merge.xslt | 10 + dropbox-deployment.yml | 4 + 11 files changed, 130758 insertions(+), 2 deletions(-) create mode 100644 .travis.yml create mode 100644 Collections/Core.xml create mode 100644 FightClub5eXML/CHANGELOG.md create mode 100644 FightClub5eXML/README.md create mode 100644 FightClub5eXML/Sources/CorePlusUnearthedArcana.xml create mode 100644 LICENSE create mode 100644 Utilities/collection.xsd create mode 100644 Utilities/compendium.xsd create mode 100644 Utilities/merge.xslt create mode 100644 dropbox-deployment.yml diff --git a/.travis.yml b/.travis.yml new file mode 100644 index 0000000..61dbd5d --- /dev/null +++ b/.travis.yml @@ -0,0 +1,17 @@ +language: generic +addons: + apt: + packages: + - xmlstarlet + - xsltproc +before_install: + - rvm install 2.3.8 + - gem install dropbox-deployment +script: + - xmlstarlet val -e FightClub5eXML/Sources/*.xml + - xmlstarlet val -e Collections/*.xml + - xmlstarlet val -s Utilities/collection.xsd Collections/*.xml + - xmlstarlet val -s Utilities/compendium.xsd FightClub5eXML/Sources/*.xml + - for i in Collections/*.xml; do xsltproc -o FightClub5eXML/$i Utilities/merge.xslt $i; done +after_success: + - if [ $TRAVIS_BRANCH = master ] && [ $TRAVIS_PULL_REQUEST = false ]; then dropbox-deployment; else echo "Skip deploy for PR or Branch Validation"; fi diff --git a/Collections/Core.xml b/Collections/Core.xml new file mode 100644 index 0000000..b857b03 --- /dev/null +++ b/Collections/Core.xml @@ -0,0 +1,6 @@ + + + + + + diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md new file mode 100644 index 0000000..8edcbde --- /dev/null +++ b/FightClub5eXML/CHANGELOG.md @@ -0,0 +1,21 @@ +# CHANGE LOG + + + +## 2019-08-06 + +Massive update to correct over 8000 spelling and grammar mistakes!! + + +## 2019-08-05 + +Uploaded to Dropbox for the first time. + +XML includes + +* All previously collated by FightClub5eXML +* Waterdeep dragon heist monsters, items. +* Waterdeep Dungeon of the Mad Mage monsters. +* Ghosts of Saltmarsh items and some monsters. + + diff --git a/FightClub5eXML/README.md b/FightClub5eXML/README.md new file mode 100644 index 0000000..29a14cc --- /dev/null +++ b/FightClub5eXML/README.md @@ -0,0 +1,9 @@ +# README + +Being a big fan of Lion Den’s Fight Club 5e and Game Master 5e apps for iOS and Android I was happy to see a kind soul (@fightclub5exml on twitter) had picked up the mantle of updating the compendium with content. + +Unfortunately he seems to have deleted his twitter account so I am picking up where he left off by expanding on his work by adding Waterdeep Dragon Heist, Waterdeep Dungeon of the Mad Mage and Ghosts of Saltmarsh content to the XML. + +Will take a few weeks but will be making my way through each book and adding the items and monsters to bring it up to date. + +Any questions hit me up on twitter [@dragonahcas](http://twitter.com/dragonahcas). diff --git a/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml b/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml new file mode 100644 index 0000000..f645e1e --- /dev/null +++ b/FightClub5eXML/Sources/CorePlusUnearthedArcana.xml @@ -0,0 +1,130138 @@ + + + + Copper (cp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Electrum (ep) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Gold (gp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Platinum (pp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Silver (sp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Arrow of Slaying + A + 1 + very rare + 0.05 + An 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. + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Arrows + A + 0.05 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.05 + Source: Player's Handbook p. 150 + + + Arrows +1 + A + 1 + uncommon + 0.05 + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Arrows +2 + A + 1 + rare + 0.05 + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Arrows +3 + A + 1 + very rare + 0.05 + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Blowgun Needle of Slaying + A + 1 + very rare + 0.02 + A blowgun needle 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 needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the needle 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 a needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle. + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Blowgun Needles + A + 0.02 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.02 + Source: Player's Handbook p. 150 + + + Blowgun Needles +1 + A + 1 + uncommon + 0.02 + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Blowgun Needles +2 + A + 1 + rare + 0.02 + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Blowgun Needles +3 + A + 1 + very rare + 0.02 + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Crossbow Bolt of Slaying + A + 1 + very rare + 0.075 + A crossbow bolt 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 bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt 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 a bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt. + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Crossbow Bolts + A + 0.075 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.05 + Source: Player's Handbook p. 150 + + + Crossbow Bolts +1 + A + 1 + uncommon + 0.075 + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Crossbow Bolts +2 + A + 1 + rare + 0.075 + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Crossbow Bolts +3 + A + 1 + very rare + 0.075 + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Sling Bullet of Slaying + A + 1 + very rare + 0.075 + A sling bullet 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 bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the bullet 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 a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet. + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Sling Bullets + A + 0.075 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.002 + Source: Player's Handbook p. 150 + + + Sling Bullets +1 + A + 1 + uncommon + 0.075 + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Sling Bullets +2 + A + 1 + rare + 0.075 + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Sling Bullets +3 + A + 1 + very rare + 0.075 + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Unbreakable Arrow + A + 1 + common + 0.05 + This arrow can’t be broken, except when it is within an antimagic field. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Arrow + A + 1 + common + 0.05 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Blowgun Needle + A + 1 + common + 0.02 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Crossbow Bolt + A + 1 + common + 0.075 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Walloping Sling Bullet + A + 1 + common + 0.075 + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Xanathar's Guide to Everything, p. 139 + + + Abacus + G + 2 + + + 2 + Source: Player's Handbook p. 150 + + + Acid (vial) + G + 1 + As 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. + + 25 + Source: Player's Handbook p. 148 + 2d6 + + + Alchemist's Fire (flask) + G + 1 + This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. + + 50 + Source: Player's Handbook p. 148 + 1d6 + + + Alchemist's Supplies + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. + Components: Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. + Arcana: Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials. + Investigation: When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area. + Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying. + + 50 + Source: Player's Handbook p. 154 + + + Amulet + G + 1 + A holy symbol is a representation of a god or pantheon + A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. + + 5 + Source: Player's Handbook p. 151 + + + Antitoxin + G + + A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. + + 50 + Source: Player's Handbook p. 151 + + + Backpack + G + 5 + A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. + + 2 + Source: Player's Handbook p. 153 + + + Bagpipes + G + 6 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 30 + Source: Player's Handbook p. 154 + + + Ball Bearings + G + 0.002 + As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. + + 1 + Source: Player's Handbook p. 151 + + + Barrel + G + 70 + A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. + + 2 + Source: Player's Handbook p. 153 + + + Basket + G + 2 + A basket holds 2 cubic feet or 40 pounds of gear. + + 0.4 + Source: Player's Handbook p. 153 + + + Bedroll + G + 7 + + + 1 + Source: Player's Handbook p. 150 + + + Bell + G + + + + 1 + Source: Player's Handbook p. 150 + + + Bit and Bridle + G + + + + 2 + Source: Player's Handbook, p. 157 + + + Blanket + G + 3 + + + 0.5 + Source: Player's Handbook p. 150 + + + Block and Tackle + G + 5 + A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. + + 1 + Source: Player's Handbook p. 151 + + + Book + G + 5 + A 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). + + 25 + Source: Player's Handbook p. 151 + + + Brewer's Supplies + G + 9 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work. + Components: Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. + History: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element. + Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain. + Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood. + Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest. + + 20 + Source: Player's Handbook p. 154 + + + Bucket + G + 2 + A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids. + + 0.05 + Source: Player's Handbook p. 153 + + + Bullseye Lantern + G + 2 + A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. + + 10 + Source: Player's Handbook p. 152 + + + Burglar's Pack + G + 44.5 + Includes: + • a backpack + • a bag of 1,000 ball bearings + • 10 feet of string + • a bell + • 5 candles + • a crowbar + • a hammer + • 10 pitons + • a hooded lantern + • 2 flasks of oil + • 5 days rations + • a tinderbox + • a waterskin + • 50 feet of hempen rope + + 16 + Source: Player's Handbook p. 151 + + + Calligrapher's Supplies + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design. + Components: Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills. + Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature. + History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays. + Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts. + + 10 + Source: Player's Handbook p. 154 + + + Caltrops + G + 0.1 + As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. + + 0.05 + Source: Player's Handbook p. 151 + + + Camel + G + + + + 50 + Source: Player's Handbook, p. 157 + + + Candle + G + + For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. + + 0.01 + Source: Player's Handbook p. 151 + + + Carpenter's Tools + G + 6 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items. + Components: Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. + History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects. + Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery. + Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages. + Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on. + Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5. + Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled. + + 8 + Source: Player's Handbook p. 154 + + + Carriage + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 100 + Source: Player's Handbook, p. 157 + + + Cart + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 15 + Source: Player's Handbook, p. 157 + + + Cartographer's Tools + G + 6 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. + Components: Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. + Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. + Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. + Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you. + Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity. + + + 15 + Source: Player's Handbook p. 154 + + + Chain (10 feet) + G + 10 + A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. + + 5 + Source: Player's Handbook p. 151 + + + Chain Barding + G + 110 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Chain barding provides a mount with an AC of 16, and reduces the mount's speed by 10 feet unless its Strength score is 13 or better. The mount makes Dexterity (Stealth) checks with disadvantage. + + 200 + Source: Player's Handbook, p. 157 + + + Chalk (1 piece) + G + + + + 0.01 + Source: Player's Handbook p. 150 + + + Chariot + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 250 + Source: Player's Handbook, p. 157 + + + Chest + G + 25 + A chest holds 12 cubic feet or 300 pounds of gear. + + 5 + Source: Player's Handbook p. 153 + + + Climber's Kit + G + 12 + A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. + + 25 + Source: Player's Handbook p. 151 + + + Cobbler's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. + Components: Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread. + Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. + Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from. + Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion. + Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment. + + + 5 + Source: Player's Handbook p. 154 + + + Common Clothes + G + 3 + + + 0.5 + Source: Player's Handbook p. 150 + + + Component Pouch + G + 2 + A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). + + 25 + Source: Player's Handbook p. 151 + + + Cook's Utensils + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. + Components: Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. + History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits. + Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction. + Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals. + Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food. + + 1 + Source: Player's Handbook p. 154 + + + Costume Clothes + G + 4 + + + 5 + Source: Player's Handbook p. 150 + + + Crossbow Bolt Case + G + 1 + This wooden case can hold up to twenty crossbow bolts. + + 1 + Source: Player's Handbook p. 151 + + + Crowbar + G + 5 + Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. + + 2 + Source: Player's Handbook p. 151 + + + Crystal + G + 1 + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. + + 10 + Source: Player's Handbook p. 151 + + + Dice Set + G + + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. + Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. + History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. + Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. + Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. + + 0.1 + Source: Player's Handbook p. 154 + + + Diplomat's Pack + G + 36 + Includes: + • a chest + • 2 cases for maps and scrolls + • a set of fine clothes + • a bottle of ink + • an ink pen + • a lamp + • 2 flasks of oil + • 5 sheets of paper + • a vial of perfume + • sealing wax + • soap. + + 39 + Source: Player's Handbook p. 151 + + + Disguise Kit + G + 3 + This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. + The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity. + Components: A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. + Deception: In certain cases, a disguise can improve your ability to weave convincing lies. + Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. + Performance: A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. + Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. + Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. + At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. + + 25 + Source: Player's Handbook p. 154 + + + Donkey + G + + + + 8 + Source: Player's Handbook, p. 157 + + + Draft Horse + G + + + + 50 + Source: Player's Handbook, p. 157 + + + Dragonchess Set + G + 0.5 + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. + Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. + History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. + Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. + Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. + + 1 + Source: Player's Handbook p. 154 + + + Drum + G + 3 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 6 + Source: Player's Handbook p. 154 + + + Dulcimer + G + 10 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 25 + Source: Player's Handbook p. 154 + + + Dungeoneer's Pack + G + 61.5 + Includes: + • a backpack + • a crowbar + • a hammer + • 10 pitons + • 10 torches + • a tinderbox + • 10 days of rations + • a waterskin + • 50 feet of hempen rope + + 12 + Source: Player's Handbook p. 151 + + + Elephant + G + + + + 200 + Source: Player's Handbook, p. 157 + + + Emblem + G + + A holy symbol is a representation of a god or pantheon + A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. + + 5 + Source: Player's Handbook p. 151 + + + Entertainer's Pack + G + 38 + Includes: + • a backpack + • a bedroll + • 2 costumes + • 5 candles + • 5 days of rations + • a waterskin + • a disguise kit. + + 40 + Source: Player's Handbook p. 151 + + + Exotic Saddle + G + + An exotic saddle is required for riding any aquatic or flying mount. + + 60 + Source: Player's Handbook, p. 157 + + + Expenses, Ale, Gallon + G + + + + 0.2 + Source: Player's Handbook, p. 158 + + + Expenses, Ale, Mug + G + + + + 0.04 + Source: Player's Handbook, p. 158 + + + Expenses, Banquet (per person) + G + + + + 10 + Source: Player's Handbook, p. 158 + + + Expenses, Bread, Loaf + G + + + + 0.02 + Source: Player's Handbook, p. 158 + + + Expenses, Cheese, hunk + G + + + + 0.1 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Aristocratic + G + + + + 4 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Comfortable + G + + + + 0.8 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Modest + G + + + + 0.5 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Poor + G + + + + 0.1 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Squalid + G + + + + 0.07 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Wealthy + G + + + + 2 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Aristocratic + G + + + + 2 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Comfortable + G + + + + 0.5 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Modest + G + + + + 0.3 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Poor + G + + + + 0.06 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Squalid + G + + + + 0.03 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Wealthy + G + + + + 0.8 + Source: Player's Handbook, p. 158 + + + Expenses, Meat, Chunk + G + + + + 0.3 + Source: Player's Handbook, p. 158 + + + Expenses, Stabling, per day + G + + + + 0.5 + Source: Player's Handbook, p. 157 + + + Expenses, Wine, Common, Pitcher + G + + + + 0.2 + Source: Player's Handbook, p. 158 + + + Expenses, Wine, Fine, Bottle + G + + + + 10 + Source: Player's Handbook, p. 158 + + + Explorer's Pack + G + 59 + Includes: + • a backpack + • a bedroll + • a mess kit + • a tinderbox + • 10 torches + • 10 days of rations + • a waterskin + • 50 feet of hempen rope + + 10 + Source: Player's Handbook p. 151 + + + Feed (1 day) + G + + + + 0.05 + Source: Player's Handbook, p. 157 + + + Fine Clothes + G + 6 + + + 15 + Source: Player's Handbook p. 150 + + + Fishing Tackle + G + 4 + This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. + + 1 + Source: Player's Handbook p. 151 + + + Flask + G + 1 + A flask holds 1 pint of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Flute + G + 1 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 2 + Source: Player's Handbook p. 154 + + + Forgery Kit + G + 5 + This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. + A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature. + Components: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal. + Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake. + Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. + History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic. + Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine. + Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map. + Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake. + + 15 + Source: Player's Handbook p. 154 + + + Galley + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 30000 + Source: Player's Handbook, p. 157 + + + Glass Bottle + G + 2 + A bottle holds 1 1/2 pints of liquid. + + 2 + Source: Player's Handbook p. 153 + + + Glassblower's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects. + Components: The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass. + Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.) + Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects. + Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled. + + 30 + Source: Player's Handbook p. 154 + + + Grappling Hook + G + 4 + + + 2 + Source: Player's Handbook p. 150 + + + Half Plate Barding + G + 80 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Half plate barding provides a mount with an AC equal to 15 + the mount's Dexterity modifier (max 2). + + 3000 + Source: Player's Handbook, p. 157 + + + Hammer + G + 3 + + + 1 + Source: Player's Handbook p. 150 + + + Healer's Kit + G + 3 + This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. + + 5 + Source: Player's Handbook p. 151 + + + Hempen Rope (50 feet) + G + 10 + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. + + 1 + Source: Player's Handbook p. 153 + + + Herbalism Kit + G + 3 + This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. + Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements. + Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars. + Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. + Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss. + Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants. + Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. + Identify Plants: You can identify most plants with a quick inspection of their appearance and smell. + + 5 + Source: Player's Handbook p. 154 + + + Hide Barding + G + 24 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Hide barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier (max 2). + + 40 + Source: Player's Handbook, p. 157 + + + Holy Water (flask) + G + 1 + As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\n\tA 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. + + 25 + Source: Player's Handbook p. 151 + + + Hooded Lantern + G + 2 + A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. + + 5 + Source: Player's Handbook p. 152 + + + Horn + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 3 + Source: Player's Handbook p. 154 + + + Hourglass + G + 1 + + + 25 + Source: Player's Handbook p. 150 + + + Hunting Trap + G + 25 + When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, 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. + + 5 + Source: Player's Handbook p. 152 + + + Ink (1 ounce bottle) + G + + + + 10 + Source: Player's Handbook p. 150 + + + Ink Pen + G + + + + 0.02 + Source: Player's Handbook p. 150 + + + Iron Pot + G + 10 + An iron pot holds 1 gallon of liquid. + + 2 + Source: Player's Handbook p. 153 + + + Iron Spikes + G + 0.5 + + + 0.1 + Source: Player's Handbook p. 150 + + + Jeweler's Tools + G + 2 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. + Components: Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers. + Arcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items. + Investigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold. + Identify Gems: You can identify gems and determine their value at a glance. + + 25 + Source: Player's Handbook p. 154 + + + Jug + G + 4 + A jug holds 1 gallon of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Keelboat + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. + + 3000 + Source: Player's Handbook, p. 157 + + + Ladder (10-foot) + G + 25 + + + 0.1 + Source: Player's Handbook p. 150 + + + Lamp + G + 1 + A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. + + 0.5 + Source: Player's Handbook p. 152 + + + Leather Barding + G + 20 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Leather barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. + + 40 + Source: Player's Handbook, p. 157 + + + Leatherworker's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. + Components: Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. + Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks. + Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook. + Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods. + + + 5 + Source: Player's Handbook p. 154 + + + Lifestyle Expenses, Aristocratic, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Aristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. + + 10 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Comfortable, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Comfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. + + 2 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Modest, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Modest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. + + 1 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Poor + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Poor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. + + 0.2 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Squalid, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Squalid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. + + 0.1 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Wealthy, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Wealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. + + 4 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Wretched + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Wretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. + + + Source: Player's Handbook, p. 157 + + + Lock + G + 1 + A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. + + 10 + Source: Player's Handbook p. 152 + + + Longship + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 10000 + Source: Player's Handbook, p. 157 + + + Lute + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 35 + Source: Player's Handbook p. 154 + + + Lyre + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 30 + Source: Player's Handbook p. 154 + + + Magnifying Glass + G + + This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. + + 100 + Source: Player's Handbook p. 152 + + + Manacles + G + 6 + These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. + + 2 + Source: Player's Handbook p. 152 + + + Map or Scroll Case + G + 1 + This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. + + 1 + Source: Player's Handbook p. 151 + + + Mason's Tools + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. + Components: Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. + History: Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. + Investigation: You gain additional insight when inspecting areas within stone structures. + Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. + Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. + + 10 + Source: Player's Handbook p. 154 + + + Mastiff + G + + + + 25 + Source: Player's Handbook, p. 157 + + + Merchant's Scale + G + 3 + A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. + + 5 + Source: Player's Handbook p. 153 + + + Mess Kit + G + 1 + This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. + + 0.2 + Source: Player's Handbook p. 152 + + + Military Saddle + G + + A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. + + 20 + Source: Player's Handbook, p. 157 + + + Miner's Pick + G + 10 + + + 2 + Source: Player's Handbook p. 150 + + + Monster Hunter's Pack + G + 48.5 + Includes: + • a chest + • a crowbar + • a hammer + • three wooden stakes + • a holy symbol + • a flask of holy water + • a set of manacles + • a steel mirror + • a flask of oil + • a tinderbox + • 3 torches + + 33 + Source: Curse of Strahd, p. 209 + + + Mule + G + + + + 8 + Source: Player's Handbook, p. 157 + + + Navigator's Tools + G + 2 + This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. + Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction. + Components: Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. + Survival: Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements. + Sighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day. + + 25 + Source: Player's Handbook p. 154 + + + Oil (flask) + G + 1 + Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. + + 0.1 + Source: Player's Handbook p. 152 + + + Orb + G + 3 + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. + + 20 + Source: Player's Handbook p. 151 + + + Pack Saddle + G + + + + 5 + Source: Player's Handbook, p. 157 + + + Padded Barding + G + 16 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Padded barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. The mount makes Dexterity (Stealth) checks with disadvantage. + + 20 + Source: Player's Handbook, p. 157 + + + Painter's Supplies + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art. + Components: Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette. + Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon. + Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight. + Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw. + + 10 + Source: Player's Handbook p. 154 + + + Pan Flute + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 12 + Source: Player's Handbook p. 154 + + + Paper (one sheet) + G + + + + 0.2 + Source: Player's Handbook p. 150 + + + Parchment (one sheet) + G + + + + 0.1 + Source: Player's Handbook p. 150 + + + Perfume (vial) + G + + + + 5 + Source: Player's Handbook p. 150 + + + Pitcher + G + 4 + A pitcher holds 1 gallon of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Piton + G + 0.25 + + + 0.05 + Source: Player's Handbook p. 150 + + + Plate Barding + G + 130 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Plate barding provides a mount with an AC of 18, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage. + + 6000 + Source: Player's Handbook, p. 157 + + + Playing Card Set + G + + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + + 0.5 + Source: Player's Handbook p. 154 + + + Poison (Assassin's Blood) + G + + A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 150 + Source: Dungeon Master's Guide p. 257 + 1d12 + + + Poison (Basic) + G + + You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 100 + Source: Player's Handbook p. 153 + 1d4 + + + Poison (Burnt Othur Fumes) + G + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. + + 500 + Source: Dungeon Master's Guide p. 257 + 3d6 + 1d6 + + + Poison (Carrion Crawler Mucus) + G + + This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. + + 200 + Source: Dungeon Master's Guide p. 257 + + + Poison (Drow Poison) + G + + This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 200 + Source: Dungeon Master's Guide p. 257 + + + Poison (Essence of Ether) + G + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. + + Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. + + 300 + Source: Dungeon Master's Guide p. 257 + + + Poison (Malice) + G + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. + + Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. + + 250 + Source: Dungeon Master's Guide p. 257 + + + Poison (Midnight Tears) + G + + A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. Youu might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 1500 + Source: Dungeon Master's Guide p. 257 + 9d6 + + + Poison (Oil of Taggit) + G + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. + + Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. + + 400 + Source: Dungeon Master's Guide p. 257 + + + Poison (Pale Tincture) + G + + A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. + + Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. + + 250 + Source: Dungeon Master's Guide p. 257 + 1d6 + + + Poison (Purple Worm Poison) + G + + This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 2000 + Source: Dungeon Master's Guide p. 257 + 12d6 + + + Poison (Serpent Venom) + G + + This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 200 + Source: Dungeon Master's Guide p. 257 + 3d6 + + + Poison (Torpor) + G + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. + + Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 600 + Source: Dungeon Master's Guide p. 257 + 4d6 + + + Poison (Truth Serum) + G + + A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 150 + Source: Dungeon Master's Guide p. 257 + + + Poison (Wyvern Poison) + G + + This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 1200 + Source: Dungeon Master's Guide p. 257 + 7d6 + + + Poisoner's Kit + G + 2 + A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. + A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. + Components: A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod. + History: Your training with poisons can help you when you try to recall facts about infamous poisonings. + Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison. + Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient. + Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous. + Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects. + + 50 + Source: Player's Handbook p. 154 + + + Pole (10-foot) + G + 7 + + + 0.05 + Source: Player's Handbook p. 150 + + + Pony + G + + + + 30 + Source: Player's Handbook, p. 157 + + + Portable Ram + G + 35 + You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. + + 4 + Source: Player's Handbook p. 153 + + + Potter's Tools + G + 3 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels. + Components: Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers. + History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin. + Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities. + Reconstruction: By examining pottery shards, you can determine an object’s original, intact form and its likely purpose. + + 10 + Source: Player's Handbook p. 154 + + + Pouch + G + 1 + A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear. + + 0.5 + Source: Player's Handbook p. 153 + + + Priest's Pack + G + 24 + Includes: + • a backpack + • a blanket + • 10 candles + • a tinderbox + • an alms box + • 2 blocks of incense + • a censer + • vestments + • 2 days of rations + • a waterskin. + + 19 + Source: Player's Handbook p. 151 + + + Quiver + G + 1 + A quiver can hold up to 20 arrows. + + 1 + Source: Player's Handbook p. 153 + + + Rations (1 day) + G + 2 + Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. + + 0.5 + Source: Player's Handbook p. 153 + + + Reliquary + G + 2 + A holy symbol is a representation of a god or pantheon + A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. + + 5 + Source: Player's Handbook p. 151 + + + Riding Horse + G + + + + 75 + Source: Player's Handbook, p. 157 + + + Riding Saddle + G + + + + 10 + Source: Player's Handbook, p. 157 + + + Ring Barding + G + 80 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Ring barding provides a mount with an AC of 14. The mount makes Dexterity (Stealth) checks with disadvantage. + + 120 + Source: Player's Handbook, p. 157 + + + Robes + G + 4 + + + 1 + Source: Player's Handbook p. 150 + + + Rod + G + 2 + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. + + 10 + Source: Player's Handbook p. 151 + + + Rowboat + G + 100 + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. + + 50 + Source: Player's Handbook, p. 157 + + + Sack + G + 0.5 + A sack can hold up to 1 cubic foot or 30 pounds of gear. + + 0.01 + Source: Player's Handbook p. 153 + + + Saddlebags + G + + + + 4 + Source: Player's Handbook, p. 157 + + + Sailing Ship + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 10000 + Source: Player's Handbook, p. 157 + + + Scale Barding + G + 90 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Scale barding provides a mount with an AC equal to 14 + the mount's Dexterity modifier (max 2). The mount makes Dexterity (Stealth) checks with disadvantage. + + 200 + Source: Player's Handbook, p. 157 + + + Scholar's Pack + G + 10 + Includes: + • a backpack + • a book of lore + • a bottle of ink + • an ink pen + • 10 sheets of parchment + • a little bag of sand + • a small knife. + + 40 + Source: Player's Handbook p. 151 + + + Sealing Wax + G + + + + 0.5 + Source: Player's Handbook p. 150 + + + Services, Coach Cab, between towns, per mile + G + + + + 0.03 + Source: Player's Handbook, p. 159 + + + Services, Coach Cab, within city, per mile + G + + + + 0.01 + Source: Player's Handbook, p. 159 + + + Services, Hireling, Skilled, per day + G + + Skilled hirelings include anyone hired lo perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay + + 2 + Source: Player's Handbook, p. 159 + + + Services, Hireling, Untrained, per day + G + + Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. + + 0.2 + Source: Player's Handbook, p. 159 + + + Services, Messenger, per mile + G + + + + 0.02 + Source: Player's Handbook, p. 159 + + + Services, Road or Gate Toll + G + + + + 0.01 + Source: Player's Handbook, p. 159 + + + Services, Ship's Passage, per mile + G + + + + 0.1 + Source: Player's Handbook, p. 159 + + + Sham + G + 1 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 2 + Source: Player's Handbook p. 154 + + + Shovel + G + 5 + + + 2 + Source: Player's Handbook p. 150 + + + Signal Whistle + G + + + + 0.05 + Source: Player's Handbook p. 150 + + + Signet Ring + G + + + + 5 + Source: Player's Handbook p. 150 + + + Silk Rope (50 feet) + G + 5 + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. + + 10 + Source: Player's Handbook p. 153 + + + Sled + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + + 20 + Source: Player's Handbook, p. 157 + + + Sledge Hammer + G + 10 + + + 2 + Source: Player's Handbook p. 150 + + + Smith's Tools + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. + Components: Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone. + Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons. + Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. + Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. + + + 20 + Source: Player's Handbook p. 154 + + + Soap + G + + + + 0.02 + Source: Player's Handbook p. 150 + + + Spellbook + G + 3 + Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. + + 50 + Source: Player's Handbook p. 153 + + + Splint Barding + G + 120 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Splint barding provides a mount with an AC of 17, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage. + + 800 + Source: Player's Handbook, p. 157 + + + Sprig of Mistletoe + G + + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 1 + Source: Player's Handbook p. 151 + + + Spyglass + G + 1 + Objects viewed through a spyglass are magnified to twice their size. + + 1000 + Source: Player's Handbook p. 153 + + + Staff + G + 4 + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. + + 5 + Source: Player's Handbook p. 151 + + + Steel Mirror + G + 0.5 + + + 5 + Source: Player's Handbook p. 150 + + + Studded Leather Barding + G + 26 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Studded leather barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier. + + 180 + Source: Player's Handbook, p. 157 + + + Tankard + G + + A tankard holds 1 pint of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Thieves' Tools + G + 1 + This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. + Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. + Components: Thieves’ tools include 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. + History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. + Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. + Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. + + + 25 + Source: Player's Handbook p. 154 + + + Three-Dragon Ante Set + G + + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. + Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. + History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. + Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. + Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. + + 1 + Source: Player's Handbook p. 154 + + + Tinderbox + G + 1 + This 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. + + 0.5 + Source: Player's Handbook p. 153 + + + Tinker's Tools + G + 10 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. + Components: Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. + History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. + Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. + Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. + + 50 + Source: Player's Handbook p. 154 + + + Tome of Strahd + G + 5 + The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact. + + Source: Curse of Strahd, p. 221 + + + Torch + G + 1 + A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. + + 0.01 + Source: Player's Handbook p. 153 + + + Totem + G + + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 1 + Source: Player's Handbook p. 151 + + + Trade Goods, Canvas, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cattle + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 10 + Source: Player's Handbook, p. 157 + + + Trade Goods, Chickens + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.02 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cinnamon + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 2 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cloves + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 3 + Source: Player's Handbook, p. 157 + + + Trade Goods, Copper + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cotton Cloth, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Flour + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.02 + Source: Player's Handbook, p. 157 + + + Trade Goods, Ginger + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Goats + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Gold + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 50 + Source: Player's Handbook, p. 157 + + + Trade Goods, Iron + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Linen, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Oxen + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 15 + Source: Player's Handbook, p. 157 + + + Trade Goods, Pepper + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 2 + Source: Player's Handbook, p. 157 + + + Trade Goods, Pigs + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 3 + Source: Player's Handbook, p. 157 + + + Trade Goods, Platinum + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 500 + Source: Player's Handbook, p. 157 + + + Trade Goods, Saffron + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 15 + Source: Player's Handbook, p. 157 + + + Trade Goods, Salt + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.05 + Source: Player's Handbook, p. 157 + + + Trade Goods, Sheep + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 2 + Source: Player's Handbook, p. 157 + + + Trade Goods, Silk, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 10 + Source: Player's Handbook, p. 157 + + + Trade Goods, Silver + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Wheat + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.01 + Source: Player's Handbook, p. 157 + + + Traveler's Clothes + G + 4 + + + 2 + Source: Player's Handbook p. 150 + + + Two-Person Tent + G + 20 + A simple and portable canvas shelter, a tent sleeps two. + + 2 + Source: Player's Handbook p. 153 + + + Vial + G + + A vial can hold up to 4 ounces of liquid. + + 1 + Source: Player's Handbook p. 153 + + + Viol + G + 1 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 30 + Source: Player's Handbook p. 154 + + + Wagon + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 35 + Source: Player's Handbook, p. 157 + + + Wand + G + 1 + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost. + + 10 + Source: Player's Handbook p. 151 + + + Warhorse + G + + + + 400 + Source: Player's Handbook, p. 157 + + + Warship + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 25000 + Source: Player's Handbook, p. 157 + + + Waterskin + G + 5 + A waterskin can hold up to 4 pints of liquid. + + 0.2 + Source: Player's Handbook p. 153 + + + Weaver's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Weaver’s tools allow you to create cloth and tailor it into articles of clothing. + Components: Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport. + Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes. + Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items. + Repair: As part of a short rest, you can repair a single damaged cloth object. + Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest. + + 1 + Source: Player's Handbook p. 154 + + + Whetstone + G + 1 + + + 0.01 + Source: Player's Handbook p. 150 + + + Woodcarver's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. + Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw. + Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows. + Nature: Your knowledge of wooden objects gives you some added insight when you examine trees. + Repair: As part of a short rest, you can repair a single damaged wooden object. + Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them. + + + 1 + Source: Player's Handbook p. 154 + + + Wooden Staff + G + 4 + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 5 + Source: Player's Handbook p. 151 + + + Yew Wand + G + 1 + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 10 + Source: Player's Handbook p. 151 + + + Adamantine Chain Mail + HA + 1 + uncommon + 55 + This 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. + + Source: Dungeon Master's Guide p. 150 + 16 + 13 + 1 + + + Adamantine Plate Armor + HA + 1 + uncommon + 65 + This 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. + + Source: Dungeon Master's Guide p. 150 + 18 + 15 + 1 + + + Adamantine Ring Mail + HA + 1 + uncommon + 40 + This 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. + + Source: Dungeon Master's Guide p. 150 + 14 + + 1 + + + Adamantine Splint Armor + HA + 1 + uncommon + 60 + This 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. + + Source: Dungeon Master's Guide p. 150 + 17 + 15 + 1 + + + Armor of Invulnerability + HA + 1 + legendary (requires attunement) + 65 + 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. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Armor of Vulnerability (Bludgeoning) + HA + 1 + rare, cursed (requires attunement) + 65 + While wearing this armor, you have resistance to bludgeoning damage. + + 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 piercing and slashing damage. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Armor of Vulnerability (Piercing) + HA + 1 + rare, cursed (requires attunement) + 65 + While wearing this armor, you have resistance to piercing damage. + + 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 bludgeoning and slashing damage. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Armor of Vulnerability (Slashing) + HA + 1 + rare, cursed (requires attunement) + 65 + While wearing this armor, you have resistance to slashing damage. + + 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 bludgeoning and piercing damage. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Cast-Off Chain Mail + HA + 1 + common + 55 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 17 + 13 + 1 + + + Cast-Off Plate Armor + HA + 1 + common + 65 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 19 + 15 + 1 + + + Cast-Off Ring Mail + HA + 1 + common + 40 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Cast-Off Splint Armor + HA + 1 + common + 60 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 18 + 15 + 1 + + + Chain Mail + HA + 55 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. + + 75 + Source: Player's Handbook p. 145 + 16 + 13 + 1 + + + Chain Mail +1 + HA + 1 + rare + 55 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 16 + 13 + 1 + + + Chain Mail +2 + HA + 1 + very rare + 55 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 16 + 13 + 1 + + + Chain Mail +3 + HA + 1 + legendary + 55 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 16 + 13 + 1 + + + Chain Mail of Acid Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Cold Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Fire Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Force Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Gleaming + HA + 1 + common + 55 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 17 + 13 + 1 + + + Chain Mail of Lightning Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Necrotic Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Poison Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Psychic Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Radiant Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Thunder Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Demon Armor + HA + 1 + very rare, cursed (requires attunement) + 65 + 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. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 18 + 15 + 1 + + + Dwarven Plate + HA + 1 + very rare + 65 + While 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. + + Source: Dungeon Master's Guide p. 167 + ac +2 + 18 + 15 + 1 + + + Efreeti Chain + HA + 1 + legendary (requires attunement) + 55 + While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. + + Source: Dungeon Master's Guide p. 167 + ac +3 + 16 + 13 + 1 + + + Mariner's Chain Mail + HA + 1 + uncommon + 55 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 16 + 13 + 1 + + + Mariner's Plate Armor + HA + 1 + uncommon + 65 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 18 + 15 + 1 + + + Mariner's Ring Mail + HA + 1 + uncommon + 40 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 14 + + 1 + + + Mariner's Splint Armor + HA + 1 + uncommon + 60 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 17 + 15 + 1 + + + Mind Carapace Chain Mail + HA + 1 + uncommon (requires attunement by a specific individual) + 55 + Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. + + Source: Volo's Guide to Monsters, p. 81 + 17 + 13 + 1 + + + Mind Carapace Plate Armor + HA + 1 + uncommon (requires attunement by a specific individual) + 65 + Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. + + Source: Volo's Guide to Monsters, p. 81 + 19 + 15 + 1 + + + Mind Carapace Ring Mail + HA + 1 + uncommon (requires attunement by a specific individual) + 40 + Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. + + Source: Volo's Guide to Monsters, p. 81 + 15 + + 1 + + + Mind Carapace Splint Armor + HA + 1 + uncommon (requires attunement by a specific individual) + 60 + Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. + + Source: Volo's Guide to Monsters, p. 81 + 18 + 15 + 1 + + + Mithral Chain Mail + HA + 1 + uncommon + 55 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 16 + + + + + Mithral Plate Armor + HA + 1 + uncommon + 65 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 18 + + + + + Mithral Ring Mail + HA + 1 + uncommon + 40 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 14 + + + + + Mithral Splint Armor + HA + 1 + uncommon + 60 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 17 + + + + + Plate Armor + HA + 65 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. + + 1500 + Source: Player's Handbook p. 145 + 18 + 15 + YES + + + Plate Armor +1 + HA + 1 + rare + 65 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 18 + 15 + 1 + + + Plate Armor +2 + HA + 1 + very rare + 65 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 18 + 15 + 1 + + + Plate Armor +3 + HA + 1 + legendary + 65 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 18 + 15 + 1 + + + Plate Armor of Acid Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Cold Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Etherealness + HA + 1 + legendary (requires attunement) + 65 + 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. + + Source: Dungeon Master's Guide p. 185 + 18 + 15 + 1 + + + Plate Armor of Fire Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Force Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Gleaming + HA + 1 + common + 65 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 19 + 15 + 1 + + + Plate Armor of Lightning Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Necrotic Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Poison Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Psychic Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Radiant Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Thunder Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Ring Mail + HA + 40 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. + + 30 + Source: Player's Handbook p. 145 + 14 + + YES + + + Ring Mail +1 + HA + 1 + rare + 40 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 14 + + 1 + + + Ring Mail +2 + HA + 1 + very rare + 40 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 14 + + 1 + + + Ring Mail +3 + HA + 1 + legendary + 40 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 14 + + 1 + + + Ring Mail of Acid Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Cold Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Fire Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Force Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Gleaming + HA + 1 + common + 40 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Ring Mail of Lightning Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Necrotic Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Poison Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Psychic Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Radiant Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Thunder Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scorpion Armor + HA + 1 + rare, cursed (requires attunement) + 65 + This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: + + • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. + + • The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. + + • The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). + + Curse: + This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse. + + Proficiency: heavy, plate + Source: Tomb of Annihilation, p. 208 + initiative +5 + 18 + 15 + + 10d10+45 + + + Smoldering Chain Mail + HA + 1 + common + 55 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 17 + 13 + 1 + + + Smoldering Plate Armor + HA + 1 + common + 65 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 19 + 15 + 1 + + + Smoldering Ring Mail + HA + 1 + common + 40 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 15 + + 1 + + + Smoldering Splint Armor + HA + 1 + common + 60 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 18 + 15 + 1 + + + Splint Armor + HA + 60 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. + + 200 + Source: Player's Handbook p. 145 + 17 + 15 + YES + + + Splint Armor +1 + HA + 1 + rare + 60 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 17 + 15 + 1 + + + Splint Armor +2 + HA + 1 + very rare + 60 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 17 + 15 + 1 + + + Splint Armor +3 + HA + 1 + legendary + 60 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 17 + 15 + 1 + + + Splint Armor of Acid Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Cold Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Fire Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Force Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Gleaming + HA + 1 + common + 60 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 18 + 15 + 1 + + + Splint Armor of Lightning Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Necrotic Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Poison Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Psychic Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Radiant Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Thunder Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Cast-Off Leather Armor + LA + 1 + common + 10 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 12 + + + + + Cast-Off Padded Armor + LA + 1 + common + 8 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 12 + + 1 + + + Cast-Off Studded Leather Armor + LA + 1 + common + 13 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 13 + + + + + Glamoured Studded Leather + LA + 1 + rare + 12 + While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. + + Source: Dungeon Master's Guide p. 172 + ac +1 + 13 + + + + + Leather Armor + LA + 10 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. + + 10 + Source: Player's Handbook p. 144 + 11 + + + + + Leather Armor +1 + LA + 1 + rare + 10 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 11 + + + + + Leather Armor +2 + LA + 1 + very rare + 10 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 11 + + + + + Leather Armor +3 + LA + 1 + legendary + 10 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 11 + + + + + Leather Armor of Acid Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Cold Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Fire Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Force Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Lightning Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Necrotic Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Poison Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Psychic Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Radiant Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Thunder Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Mariner's Leather Armor + LA + 1 + uncommon + 10 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 11 + + + + + Mariner's Padded Armor + LA + 1 + uncommon + 8 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 11 + + 1 + + + Mariner's Studded Leather Armor + LA + 1 + uncommon + 13 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 12 + + + + + Padded Armor + LA + 8 + Padded armor consists of quilted layers of cloth and batting. + + 5 + Source: Player's Handbook p. 144 + 11 + + YES + + + Padded Armor +1 + LA + 1 + rare + 8 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 11 + + 1 + + + Padded Armor +2 + LA + 1 + very rare + 8 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 11 + + 1 + + + Padded Armor +3 + LA + 1 + legendary + 8 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 11 + + 1 + + + Padded Armor of Acid Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Cold Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Fire Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Force Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Lightning Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Necrotic Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Poison Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Psychic Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Radiant Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Thunder Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Smoldering Leather Armor + LA + 1 + common + 10 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 11 + + + + + Smoldering Padded Armor + LA + 1 + common + 8 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 11 + + 1 + + + Smoldering Studded Leather Armor + LA + 1 + common + 13 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 12 + + + + + Studded Leather Armor + LA + 13 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. + + 45 + Source: Player's Handbook p. 144 + 12 + + + + + Studded Leather Armor +1 + LA + 1 + rare + 13 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 12 + + + + + Studded Leather Armor +2 + LA + 1 + very rare + 13 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 12 + + + + + Studded Leather Armor +3 + LA + 1 + legendary + 13 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 12 + + + + + Studded Leather Armor of Acid Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Cold Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Fire Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Force Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Lightning Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Necrotic Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Poison Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Psychic Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Radiant Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Thunder Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Axe of the Dwarvish Lords + M + 1 + artifact, cursed (requires attunement) + 4 + Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. + Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. + Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. + Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. + + Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. + + Random Properties: The axe has the following randomly determined properties: + • 2 minor beneficial properties + • 1 major beneficial property + • 2 minor detrimental properties + + Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: + + • You have immunity to poison damage. + + • The range of your darkvision increases by 60 feet. + + • You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry. + + Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn. + + Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed. + + Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. + + Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 221 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V,T + 20/60 + + + Azuredge + M + 1 + legendary (requires attunement) + 4 + Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. + Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with deep blue luminescence. + + Magic Weapon: You gain +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier or magic force. + + When you hit a fiend or an undead with this axe, cold blue flames erupt from its blade and deal and extra 2d6 radiant damage to the target. + + Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. + + Illumination: While holding the axe you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. + + Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful characters within 120 feet of it. + + Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder. + If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered to without destroying one or the other, though the axe can choose to end the effect at any time. + + Proficiency: martial, battleaxe + Source: Waterdeep - Dragon Heist p. 189 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V,T + 60/180 + + + Battleaxe + M + 4 + + + Proficiency: martial, battleaxe + 10 + Source: Player's Handbook p. 149 + 1d8 + 1d10 + S + M,V + + + + Battleaxe +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Battleaxe +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Battleaxe +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Battleaxe of Warning + M + 1 + uncommon (requires attunement) + 4 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + 1d8 + 1d10 + S + M,V + + + + Berserker Battleaxe + M + 1 + rare, cursed (requires attunement) + 4 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 155 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Berserker Greataxe + M + 1 + rare, cursed (requires attunement) + 7 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 155 + melee attacks +1 + melee damage +1 + 1d12 + + S + M,H,2H + + + + Berserker Handaxe + M + 1 + rare, cursed (requires attunement) + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 155 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Blackrazor + M + 1 + artifact (requires attunement by a creature of non-lawful alignment) + 6 + Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. + You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. + + Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. + When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll. saving throws, and ability checks. + If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. + + Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. + Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. + + Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. + The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. + + Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. + The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. + Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. + Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 216 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Blackstaff + ST + 1 + legendary (requires attunement by the Blackstaff heir, who must be a wizard) + 4 + The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can. however, choose a new owner (see " Personality" below). + The Blackstaff has the magical properties of a Staff of Power (see the Dungeon Master’s Guide) in addition to the following properties. + + Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken. + + Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. + + Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. + + Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 +the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. + + Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. + + Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. + In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor- someone whose loyalty to Waterdeep is beyond reproach. + + Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.) + Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again. + Proficiency: simple, quarterstaff + Source: Waterdeep - Dragon Heist p. 190 + ac +2 + saving throws +2 + spell attack +2 + 2d8+4 + 1d6 + + + Blood Spear + M + 1 + uncommon (requires attunement) + 3 + Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. + When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Curse of Strahd, p. 221 + 1d6 + 1d8 + P + T,V + 20/60 + + + Bookmark + M + 1 + legendary (requires attunement) + 1 + This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties: + + • Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. + + • Turn the dagger into a compass that, while resting on your palm, points north. + + • Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. + + • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Tomb of Annihilation, p. 206 + weapon attacks +3 + weapon damage +3 + 1d4 + + P + F,L,T + 20/60 + + + Club + M + 2 + + + Proficiency: simple, club + 0.1 + Source: Player's Handbook p. 149 + 1d4 + + B + L + + + + Club +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d4 + + B + L + + + + Club +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d4 + + B + L + + + + Club +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d4 + + B + L + + + + Club of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + 1d4 + + B + L + + + + Dagger + M + 1 + + + Proficiency: simple, dagger + 2 + Source: Player's Handbook p. 149 + 1d4 + + P + F,L,T + 20/60 + + + Dagger +1 + M + 1 + uncommon + 1 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + + + Dagger +2 + M + 1 + rare + 1 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d4 + + P + F,L,T + 20/60 + + + Dagger +3 + M + 1 + very rare + 1 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d4 + + P + F,L,T + 20/60 + + + Dagger of Venom + M + 1 + rare + 1 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 161 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + 2d10 + + + Dagger of Warning + M + 1 + uncommon (requires attunement) + 1 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + 1d4 + + P + F,L,T + 20/60 + + + Dancing Greatsword + M + 1 + very rare (requires attunement) + 6 + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 161 + 2d6 + + S + M,H,2H + + + + Dancing Longsword + M + 1 + very rare (requires attunement) + 3 + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 161 + 1d8 + 1d10 + S + M,V + + + + Dancing Rapier + M + 1 + very rare (requires attunement) + 2 + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 161 + 1d8 + + P + M,F + + + + Dancing Scimitar + M + 1 + very rare (requires attunement) + 3 + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 161 + 1d6 + + S + M,F,L + + + + Dancing Shortsword + M + 1 + very rare (requires attunement) + 2 + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 161 + 1d6 + + P + M,F,L + + + + Dawnbringer + M + 1 + legendary (requires attunement by a creature of non-evil alignment) + 3 + Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a 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. + While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn. + Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. + The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it. + Personality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. + Long years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword, shortsword + Source: Out of the Abyss, p. 222 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V, F + + + + Defender Greatsword + M + 1 + legendary (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Defender Longsword + M + 1 + legendary (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Defender Rapier + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Defender Scimitar + M + 1 + legendary (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Defender Shortsword + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Dragonstaff of Ahghairon + ST + 1 + legendary (requires attunement) + 4 + While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). + A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. + The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the Command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn. + + Proficiency: simple, quarterstaff + Source: Waterdeep - Dragon Heist p. 191 + 2d8+4 + 1d6 + + + Dragon Slayer Greatsword + M + 1 + rare + 6 + You 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + 3d6 + + + Dragon Slayer Longsword + M + 1 + rare + 3 + You 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 3d6 + + + Dragon Slayer Rapier + M + 1 + rare + 2 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 3d6 + + + Dragon Slayer Scimitar + M + 1 + rare + 3 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 3d6 + + + Dragon Slayer Shortsword + M + 1 + rare + 2 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + 3d6 + + + Dragontooth Dagger + M + 1 + rare + 1 + A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard. + You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. + Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: The Rise of Tiamat p. 94 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + 1d6 + + + Drown + M + 1 + legendary (requires attunement) + 4 + A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. + You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. + Water Mastery: You gain the following benefits while you hold Drown: + • You can speak Aquan fluently. + • You have resistance to cold damage. + • You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn. + Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn. + Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Princes of the Apocalypse p. 224 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + M,T,V + 20/60 + 1d8 + + + Dwarven Thrower + M + 1 + very rare (requires attunement by a Dwarf) + 2 + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 167 + weapon attacks +1 + weapon damage +1 + 1d8 + 1d10 + B + M,T,V + 20/60 + 1d8 + 2d8 + + + Flail + M + 2 + + + Proficiency: martial, flail + 10 + Source: Player's Handbook p. 149 + 1d8 + + B + M, + + + + Flail +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + B + M, + + + + Flail +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + B + M, + + + + Flail +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + B + M, + + + + Flail of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + 1d8 + + B + M, + + + + Flame Tongue Greatsword + M + 1 + rare (requires attunement) + 6 + You can use a bonus action to speak this magic sword' 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 170 + 2d6 + + S + M,H,2H + + 2d6 + + + Flame Tongue Longsword + M + 1 + rare (requires attunement) + 3 + You can use a bonus action to speak this magic sword' 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 170 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Flame Tongue Rapier + M + 1 + rare (requires attunement) + 2 + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 170 + 1d8 + + P + M,F + + 2d6 + + + Flame Tongue Scimitar + M + 1 + rare (requires attunement) + 3 + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 170 + 1d6 + + S + M,F,L + + 2d6 + + + Flame Tongue Shortsword + M + 1 + rare (requires attunement) + 2 + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 170 + 1d6 + + P + M,F,L + + 2d6 + + + Frost Brand Greatsword + M + 1 + very rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 171 + 2d6 + + S + M,H,2H + + 1d6 + + + Frost Brand Longsword + M + 1 + very rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 171 + 1d8 + 1d10 + S + M,V + + 1d6 + + + Frost Brand Rapier + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 171 + 1d8 + + P + M,F + + 1d6 + + + Frost Brand Scimitar + M + 1 + very rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 171 + 1d6 + + S + M,F,L + + 1d6 + + + Frost Brand Shortsword + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 171 + 1d6 + + P + M,F,L + + 1d6 + + + Giant Slayer Battleaxe + M + 1 + rare + 4 + You 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Giant Slayer Greataxe + M + 1 + rare + 7 + You 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d12 + + S + M,H,2H + + 2d6 + + + Giant Slayer Greatsword + M + 1 + rare + 6 + You 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + 2d6 + + + Giant Slayer Handaxe + M + 1 + rare + 2 + You 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 172 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Giant Slayer Longsword + M + 1 + rare + 3 + You 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Giant Slayer Rapier + M + 1 + rare + 2 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 2d6 + + + Giant Slayer Scimitar + M + 1 + rare + 3 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 2d6 + + + Giant Slayer Shortsword + M + 1 + rare + 2 + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 172 + 1d6 + + P + M,F,L + + 2d6 + + + Glaive + M + 6 + + + Proficiency: martial, glaive + 20 + Source: Player's Handbook p. 149 + 1d10 + + S + M,H,R,2H + + + + Glaive +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d10 + + S + M,H,R,2H + + + + Glaive +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d10 + + S + M,H,R,2H + + + + Glaive +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d10 + + S + M,H,R,2H + + + + Glaive of Warning + M + 1 + uncommon (requires attunement) + 6 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + 1d10 + + S + M,H,R,2H + + + + Greataxe + M + 7 + + + Proficiency: martial, greataxe + 30 + Source: Player's Handbook p. 149 + 1d12 + + S + M,H,2H + + + + Greataxe +1 + M + 1 + uncommon + 7 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d12 + + S + M,H,2H + + + + Greataxe +2 + M + 1 + rare + 7 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d12 + + S + M,H,2H + + + + Greataxe +3 + M + 1 + very rare + 7 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d12 + + S + M,H,2H + + + + Greataxe of Warning + M + 1 + uncommon (requires attunement) + 7 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + 1d12 + + S + M,H,2H + + + + Greatclub + M + 10 + + + Proficiency: simple, greatclub + 0.2 + Source: Player's Handbook p. 149 + 1d8 + + B + 2H + + + + Greatclub +1 + M + 1 + uncommon + 10 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + B + 2H + + + + Greatclub +2 + M + 1 + rare + 10 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + B + 2H + + + + Greatclub +3 + M + 1 + very rare + 10 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + B + 2H + + + + Greatclub of Warning + M + 1 + uncommon (requires attunement) + 10 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + 1d8 + + B + 2H + + + + Greater Silver Sword + M + 1 + legendary (requires attunement by a creature that has psionic ability) + 6 + This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Mordenkainen's Tome of Foes, p. 89 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Greatsword + M + 6 + + + Proficiency: martial, greatsword + 50 + Source: Player's Handbook p. 149 + 2d6 + + S + M,H,2H + + + + Greatsword +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + + + Greatsword +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 2d6 + + S + M,H,2H + + + + Greatsword +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Greatsword of Life Stealing + M + 1 + rare (requires attunement) + 6 + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 206 + 2d6 + + S + M,H,2H + + + + Greatsword of Sharpness + M + 1 + very rare (requires attunement) + 6 + 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 14 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 DM. 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 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 206 + 2d6 + + S + M,H,2H + + + + Greatsword of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 6 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + + + Greatsword of Warning + M + 1 + uncommon (requires attunement) + 6 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + 2d6 + + S + M,H,2H + + + + Greatsword of Wounding + M + 1 + rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 207 + 2d6 + + S + M,H,2H + + 1d4 + + + Gurt's Greataxe + M + 1 + legendary (requires attunement) + 325 + In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. + You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Storm King's Thunder, p. 236 + melee attacks +1 + melee damage +1 + 3d12 + + S + M,H,2H + + 2d12 + + + Halberd + M + 6 + + + Proficiency: martial, halberd + 20 + Source: Player's Handbook p. 149 + 1d10 + + S + M,H,R,2H + + + + Halberd +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d10 + + S + M,H,R,2H + + + + Halberd +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d10 + + S + M,H,R,2H + + + + Halberd +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d10 + + S + M,H,R,2H + + + + Halberd of Warning + M + 1 + uncommon (requires attunement) + 6 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + 1d10 + + S + M,H,R,2H + + + + Hammer of Thunderbolts + M + 1 + legendary + 10 + You 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 173 + melee attacks +1 + melee damage +1 + 2d6 + 2d6 + B + M,H,2H + + 1d4+1 + + + Handaxe + M + 2 + + + Proficiency: simple, handaxe + 5 + Source: Player's Handbook p. 149 + 1d6 + + S + L,T + 20/60 + + + Handaxe +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Handaxe +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + + S + L,T + 20/60 + + + Handaxe +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + + S + L,T + 20/60 + + + Handaxe of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + 1d6 + + S + L,T + 20/60 + + + Hazirawn + M + 1 + legendary (requires attunement) + 6 + A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. + + Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6) + + Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. + + Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Hoard of the Dragon Queen p. 94 + melee attacks +2 + melee damage +2 + 2d6 + + S + M,H, 2H + + 1d6 + 2d6 + 1d4 + + + Hew + M + 1 + unique + 4 + Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Lost Mines of Phandelver, p. 33 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Holy Avenger Greatsword + M + 1 + legendary (requires attunement by a Paladin) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + 2d10 + + + Holy Avenger Longsword + M + 1 + legendary (requires attunement by a Paladin) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 2d10 + + + Holy Avenger Rapier + M + 1 + legendary (requires attunement by a Paladin) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + 2d10 + + + Holy Avenger Scimitar + M + 1 + legendary (requires attunement by a Paladin) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 2d10 + + + Holy Avenger Shortsword + M + 1 + legendary (requires attunement by a Paladin) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + 2d10 + + + Ironfang + M + 1 + legendary (requires attunement) + 2 + A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth. + You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. + Earth Mastery: You gain the following benefits while you hold Ironfang: + • You can speak Terran fluently. + • You have resistance to acid damage. + • You have tremorsense out to a range of 60 feet. + • You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. + • You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn. + Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. + The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn. + Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin." + + Proficiency: martial, war pick + Source: Princes of the Apocalypse p. 224 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + 1d8 + 1d3 + + + Javelin + M + 2 + + + Proficiency: simple, javelin + 0.5 + Source: Player's Handbook p. 149 + 1d6 + + P + T + 30/120 + + + Javelin +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + + P + T + 30/120 + + + Javelin +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + + P + T + 30/120 + + + Javelin +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + + P + T + 30/120 + + + Javelin of Backbiting + M + 1 + very rare, cursed (requires attunement) + 2 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. + Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. + Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Tales from the Yawning Portal, p. 229 + melee attacks +2 + melee damage +2 + 1d6 + + P + T + 60/150 + + + Javelin of Lightning + M + 1 + uncommon + 2 + This 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 178 + 1d6 + + P + T + 30/120 + 4d6 + + + Javelin of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + T + 30/120 + + + Korolnor Scepter + M + 1 + legendary (requires attunement) + 2 + The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. + You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. + You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows: + + • If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. + + • As an action, you can expend 2 charges to cast the sending spell from the scepter. + + • As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Storm King's Thunder, p. 236 + melee attacks +3 + melee damage +3 + 1d4 + + B + L + + 1d6+4 + + + Lance + M + 6 + + + Proficiency: martial, lance + 10 + Source: Player's Handbook p. 149 + 1d12 + + P + M,R,S + + + + Lance +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d12 + + P + M,R,S + + + + Lance +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d12 + + P + M,R,S + + + + Lance +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d12 + + P + M,R,S + + + + Lance of Warning + M + 1 + uncommon (requires attunement) + 6 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + 1d12 + + P + M,R,S + + + + Light Hammer + M + 2 + + + Proficiency: simple, light hammer + 2 + Source: Player's Handbook p. 149 + 1d4 + + B + L,T + 20/60 + + + Light Hammer +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d4 + + B + L,T + 20/60 + + + Light Hammer +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d4 + + B + L,T + 20/60 + + + Light Hammer +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d4 + + B + L,T + 20/60 + + + Light Hammer of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + 1d4 + + B + L,T + 20/60 + + + Lightbringer + M + 1 + unique + 4 + This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. + + Proficiency: simple, mace + Source: Lost Mines of Phandelver, p. 48 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + 1d6 + + + Longsword + M + 3 + + + Proficiency: martial, longsword + 15 + Source: Player's Handbook p. 149 + 1d8 + 1d10 + S + M,V + + + + Longsword +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Longsword +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Longsword +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Longsword of Life Stealing + M + 1 + rare (requires attunement) + 3 + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + 1d8 + 1d10 + S + M,V + + + + Longsword of Sharpness + M + 1 + very rare (requires attunement) + 3 + 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 14 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 DM. 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 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + 1d8 + 1d10 + S + M,V + + + + Longsword of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 3 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Longsword of Warning + M + 1 + uncommon (requires attunement) + 3 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + 1d8 + 1d10 + S + M,V + + + + Longsword of Wounding + M + 1 + rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 207 + 1d8 + 1d10 + S + M,V + + 1d4 + + + Luck Blade Greatsword + M + 1 + legendary (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 2d6 + + S + M,H,2H + + + + Luck Blade Longsword + M + 1 + legendary (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + 1d10 + S + M,V + + + + Luck Blade Rapier + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + + P + M,F + + + + Luck Blade Scimitar + M + 1 + legendary (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + S + M,F,L + + + + Luck Blade Shortsword + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + P + M,F,L + + + + Mace + M + 4 + + + Proficiency: simple, mace + 5 + Source: Player's Handbook p. 149 + 1d6 + + B + + + + + Mace +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Mace +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + + B + + + + + Mace +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + + B + + + + + Mace of Disruption + M + 1 + rare (requires attunement) + 4 + 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. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + 1d6 + + B + + + 2d6 + + + Mace of Smiting + M + 1 + rare + 4 + You 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 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Mace of Terror + M + 1 + rare (requires attunement) + 4 + 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. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 180 + 1d6 + + B + + + 1d3 + + + Mace of Warning + M + 1 + uncommon (requires attunement) + 4 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + 1d6 + + B + + + + + Maul + M + 10 + + + Proficiency: martial, maul + 10 + Source: Player's Handbook p. 149 + 2d6 + + B + M,H,2H + + + + Maul +1 + M + 1 + uncommon + 10 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 2d6 + + B + M,H,2H + + + + Maul +2 + M + 1 + rare + 10 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 2d6 + + B + M,H,2H + + + + Maul +3 + M + 1 + very rare + 10 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 2d6 + + B + M,H,2H + + + + Maul of Warning + M + 1 + uncommon (requires attunement) + 10 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + 2d6 + 2d6 + B + M,H,2H + + + + Mind Blade Greatsword + M + 1 + rare (requires attunement by a specific individual) + 6 + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Volo's Guide to Monsters, p. 81 + 2d6 + + S + M,H,2H + + 2d6 + + + Mind Blade Longsword + M + 1 + rare (requires attunement by a specific individual) + 3 + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Volo's Guide to Monsters, p. 81 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Mind Blade Rapier + M + 1 + rare (requires attunement by a specific individual) + 2 + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Volo's Guide to Monsters, p. 81 + 1d8 + + P + M,F + + 2d6 + + + Mind Blade Scimitar + M + 1 + rare (requires attunement by a specific individual) + 3 + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Volo's Guide to Monsters, p. 81 + 1d6 + + S + M,F,L + + 2d6 + + + Mind Blade Shortsword + M + 1 + rare (requires attunement by a specific individual) + 2 + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Volo's Guide to Monsters, p. 81 + 1d6 + + P + M,F,L + + 2d6 + + + Mind Lash + M + 1 + rare (requires attunement by a mind flayer) + 3 + In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Volo's Guide to Monsters, p. 81 + 1d4 + + S + M,F,R + + 2d4 + + + Moon-Touched Greatsword + M + 1 + common + 6 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Xanathar's Guide to Everything, p. 138 + 2d6 + + S + M,H,2H + + + + Moon-Touched Longsword + M + 1 + common + 3 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Xanathar's Guide to Everything, p. 138 + 1d8 + 1d10 + S + M,V + + + + Moon-Touched Rapier + M + 1 + common + 2 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Xanathar's Guide to Everything, p. 138 + 1d8 + + P + M,F + + + + Moon-Touched Scimitar + M + 1 + common + 3 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Xanathar's Guide to Everything, p. 138 + 1d6 + + S + F,L + + + + Moon-Touched Shortsword + M + 1 + common + 2 + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Xanathar's Guide to Everything, p. 138 + 1d6 + + P + M,F,L + + + + Moonblade + M + 1 + artifact (requires attunement by an elf or half-elf of neutral good alignment) + 3 + Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. + A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. + A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. + A moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. + A moonblade has one rune on its blade for each master it has served (typically 1d6+1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. + + MOONBLADE PROPERTIES: + d100 — Property: + 01-40 — Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. + + 41-80 — The moonblade gains a randomly determined minor property (see "Special Features" earlier in this chapter). + + 81-82 — The moonblade gains the finesse property. + + 83-84 — The moonblade gains the thrown property (range 20/60 feet). + + 85-86 — The moonblade functions as a defender. + + 87-90 — The moon blade scores a critical hit on a roll of 19 or 20. + + 91-92 — When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage. + + 93-94 — When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. + + 95-96 — You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon. + + 97-98 — The moonblade functions as a ring of spell storing. + + 99 — You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. + + 00 — The moonblade functions as a vorpal sword. + + Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. + + Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. + The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. + If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 217 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Morningstar + M + 4 + + + Proficiency: martial, morningstar + 15 + Source: Player's Handbook p. 149 + 1d8 + + P + M, + + + + Morningstar +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + Morningstar +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + Morningstar +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + Morningstar of Warning + M + 1 + uncommon (requires attunement) + 4 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M, + + + + Nine Lives Stealer Greatsword + M + 1 + very rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 2d6 + + S + M,H,2H + + + + Nine Lives Stealer Longsword + M + 1 + very rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Nine Lives Stealer Rapier + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Nine Lives Stealer Scimitar + M + 1 + very rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Nine Lives Stealer Shortsword + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Orcsplitter + M + 1 + legendary (requires attunement by a good-aligned dwarf, fighter, or paladin) + 7 + A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. + You gain the following benefits while holding this magic weapon: + • You gain a +2 bonus to attack and damage rolls made with it. + • When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. + • You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location. + • You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated. + Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse. + Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Princes of the Apocalypse p. 224 + melee attacks +2 + melee damage +2 + 1d12 + + S + M,H,2H + + + + Pike + M + 18 + + + Proficiency: martial, pike + 5 + Source: Player's Handbook p. 149 + 1d10 + + P + M,H,R,2H + + + + Pike +1 + M + 1 + uncommon + 18 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d10 + + P + M,H,R,2H + + + + Pike +2 + M + 1 + rare + 18 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d10 + + P + M,H,R,2H + + + + Pike +3 + M + 1 + very rare + 18 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d10 + + P + M,H,R,2H + + + + Pike of Warning + M + 1 + uncommon (requires attunement) + 18 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + 1d10 + + P + M,H,R,2H + + + + Quarterstaff + M + 4 + + + Proficiency: simple, quarterstaff + 0.2 + Source: Player's Handbook p. 149 + 1d6 + 1d8 + B + V + + + + Quarterstaff +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + 1d8 + B + V + + + + Quarterstaff +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + B + V + + + + Quarterstaff +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + 1d8 + B + V + + + + Quarterstaff of Warning + M + 1 + uncommon (requires attunement) + 4 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + 1d6 + 1d8 + B + V + + + + Rapier + M + 2 + + + Proficiency: martial, rapier + 25 + Source: Player's Handbook p. 149 + 1d8 + + P + M,F + + + + Rapier +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Rapier +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Rapier +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Rapier of Life Stealing + M + 1 + rare (requires attunement) + 2 + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + 1d8 + + P + M,F + + + + Rapier of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 2 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Rapier of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M,F + + + + Rapier of Wounding + M + 1 + rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 207 + 1d8 + + P + M,F + + 1d4 + + + Saint Markovia's Thighbone + M + 1 + rare (requires attunement) + 4 + Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes. + As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. + Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one. + Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet. + The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead. + + Mace of Disruption: 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. + + Proficiency: simple, mace + Source: Curse of Strahd, p. 222 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Scimitar + M + 3 + + + Proficiency: martial, scimitar + 25 + Source: Player's Handbook p. 149 + 1d6 + + S + M,F,L + + + + Scimitar +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Scimitar +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Scimitar +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Scimitar of Life Stealing + M + 1 + rare (requires attunement) + 3 + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + 1d6 + + S + M,F,L + + + + Scimitar of Sharpness + M + 1 + very rare (requires attunement) + 3 + 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 14 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 DM. 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 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + 1d6 + + S + M,F,L + + + + Scimitar of Speed + M + 1 + very rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 199 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Scimitar of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 3 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Scimitar of Warning + M + 1 + uncommon (requires attunement) + 3 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + 1d6 + + S + M,F,L + + + + Scimitar of Wounding + M + 1 + rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 207 + 1d6 + + S + M,F,L + + 1d4 + + + Shatterspike + M + 1 + uncommon (requires attunement) + 3 + You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Tales from the Yawning Portal, p. 229 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Shortsword + M + 2 + + + Proficiency: martial, shortsword + 10 + Source: Player's Handbook p. 149 + 1d6 + + P + M,F,L + + + + Shortsword +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Shortsword +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Shortsword +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Shortsword of Life Stealing + M + 1 + rare (requires attunement) + 2 + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + 1d6 + + P + M,F,L + + + + Shortsword of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 2 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Shortsword of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + M,F,L + + + + Shortsword of Wounding + M + 1 + rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 207 + 1d6 + + P + M,F,L + + 1d4 + + + Sickle + M + 2 + + + Proficiency: simple, sickle + 1 + Source: Player's Handbook p. 149 + 1d4 + + S + L + + + + Sickle +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d4 + + S + L + + + + Sickle +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d4 + + S + L + + + + Sickle +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d4 + + S + L + + + + Sickle of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + 1d4 + + S + L + + + + Spear + M + 3 + + + Proficiency: simple, spear + 1 + Source: Player's Handbook p. 149 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear of Backbiting + M + 1 + very rare, cursed (requires attunement) + 3 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. + Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. + Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Tales from the Yawning Portal, p. 229 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + P + T,V + 50/90 + + + Spear of Warning + M + 1 + uncommon (requires attunement) + 3 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + 1d6 + 1d8 + P + T,V + 20/60 + + + Sun Blade + M + 1 + rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword, shortsword + Source: Dungeon Master's Guide p. 205 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,F,V + + 1d8 + + + Sunsword + M + 1 + legendary (requires attunement) + 3 + The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. + Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. + The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade. + + Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it. + + Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. + + Sun blade: 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword, shortsword + Source: Curse of Strahd, p. 223 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,F,V + + + + Sword of Answering (Answerer) + M + 1 + legendary (requires attunement by a Chaotic Good Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Answerer, the Chaotic Good sword, has an emerald set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Back Talker) + M + 1 + legendary (requires attunement by a Chaotic Evil Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Back Talker, the Chaotic Evil sword, has jet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Concluder) + M + 1 + legendary (requires attunement by a Lawful Neutral Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Last Quip) + M + 1 + legendary (requires attunement by a Chaotic Neutral Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Rebutter) + M + 1 + legendary (requires attunement by a Neutral Good Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Rebutter, the Neutral Good sword, has a topaz set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Replier) + M + 1 + legendary (requires attunement by a Neutral Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Replier, the Neutral sword, has a peridot set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Retorter) + M + 1 + legendary (requires attunement by a Lawful Good Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Retorter, the Lawful Good sword, has an aquamarine set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Scather) + M + 1 + legendary (requires attunement by a Lawful Evil Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Scather, the Lawful Evil sword, has a garnet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Squelcher) + M + 1 + legendary (requires attunement by a Neutral Evil Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Squelcher, the Neutral Evil sword, has a spinel set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Kas + M + 1 + artifact (requires attunement) + 3 + When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it. + For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. + The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. + If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met. + + Random Properties: The Sword of Kas has the following random properties: + • 1 minor beneficial property + • 1 major beneficial property + • 1 minor detrimental property + • 1 major detrimental property + + Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. + + Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn. + + Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to 2 range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Common + + Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal. + The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder. + + Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 226 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Talon + M + 1 + unique + 3 + Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Lost Mines of Phandelver, p. 24 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Tinderstrike + M + 1 + legendary (requires attunement) + 1 + A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. + You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. + Fire Mastery: You gain the following benefits while you hold Tinderstrike: + • You can speak Ignan fluently. + • You have resistance to fire damage. + • You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn. + Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn. + Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences." + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Princes of the Apocalypse p. 224 + weapon attacks +2 + weapon damage +2 + 1d4 + + P + F,L,T + 20/60 + 2d6 + + + Trident + M + 4 + + + Proficiency: martial, trident + 5 + Source: Player's Handbook p. 149 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident of Fish Command + M + 1 + uncommon + 4 + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + P + M,T,V + 20/60 + 1d3 + + + Trident of Warning + M + 1 + uncommon (requires attunement) + 4 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Vicious Battleaxe + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Vicious Club + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 209 + 1d4 + + B + L + + 2d6 + + + Vicious Dagger + M + 1 + rare + 1 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 209 + 1d4 + + P + F,L,T + 20/60 + 2d6 + + + Vicious Flail + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 209 + 1d8 + + B + M, + + 2d6 + + + Vicious Glaive + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 209 + 1d10 + + S + M,H,R,2H + + 2d6 + + + Vicious Greataxe + M + 1 + rare + 7 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 209 + 1d12 + + S + M,H,2H + + 2d6 + + + Vicious Greatclub + M + 1 + rare + 10 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 209 + 1d8 + + B + 2H + + 2d6 + + + Vicious Greatsword + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 209 + 2d6 + + S + M,H,2H + + 2d6 + + + Vicious Halberd + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 209 + 1d10 + + S + M,H,R,2H + + 2d6 + + + Vicious Handaxe + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 209 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Vicious Javelin + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + T + 30/120 + 2d6 + + + Vicious Lance + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 209 + 1d12 + + P + M,R,S + + 2d6 + + + Vicious Light Hammer + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 209 + 1d4 + + B + L,T + 20/60 + 2d6 + + + Vicious Longsword + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Vicious Mace + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 209 + 1d6 + + B + + + 2d6 + + + Vicious Maul + M + 1 + rare + 10 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 209 + 2d6 + 2d6 + B + M,H,2H + + 2d6 + + + Vicious Morningstar + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M, + + 2d6 + + + Vicious Pike + M + 1 + rare + 18 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 209 + 1d10 + + P + M,H,R,2H + + 2d6 + + + Vicious Quarterstaff + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + B + V + + 2d6 + + + Vicious Rapier + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M,F + + 2d6 + + + Vicious Scimitar + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + 1d6 + + S + M,F,L + + 2d6 + + + Vicious Shortsword + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + M,F,L + + 2d6 + + + Vicious Sickle + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 209 + 1d4 + + S + L + + 2d6 + + + Vicious Spear + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + P + T,V + 20/60 + 2d6 + + + Vicious Trident + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + P + M,T,V + 20/60 + 2d6 + + + Vicious War Pick + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M, + + 2d6 + + + Vicious Warhammer + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 209 + 1d8 + 1d10 + B + M,V + + 2d6 + + + Vicious Whip + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 209 + 1d4 + + S + M,F,R + + 2d6 + + + Vorpal Greatsword + M + 1 + legendary (requires attunement) + 6 + 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 DM 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 209 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + 6d8 + + + Vorpal Longsword + M + 1 + legendary (requires attunement) + 3 + 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 DM 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 6d8 + + + Vorpal Scimitar + M + 1 + legendary (requires attunement) + 3 + 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 DM 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 6d8 + + + War Pick + M + 2 + + + Proficiency: martial, war pick + 5 + Source: Player's Handbook p. 149 + 1d8 + + P + M, + + + + War Pick +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + War Pick +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + War Pick +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + War Pick of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M, + + + + Warhammer + M + 2 + + + Proficiency: martial, warhammer + 15 + Source: Player's Handbook p. 149 + 1d8 + 1d10 + B + M,V + + + + Warhammer +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + B + M,V + + + + Warhammer +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + B + M,V + + + + Warhammer +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + B + M,V + + + + Warhammer of Warning + M + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + 1d8 + 1d10 + B + M,V + + + + Wave + M + 1 + artifact (requires attunement by a creature that worships a god of the sea) + 4 + Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. + You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. + The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. + + Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. + + Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. + Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to + further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. + Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 218 + melee attacks +3 + melee damage +3 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Waythe + M + 1 + legendary (requires attunement) + 6 + Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. + You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. + The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. + Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. + The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. + Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Tales from the Yawning Portal, p. 229 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + 2d6 + + + Whelm + M + 1 + artifact (requires attunement by a dwarf) + 2 + Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. + You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. + + Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. + + Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can't be used again until the next dawn. + + Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. + + Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. + + Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 218 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + B + M,V, T + 20/60 + + + Whip + M + 3 + + + Proficiency: martial, whip + 2 + Source: Player's Handbook p. 149 + 1d4 + + S + M,F,R + + + + Whip +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d4 + + S + M,F,R + + + + Whip +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d4 + + S + M,F,R + + + + Whip +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d4 + + S + M,F,R + + + + Whip of Warning + M + 1 + uncommon (requires attunement) + 3 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + 1d4 + + S + M,F,R + + + + Windvane + M + 1 + legendary (requires attunement) + 3 + A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. + You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. + Air Mastery: You gain the following benefits while you hold Windvane: + • You can speak Auran fluently. + • You have resistance to lightning damage. + • You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn. + Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn. + Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me." + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Princes of the Apocalypse p. 224 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + T,V + 20/60 + 1d6 + + + Adamantine Breastplate + MA + 1 + uncommon + 20 + This 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. + + Source: Dungeon Master's Guide p. 150 + 14 + + + + + Adamantine Chain Shirt + MA + 1 + uncommon + 20 + This 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. + + Source: Dungeon Master's Guide p. 150 + 13 + + + + + Adamantine Half Plate Armor + MA + 1 + uncommon + 40 + This 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. + + Source: Dungeon Master's Guide p. 150 + 15 + + 1 + + + Adamantine Scale Mail + MA + 1 + uncommon + 45 + This 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. + + Source: Dungeon Master's Guide p. 150 + 14 + + 1 + + + Black Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 acid damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Blue Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 lightning damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Brass Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 fire damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Breastplate + MA + 20 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. + + 400 + Source: Player's Handbook p. 145 + 14 + + + + + Breastplate +1 + MA + 1 + rare + 20 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 14 + + + + + Breastplate +2 + MA + 1 + very rare + 20 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 14 + + + + + Breastplate +3 + MA + 1 + legendary + 20 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 14 + + + + + Breastplate of Acid Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Cold Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Fire Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Force Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Gleaming + MA + 1 + common + 20 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + + + + Breastplate of Lightning Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Necrotic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Poison Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Psychic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Radiant Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Thunder Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Bronze Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 lightning damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Cast-Off Breastplate + MA + 1 + common + 20 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + + + + Cast-Off Chain Shirt + MA + 1 + common + 20 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 14 + + + + + Cast-Off Half Plate Armor + MA + 1 + common + 40 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 16 + + 1 + + + Cast-Off Hide Armor + MA + 1 + common + 12 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 13 + + + + + Cast-Off Scale Mail + MA + 1 + common + 45 + You can doff this armor as an action. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Chain Shirt + MA + 20 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. + + 50 + Source: Player's Handbook p. 144 + 13 + + + + + Chain Shirt +1 + MA + 1 + rare + 20 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 13 + + + + + Chain Shirt +2 + MA + 1 + very rare + 20 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 13 + + + + + Chain Shirt +3 + MA + 1 + legendary + 20 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 13 + + + + + Chain Shirt of Acid Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Cold Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Fire Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Force Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Gleaming + MA + 1 + common + 20 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 14 + + + + + Chain Shirt of Lightning Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Necrotic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Poison Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Psychic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Radiant Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Thunder Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Copper Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 acid damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Dragonguard + MA + 1 + unique + 20 + This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. + + Source: Lost Mines of Phandelver, p. 48 + ac +1 + 15 + + + + + Elven Chain + MA + 1 + rare + 20 + You 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. + + Source: Dungeon Master's Guide p. 209 + ac +1 + 13 + + + + + Gold Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 fire damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Green Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 poison damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Half Plate + MA + 40 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. + + 750 + Source: Player's Handbook p. 145 + 15 + + YES + + + Half Plate Armor +1 + MA + 1 + rare + 40 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 15 + + 1 + + + Half Plate Armor +2 + MA + 1 + very rare + 40 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 15 + + 1 + + + Half Plate Armor +3 + MA + 1 + legendary + 40 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 15 + + 1 + + + Half Plate Armor of Acid Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Cold Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Fire Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Force Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Gleaming + MA + 1 + common + 40 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 16 + + 1 + + + Half Plate Armor of Lightning Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Necrotic Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Poison Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Psychic Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Radiant Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Thunder Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Hide Armor + MA + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. + + 10 + Source: Player's Handbook p. 144 + 12 + + + + + Hide Armor +1 + MA + 1 + rare + 12 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 12 + + + + + Hide Armor +2 + MA + 1 + very rare + 12 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 12 + + + + + Hide Armor +3 + MA + 1 + legendary + 12 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 12 + + + + + Hide Armor of Acid Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Cold Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Fire Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Force Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Gleaming + MA + 1 + common + 12 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 13 + + + + + Hide Armor of Lightning Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Necrotic Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Poison Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Psychic Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Radiant Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Thunder Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Mariner's Breastplate + MA + 1 + uncommon + 20 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 14 + + + + + Mariner's Chain Shirt + MA + 1 + uncommon + 20 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 13 + + + + + Mariner's Half Plate Armor + MA + 1 + uncommon + 40 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 15 + + 1 + + + Mariner's Hide Armor + MA + 1 + uncommon + 12 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 12 + + + + + Mariner's Scale Mail + MA + 1 + uncommon + 45 + While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. + + Source: Dungeon Master's Guide p. 181 + 14 + + 1 + + + Mithral Breastplate + MA + 1 + uncommon + 20 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 14 + + + + + Mithral Chain Shirt + MA + 1 + uncommon + 20 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 13 + + + + + Mithral Half Plate Armor + MA + 1 + uncommon + 40 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 15 + + + + + Mithral Scale Mail + MA + 1 + uncommon + 45 + Mithral 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. + + Source: Dungeon Master's Guide p. 182 + 14 + + + + + Red Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 fire damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Scale Mail + MA + 45 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. + + 50 + Source: Player's Handbook p. 144 + 14 + + YES + + + Scale Mail +1 + MA + 1 + rare + 45 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 14 + + 1 + + + Scale Mail +2 + MA + 1 + very rare + 45 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 14 + + 1 + + + Scale Mail +3 + MA + 1 + legendary + 45 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 14 + + 1 + + + Scale Mail of Acid Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Cold Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Fire Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Force Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Gleaming + MA + 1 + common + 45 + This armor never gets dirty. + + Source: Xanathar's Guide to Everything, p. 136 + 15 + + 1 + + + Scale Mail of Lightning Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Necrotic Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Poison Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Psychic Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Radiant Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Thunder Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Silver Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 cold damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Smoldering Breastplate + MA + 1 + common + 20 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 15 + + + + + Smoldering Chain Shirt + MA + 1 + common + 20 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 14 + + + + + Smoldering Half Plate Armor + MA + 1 + common + 40 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 16 + + 1 + + + Smoldering Hide Armor + MA + 1 + common + 12 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 13 + + + + + Smoldering Scale Mail + MA + 1 + common + 45 + Wisps of harmless, odorless smoke rise from this armor while it is worn. + + Source: Xanathar's Guide to Everything, p. 139 + 15 + + 1 + + + Spiked Armor + MA + 45 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. + + 75 + Source: Sword Coast Adventurer's Guide, p. 121 + 14 + + YES + + + White Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + 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 cold damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Bottled Breath + P + 1 + uncommon + 0.5 + This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. + If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath. + + Source: Princes of the Apocalypse p. 222 + + + Elixir of Health + P + 1 + rare + 0.5 + When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. + + Source: Dungeon Master's Guide p. 168 + + + Oil of Etherealness + P + 1 + rare + 0.5 + Beads 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. + + Source: Dungeon Master's Guide p. 183 + + + Oil of Sharpness + P + 1 + very rare + 0.5 + This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. + + Source: Dungeon Master's Guide p. 184 + + + Oil of Slipperiness + P + 1 + uncommon + 0.5 + This 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. + + Source: Dungeon Master's Guide p. 184 + + + Philter of Love + P + 1 + uncommon + 0.5 + The 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. + + Source: Dungeon Master's Guide p. 184 + + + Potion of Acid Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to acid damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Animal Friendship + P + 1 + uncommon + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Beast Mind Control + P + 1 + rare + 0.5 + When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. + If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. + + Source: Tales from the Yawning Portal, p. 229 + + + Potion of Clairvoyance + P + 1 + rare + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Climbing + P + 1 + common + 0.5 + When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, 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. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Cloud Giant Strength + P + 1 + very rare + 0.5 + When you drink this potion, your Strength score changes to 27 for 1 hour. 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 cloud giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Cold Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to cold damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Diminution + P + 1 + rare + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Fire Breath + P + 1 + uncommon + 0.5 + After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. + + Source: Dungeon Master's Guide p. 187 + 4d6 + + + Potion of Fire Giant Strength + P + 1 + rare + 0.5 + When you drink this potion, your Strength score changes to 25 for 1 hour. 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 fire giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Fire Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to fire damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Flying + P + 1 + very rare + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Force Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to force damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Frost Giant Strength + P + 1 + rare + 0.5 + When you drink this potion, your Strength score changes to 23 for 1 hour. 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 frost giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Gaseous Form + P + 1 + rare + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Giant Size + P + 1 + legendary + + When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. + Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1dlO) when used with two hands. + When the effect ends, any hit points you have above your hit point maximum become temporary hit points. + This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. + + Source: Storm King's Thunder, p. 238 + + + Potion of Greater Healing + P + 1 + uncommon + 0.5 + You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 4d4+4 + + + Potion of Growth + P + 1 + uncommon + 0.5 + 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. + + Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Healing + P + 1 + common + 0.5 + You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 2d4+2 + + + Potion of Heroism + P + 1 + rare + 0.5 + For 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. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Hill Giant Strength + P + 1 + uncommon + 0.5 + When you drink this potion, your Strength score changes to 21 for 1 hour. 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 hill giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Human Mind Control + P + 1 + rare + 0.5 + When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. + If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. + + Source: Tales from the Yawning Portal, p. 229 + + + Potion of Invisibility + P + 1 + very rare + 0.5 + This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Invulnerability + P + 1 + rare + 0.5 + For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Lightning Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to lightning damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Longevity + P + 1 + very rare + 0.5 + When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. + + Source: Dungeon Master's Guide p. 188 + 1d6+6 + + + Potion of Mind Reading + P + 1 + rare + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Monster Mind Control + P + 1 + very rare + 0.5 + When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. + If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. + + Source: Tales from the Yawning Portal, p. 229 + + + Potion of Necrotic Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to necrotic damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Poison + P + 1 + uncommon + 0.5 + This 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. + + Source: Dungeon Master's Guide p. 188 + 3d6 + 2d6 + 1d6 + + + Potion of Poison Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to poison damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Psychic Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to psychic damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Radiant Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to radiant damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Speed + P + 1 + very rare + 0.5 + When 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. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Stone Giant Strength + P + 1 + rare + 0.5 + When you drink this potion, your Strength score changes to 23 for 1 hour. 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 stone giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Storm Giant Strength + P + 1 + legendary + 0.5 + When you drink this potion, your Strength score changes to 29 for 1 hour. 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 storm giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Superior Healing + P + 1 + rare + 0.5 + You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 8d4+8 + + + Potion of Supreme Healing + P + 1 + very rare + 0.5 + You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 10d4+20 + + + Potion of Thunder Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to thunder damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Vitality + P + 1 + very rare + 0.5 + When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Water Breathing + P + 1 + uncommon + 0.5 + You 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. + + Source: Dungeon Master's Guide p. 188 + + + Blowgun + R + 1 + + + Proficiency: martial, blowgun + 10 + Source: Player's Handbook p. 149 + 1 + + P + M,A,LD + 25/100 + + + Blowgun +1 + R + 1 + uncommon + 1 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 152 + ranged attacks +1 + ranged damage +1 + 1 + + P + M,A,LD + 25/100 + + + Blowgun +2 + R + 1 + rare + 1 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 152 + ranged attacks +2 + ranged damage +2 + 1 + + P + M,A,LD + 25/100 + + + Blowgun +3 + R + 1 + very rare + 1 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 152 + ranged attacks +3 + ranged damage +3 + 1 + + P + M,A,LD + 25/100 + + + Blowgun of Warning + R + 1 + uncommon (requires attunement) + 1 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 213 + 1 + + P + M,A,LD + 25/100 + + + Dart + R + 0.25 + + + Proficiency: simple, dart + 0.05 + Source: Player's Handbook p. 149 + 1d4 + + P + F,T + 20/60 + + + Dart +1 + R + 1 + uncommon + 0.25 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d4 + + P + F,T + 20/60 + + + Dart +2 + R + 1 + rare + 0.25 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d4 + + P + F,T + 20/60 + + + Dart +3 + R + 1 + very rare + 0.25 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d4 + + P + F,T + 20/60 + + + Dart of Warning + R + 1 + uncommon (requires attunement) + 0.25 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + 1d4 + + P + F,T + 20/60 + + + Hand Crossbow + R + 3 + + + Proficiency: martial, hand crossbow + 75 + Source: Player's Handbook p. 149 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow +1 + R + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow +2 + R + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow +3 + R + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow of Warning + R + 1 + uncommon (requires attunement) + 3 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + M,A,L,LD + 30/120 + + + Heavy Crossbow + R + 18 + + + Proficiency: martial, heavy crossbow + 50 + Source: Player's Handbook p. 149 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow +1 + R + 1 + uncommon + 18 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow +2 + R + 1 + rare + 18 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow +3 + R + 1 + very rare + 18 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow of Warning + R + 1 + uncommon (requires attunement) + 18 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Light Crossbow + R + 5 + + + Proficiency: simple, light crossbow + 25 + Source: Player's Handbook p. 149 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow +1 + R + 1 + uncommon + 5 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow +2 + R + 1 + rare + 5 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow +3 + R + 1 + very rare + 5 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow of Warning + R + 1 + uncommon (requires attunement) + 5 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + A,LD,2H + 80/320 + + + Longbow + R + 2 + + + Proficiency: martial, longbow + 50 + Source: Player's Handbook p. 149 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow +1 + R + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow +2 + R + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow +3 + R + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow of Warning + R + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M,A,H,2H + 150/600 + + + Net + R + 3 + + + Proficiency: martial, net + 1 + Source: Player's Handbook p. 149 + + + + M,S,T + 5/15 + + + Net +1 + R + 1 + uncommon + 3 + You have a +1 bonus to attack rolls made with this weapon. + + NOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 0 + + + M,S,T + 5/15 + + + Net +2 + R + 1 + rare + 3 + You have a +2 bonus to attack rolls made with this weapon. + + NOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 0 + + + M,S,T + 5/15 + + + Net +3 + R + 1 + very rare + 3 + You have a +3 bonus to attack rolls made with this weapon. + + NOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 0 + + + M,S,T + 5/15 + + + Net of Warning + R + 1 + uncommon (requires attunement) + 3 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + 0 + + + M,S,T + 5/15 + + + Oathbow + R + 1 + very rare (requires attunement) + 2 + When you nock an arrow on 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 168 + 1d8 + + P + M,A,H,2H + 150/600 + 3d6 + + + Seeker Dart + R + 1 + uncommon + 0.25 + This small dart is decorated with designs like windy spirals that span the length of its shaft. + When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. + When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Princes of the Apocalypse p. 223 + 1d4 + + P + F,T + 20/60 + 3d4 + + + Shortbow + R + 2 + + + Proficiency: simple, shortbow + 25 + Source: Player's Handbook p. 149 + 1d6 + + P + A,2H + 80/320 + + + Shortbow +1 + R + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d6 + + P + A,2H + 80/320 + + + Shortbow +2 + R + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d6 + + P + A,2H + 80/320 + + + Shortbow +3 + R + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d6 + + P + A,2H + 80/320 + + + Shortbow of Warning + R + 1 + uncommon (requires attunement) + 2 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + A,2H + 80/320 + + + Sling + R + + + + Proficiency: simple, sling + 0.1 + Source: Player's Handbook p. 149 + 1d4 + + B + A + 30/120 + + + Sling +1 + R + 1 + uncommon + 0 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d4 + + B + A + 30/120 + + + Sling +2 + R + 1 + rare + 0 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d4 + + B + A + 30/120 + + + Sling +3 + R + 1 + very rare + 0 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d4 + + B + A + 30/120 + + + Sling of Warning + R + 1 + uncommon (requires attunement) + 0 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + 1d4 + + B + A + 30/120 + + + Storm Boomerang + R + 1 + uncommon + + This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand. + Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, javelin + Source: Princes of the Apocalypse p. 223 + 1d4 + + B + + 60/120 + 3d4 + + + Vicious Blowgun + R + 1 + rare + 1 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 209 + 1 + + P + M,A,LD + 25/100 + + + Vicious Dart + R + 1 + rare + 0.25 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 209 + 1d4 + + P + F,T + 20/60 + + + Vicious Hand Crossbow + R + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + M,A,L,LD + 30/120 + + + Vicious Heavy Crossbow + R + 1 + rare + 18 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 209 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Vicious Light Crossbow + R + 1 + rare + 5 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + A,LD,2H + 80/320 + + + Vicious Longbow + R + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M,A,H,2H + 150/600 + + + Vicious Shortbow + R + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + A,2H + 80/320 + + + Vicious Sling + R + 1 + rare + 0 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 209 + 1d4 + + B + A + 30/120 + + + Immovable Rod + RD + 1 + uncommon + 2 + This 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 + + Source: Dungeon Master's Guide p. 175 + + + Rod of Absorption + RD + 1 + very rare (requires attunement) + 2 + 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. + + Source: Dungeon Master's Guide p. 195 + + + Rod of Alertness + RD + 1 + very rare (requires attunement) + 2 + 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. + + Source: Dungeon Master's Guide p. 196 + + + Rod of Lordly Might + RD + 1 + legendary (requires attunement) + 2 + This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll 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 gram 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 rakes 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 with in 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. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 196 + 4d6 + + + Rod of Resurrection + RD + 1 + legendary (requires attunement by a Cleric, Druid, or Paladin) + 2 + The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). + The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. + + Source: Dungeon Master's Guide p. 197 + + + Rod of Rulership + RD + 1 + rare (requires attunement) + 2 + 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. + + Source: Dungeon Master's Guide p. 197 + + + Rod of Security + RD + 1 + very rare + 2 + While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For 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. + + Source: Dungeon Master's Guide p. 197 + + + Rod of the Pact Keeper, +1 + RD + 1 + uncommon (requires attunement by a Warlock) + 2 + While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. + In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. + + Source: Dungeon Master's Guide p. 197 + spell attack +1 + spell dc +1 + + + Rod of the Pact Keeper, +2 + RD + 1 + rare (requires attunement by a Warlock) + 2 + While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. + In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. + + Source: Dungeon Master's Guide p. 197 + spell attack +2 + spell dc +2 + + + Rod of the Pact Keeper, +3 + RD + 1 + very rare (requires attunement by a Warlock) + 2 + While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. + In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. + + Source: Dungeon Master's Guide p. 197 + spell attack +3 + spell dc +3 + + + Tentacle Rod + RD + 1 + rare (requires attunement) + 2 + Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Dungeon Master's Guide p. 208 + 1d20+9 + 1d6 + + + Ring of Acid Resistance + RG + 1 + rare (requires attunement) + + You have resistance to acid damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Air Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air. + 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. + 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). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Animal Influence + RG + 1 + rare + + 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 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 animals + + Source: Dungeon Master's Guide p. 189 + 1d3 + + + Ring of Cold Resistance + RG + 1 + rare (requires attunement) + + You have resistance to cold damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Djinni Summoning + RG + 1 + legendary (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. + + Source: Dungeon Master's Guide p. 190 + + + Ring of Earth Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. + 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. + 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). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Evasion + RG + 1 + rare (requires attunement) + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. + + Source: Dungeon Master's Guide p. 191 + 1d3 + + + Ring of Feather Falling + RG + 1 + rare (requires attunement) + + When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Fire Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire. + 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. + 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). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Fire Resistance + RG + 1 + rare (requires attunement) + + You have resistance to fire damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Force Resistance + RG + 1 + rare (requires attunement) + + You have resistance to force damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Free Action + RG + 1 + rare (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. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Invisibility + RG + 1 + legendary (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. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Jumping + RG + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Lightning Resistance + RG + 1 + rare (requires attunement) + + You have resistance to lightning damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Mind Shielding + RG + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Necrotic Resistance + RG + 1 + rare (requires attunement) + + You have resistance to necrotic damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Poison Resistance + RG + 1 + rare (requires attunement) + + You have resistance to poison damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Protection + RG + 1 + rare (requires attunement) + + You gain a +1 bonus to AC and saving throws while wearing this ring. + + Source: Dungeon Master's Guide p. 191 + ac +1 + saving throws +1 + + + Ring of Psychic Resistance + RG + 1 + rare (requires attunement) + + You have resistance to psychic damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Radiant Resistance + RG + 1 + rare (requires attunement) + + You have resistance to radiant damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Regeneration + RG + 1 + very rare (requires attunement) + + While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. + + Source: Dungeon Master's Guide p. 191 + 1d6 + + + Ring of Shooting Stars + RG + 1 + very 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. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) + + 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. + + Source: Dungeon Master's Guide p. 192 + 1d6 + 2d4 + 2d6 + 5d4 + 4d12 + + + Ring of Spell Storing + RG + 1 + rare (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 contain 1d6-1 levels of stored spells chosen by the DM. + 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. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Spell Turning + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Swimming + RG + 1 + uncommon + + You have a swimming speed of 40 feet while wearing this ring. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Telekinesis + RG + 1 + very 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. + + Source: Dungeon Master's Guide p. 193 + + + Ring of the Ram + RG + 1 + rare (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. + + Source: Dungeon Master's Guide p. 193 + 1d3 + 1d20+7 + 2d10 + 1d20+5 + 1d20+10 + 1d20+15 + + + Ring of Three Wishes + RG + 1 + legendary + + While 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. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Truth Telling + RG + 1 + uncommon (requires attunement) + + While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. + + Source: Waterdeep - Dragon Heist p. 192 + + + Ring of Thunder Resistance + RG + 1 + rare (requires attunement) + + You have resistance to thunder damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Warmth + RG + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Water Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. + 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. + 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). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Water Walking + RG + 1 + uncommon + + While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Winter + RG + 1 + artifact (requires attunement) + + Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring. + The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom. + + Sentience: + The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. + + Nondetection: + The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. + + Frozen Time: + As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. + + Cold Immunity: + While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide). + + Magic: + The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: + + • You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. + + • You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2charges). + + • You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary. + + Other Properties: + The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax. + + Destroying the Ring: + The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever. + + Source: Tomb of Annihilation, p. 207 + + + Ring of X-ray Vision + RG + 1 + rare (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. + + Source: Dungeon Master's Guide p. 193 + + + Animated Shield + S + 1 + very rare (requires attunement) + 6 + 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. + + Source: Dungeon Master's Guide p. 183 + 2 + + + + + Arrow-Catching Shield + S + 1 + rare (requires attunement) + 6 + 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. + + Source: Dungeon Master's Guide p. 152 + 2 + + + + + Sentinel Shield + S + 1 + uncommon + 6 + While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. + + Source: Dungeon Master's Guide p. 199 + 2 + + + + + Shield + S + 6 + A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. + + 10 + Source: Player's Handbook p. 144 + 2 + + + + + Shield +1 + S + 1 + uncommon + 6 + While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. + + Source: Dungeon Master's Guide p. 200 + ac +1 + 2 + + + + + Shield +2 + S + 1 + rare + 6 + While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. + + Source: Dungeon Master's Guide p. 200 + ac +2 + 2 + + + + + Shield +3 + S + 1 + very rare + 6 + While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. + + Source: Dungeon Master's Guide p. 200 + ac +3 + 2 + + + + + Shield of Expression + S + 1 + common + 6 + The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. + + Source: Xanathar's Guide to Everything, p. 139 + 2 + + + + + Shield of Far Sight + S + 1 + rare + 6 + A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. + If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours. + + Source: Volo's Guide to Monsters, p. 81 + 2 + + + + + Shield of Missile Attraction + S + 1 + rare, cursed (requires attunement) + 6 + 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. + + Source: Dungeon Master's Guide p. 200 + 2 + + + + + Spellguard Shield + S + 1 + very rare (requires attunement) + 6 + While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you + + Source: Dungeon Master's Guide p. 201 + 2 + + + + + Scroll of Protection from Aberrations + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Beasts + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Celestials + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Elementals + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fey + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fiends + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Plants + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Undead + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Spell Scroll (1st Level) + SC + 1 + common + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 11. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. + 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 a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 200 + 1d20+SPELL + 1d20+5 + + + Spell Scroll (2nd Level) + SC + 1 + uncommon + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 12. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. + 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 a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 201 + 1d20+SPELL + 1d20+5 + + + Spell Scroll (3rd Level) + SC + 1 + uncommon + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 13. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. + 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 a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 202 + 1d20+SPELL + 1d20+7 + + + Spell Scroll (4th Level) + SC + 1 + rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 14. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. + 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 a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 203 + 1d20+SPELL + 1d20+7 + + + Spell Scroll (5th Level) + SC + 1 + rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. 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 is 15. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. + 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 a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 204 + 1d20+SPELL + 1d20+9 + + + Spell Scroll (6th Level) + SC + 1 + very rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 16 On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. + 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 a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 205 + 1d20+SPELL + 1d20+9 + + + Spell Scroll (7th Level) + SC + 1 + very rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 17. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. + 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 a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 206 + 1d20+SPELL + 1d20+10 + + + Spell Scroll (8th Level) + SC + 1 + very rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 18. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. + 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 a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 207 + 1d20+SPELL + 1d20+10 + + + Spell Scroll (9th Level) + SC + 1 + legendary + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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 is 19. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 19 and an attack bonus of +11. + 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 a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 208 + 1d20+SPELL + 1d20+11 + + + Spell Scroll (Cantrip) + SC + 1 + common + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + 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. 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. + A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. + 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. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 199 + 1d20+SPELL + 1d20+5 + + + Gulthias Staff + ST + 1 + rare (requires attunement) + 4 + Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk. + If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. + + Vampiric Strike: 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 regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). + + Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Curse of Strahd, p. 221 + 1d6+4 + + + Spider Staff + ST + 1 + requires attunement + 6 + The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. + The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. + The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. + + Proficiency: simple, quarterstaff + Source: Lost Mines of Phandelver p. 53 + 1d6+4 + + + Staff of Adornment + ST + 1 + common + 4 + If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. + + Source: Xanathar's Guide to Everything, p. 139 + + + Staff of Birdcalls + ST + 1 + common + 4 + This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. + + Source: Xanathar's Guide to Everything, p. 139 + 1d6+4 + + + Staff of Charming + ST + 1 + rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 201 + 1d8+2 + + + Staff of Defense + ST + 1 + requires attunement + 3 + This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. + While holding the staff, you have a +1 bonus to your Armor Class. + The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. + The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. + + Proficiency: simple, quarterstaff + Source: Lost Mines of Phandelver p. 53 + ac +1 + 1d6+4 + + + Staff of Fire + ST + 1 + very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 201 + 1d6+4 + + + Staff of Flowers + ST + 1 + common + 4 + This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. 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 into flower petals and is lost forever. + + Source: Xanathar's Guide to Everything, p. 139 + + + Staff of Frost + ST + 1 + very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Healing + ST + 1 + rare (requires attunement by a Bard, Cleric, or Druid) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Power + ST + 1 + very rare (requires attunement by a Sorcerer, Warlock, or Wizard) + 4 + 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 roll but loses all other properties. On a 20, the staff regain 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 x 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. + + Distance from Origin — Damage: + 10 ft. away or closer — 8 x the number of charges in the staff + 11 to 20 ft. away — 6 x the number of charges in the staff + 21 to 30 ft. away — 4 x the number of charges in the staff + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 202 + ac +2 + saving throws +2 + spell attack +2 + 2d8+4 + 1d6 + + + Staff of Striking + ST + 1 + very rare (requires attunement) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + 1d6 + 2d6 + 3d6 + 1d6+4 + + + Staff of Swarming Insects + ST + 1 + rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + 1d6+4 + + + Staff of the Adder + ST + 1 + uncommon (requires attunement by a Cleric, Druid, or Warlock) + 4 + You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. + You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. + The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + 1d6 + 3d6 + + + Staff of the Forgotten One + ST + 1 + artifact (requires attunement by a sorcerer, warlock, or wizard) + 4 + This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death. + + Beneficial Properties: + While the staff is on your person, you gain the following benefits: + + • Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. + + • You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. + + • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. + + • You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. + + Invoke Curse: + The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target. + + The Forgotten One: + The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. + + Destroying the Staff:. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. + Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well. + + Proficiency: simple, quarterstaff + Source: Tomb of Annihilation, p. 208 + arcana+%0 + history+%0 + 1d4+3 + 24d10 + + + Staff of the Magi + ST + 1 + legendary (requires attunement by a Sorcerer, Warlock, or Wizard) + 4 + 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 x 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. + + Distance from Origin — Damage: + 10 ft. away or closer — 8 x the number of charges in the staff + 11 to 20 ft. away — 6 x the number of charges in the staff + 21 to 30 ft. away — 4 x the number of charges in the staff + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + spell attack +2 + 4d6+2 + + + Staff of the Python + ST + 1 + uncommon (requires attunement by a Cleric, Druid, or Warlock) + 4 + 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 (see the Monster Manual for statistics) 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 204 + + + Staff of the Woodlands + ST + 1 + rare (requires attunement by a Druid) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 204 + spell attack +2 + 1d6+4 + + + Staff of Thunder and Lightning + ST + 1 + very rare (requires attunement) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 204 + 2d6 + 9d6 + + + Staff of Withering + ST + 1 + rare (requires attunement by a Cleric, Druid, or Warlock) + 4 + 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. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 205 + 1d3 + 2d10 + + + Alchemy Jug + W + 1 + uncommon + 12 + This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. + You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. + Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. + + Liquid — Max Amount: + Acid — 8 ounces + Basic poison — 1/2 ounce + Beer — 4 gallons + Honey — 1 gallon + Mayonnaise — 2 gallons + Oil — 1 quart + Vinegar — 2 gallons + Water, fresh — 8 gallons + Water, salt — 12 gallons + Wine — 1 gallon + + Source: Dungeon Master's Guide p. 150 + + + Amulet of Health + W + 1 + rare (requires attunement) + 1 + Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is 19 or higher without it. + + Source: Dungeon Master's Guide p. 150 + + + Amulet of Proof Against Detection and Location + W + 1 + uncommon (requires attunement) + 1 + While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. + + Source: Dungeon Master's Guide p. 150 + + + Amulet of Protection from Turning + W + 1 + rare (requires attunement) + 1 + While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. + If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. + Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. + + Source: Tales from the Yawning Portal, p. 228 + + + Amulet of the Black Skull + W + 1 + very rare (requires attunement) + + This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. + The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. + If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. + + d100 — Transformation + 01–20 — The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. + 21–35 — You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. + 36–50 — You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. + 51–70 — You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. + 71–95 — You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. + 96–00 — You become petrified. This effect can be ended only with a greater restoration spell or similar magic. + + Source: Tomb of Annihilation, p. 206 + 1d6 + + + Amulet of the Planes + W + 1 + very rare (requires attunement) + 1 + 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 d100. 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. + + Source: Dungeon Master's Guide p. 150 + + + Apparatus of Kwalish + W + 1 + legendary + 500 + This 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 Kwalish 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. + + Apparatus of Kwalish Levers: + 1 — Up: Legs and tail extend, allowing the apparatus to walk and swim. + 1 — Down: Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. + 2 — Up: Forward window shutter opens. + 2 — Down: Forward window shutter closes. + 3 — Up: Side window shutters open (two per side). + 3 — Down: Side window shutters close (two per side). + 4 — Up: Two claws extend from the front sides of the apparatus. + 4 — Down: The claws retract. + 5 — Up: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. + 5 — Down: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). + 6 — Up: The apparatus walks or swims forward. + 6 — Down: The apparatus walks or swims backward. + 7 — Up: The apparatus turns 90 degrees left. + 7 — Down: The apparatus turns 90 degrees right. + 8 — Up: Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. + 8 — Down: The light turns off. + 9 — Up: The apparatus sinks as much as 20 feet in liquid. + 9 — Down: The apparatus rises up to 20 feet in liquid. + 10 — Up: The rear hatch unseals and opens. + 10 — Down: The rear hatch closes and seals. + + Source: Dungeon Master's Guide p. 151 + 1d20+8 + 2d6 + + + Badge of The Watch + W + 1 + rare (requires attunement from someone designated by the Open Lord of Waterdeep) + A badge of the Watch is given to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. + While wearing the badge you gain a +2 bonus to AC if you aren't wearing a shield. + If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended. + As an action, the Open Lord can touch the badge and end your attunement to it. + + Source: Waterdeep - Dragon Heist p. 189 + ac +2 + + + Bag of Beans + W + 1 + rare + 0.5 + Inside 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. + + d100 — Effect: + 01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. + 2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. + 11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. + 21-30 — An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. + 31-40 — A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). + 41-50 — 1d6+6 shriekers sprout (see the Monster Manual for statistics). + 51-60 — 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. + 61-70 — A hungry bulette (see the Monster Manual for statistics) burrows up and attacks. + 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. + 81-90 — A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. + 91-99 — A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice. + 00 — A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. + + Source: Dungeon Master's Guide p. 152 + 5d4 + 1d100 + + + Bag of Devouring + W + 1 + very rare + 0.5 + This 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. + + Source: Dungeon Master's Guide p. 153 + + + Bag of Holding + W + 1 + uncommon + 15 + This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 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. + + Source: Dungeon Master's Guide p. 153 + + + Bag of Tricks, Gray + W + 1 + uncommon + 0.5 + This ordinary bag, made from gray 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. The creature vanishes at the next dawn or when it is reduced to 0 hit points. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + + d8 — Creature: + 1 — Weasel + 2 — Giant rat + 3 — Badger + 4 — Boar + 5 — Panther + 6 — Giant badger + 7 — Dire wolf + 8 — Giant elk + + Source: Dungeon Master's Guide p. 154 + 1d8 + + + Bag of Tricks, Rust + W + 1 + uncommon + 0.5 + This ordinary bag, made from rust 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. The creature vanishes at the next dawn or when it is reduced to 0 hit points. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + + d8 — Creature: + 1 — Rat + 2 — Owl + 3 — Mastiff + 4 — Goat + 5 — Giant goat + 6 — Giant boar + 7 — Lion + 8 — Brown bear + + + Source: Dungeon Master's Guide p. 154 + 1d8 + + + Bag of Tricks, Tan + W + 1 + uncommon + 0.5 + This ordinary bag, made from 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. The creature vanishes at the next dawn or when it is reduced to 0 hit points. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + + d8 — Creature: + 1 — Jackal + 2 — Ape + 3 — Baboon + 4 — Axe beak + 5 — Black bear + 6 — Giant weasel + 7 — Giant hyena + 8 — Tiger + + Source: Dungeon Master's Guide p. 154 + 1d8 + + + Balance of Harmony + W + 1 + uncommon + + This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. + + Source: Tales from the Yawning Portal, p. 228 + + + Balloon Pack + W + 1 + uncommon + + This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself. + When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. + After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. + + Source: Princes of the Apocalypse p. 222 + + + Banner of the Krig Rune + W + 1 + rare (requires attunement) + + Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. + + Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. + + Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. + + Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: + While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. + + Source: Storm King's Thunder, p. 235 + + + Bead of Force + W + 1 + rare + 0.0625 + This 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. + + Source: Dungeon Master's Guide p. 154 + 5d4 + + + Bead of Nourishment + W + 1 + common + + This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. + + Source: Xanathar's Guide to Everything, p. 136 + + + Bead of Refreshment + W + 1 + common + + This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. + + Source: Xanathar's Guide to Everything, p. 136 + + + Belt of Cloud Giant Strength + W + 1 + legendary (requires attunement) + + While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Dwarvenkind + W + 1 + rare (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. + + Source: Dungeon Master's Guide p. 155 + constitution +2 + + + Belt of Fire Giant Strength + W + 1 + very rare (requires attunement) + + While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Frost Giant Strength + W + 1 + very rare (requires attunement) + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Hill Giant Strength + W + 1 + rare (requires attunement) + + While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Stone Giant Strength + W + 1 + very rare (requires attunement) + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Storm Giant Strength + W + 1 + legendary (requires attunement) + + While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. + + Source: Dungeon Master's Guide p. 155 + + + Black Dragon Mask + W + 1 + legendary (requires attunement) + + This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. + + Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. + + Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. + + Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. + + Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. + + Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons. + + Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. + + Water Breathing: You can breathe underwater. + + Source: Hoard of the Dragon Queen p. 94 + + + Blod Stone + W + 1 + rare (requires attunement) + + This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. + This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child. + + Source: Storm King's Thunder, p. 235 + + + Blue Dragon Mask + W + 1 + legendary (requires attunement) + + This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. + + Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. + + Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. + + Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. + + Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. + + Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons. + + Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. + + Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn. + + Source: Rise of Tiamat Online Supplement p. 4 + + + Book of Exalted Deeds + W + 1 + artifact (requires attunement by a creature of good alignment) + 5 + The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. + The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. + A heavy clasp, wrought to look like angel wings,. keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. + Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. + + Random Properties: The Book of Exalted Deeds has the following random properties: + • 2 minor beneficial properties + • 2 major beneficial properties + + Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once. + + Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. + + Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage. + + Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. + + Source: Dungeon Master's Guide p. 222 + wisdom +2 + + + Book of Vile Darkness + W + 1 + artifact (requires attunement) + 5 + The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. + Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. + Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined. + Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. + A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. + Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. + The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned. + + Random Properties: The Book of Vile Darkness has the following random properties: + • 3 minor beneficial properties + • 1 major beneficial property + • 3 minor detrimental properties + • 2 major detrimental properties + + Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. + + Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. + + Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. + + Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. + + Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. + + Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. + If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. + A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later. + If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. + + Source: Dungeon Master's Guide p. 222 + + + Boots of Elvenkind + W + 1 + uncommon + + While 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. + + Source: Dungeon Master's Guide p. 155 + + + Boots of False Tracks + W + 1 + common + + Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. + + Source: Xanathar's Guide to Everything, p. 136 + + + Boots of Levitation + W + 1 + rare (requires attunement) + + While you wear these boots, you can use an action to cast the levitate spell on yourself at will. + + Source: Dungeon Master's Guide p. 155 + + + Boots of Speed + W + 1 + rare (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. + + Source: Dungeon Master's Guide p. 155 + + + Boots of Striding and Springing + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 156 + + + Boots of the Winterlands + W + 1 + uncommon (requires attunement) + + These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: + • You have resistance to cold damage. + • 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. + + Source: Dungeon Master's Guide p. 156 + + + Bowl of Commanding Water Elementals + W + 1 + rare + 3 + While 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. + + Source: Dungeon Master's Guide p. 156 + + + Bracelet of Rock Magic + W + 1 + very rare, cursed (requires attunement) + + While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. + Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. + + Source: Tales from the Yawning Portal, p. 228 + + + Bracers of Archery + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 156 + + + Bracers of Defense + W + 1 + rare (requires attunement) + + While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. + + Source: Dungeon Master's Guide p. 156 + ac +2 + + + Bracers of Flying Daggers + W + 1 + rare (requires attunement) + + This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. + + Source: Waterdeep - Dragon Heist p. 190 + + + Brazier of Commanding Fire Elementals + W + 1 + rare + 5 + While 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. + + Source: Dungeon Master's Guide p. 156 + + + Brooch of Shielding + W + 1 + uncommon (requires attunement) + + While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. + + Source: Dungeon Master's Guide p. 156 + + + Broom of Flying + W + 1 + uncommon + 3 + This 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. + + Source: Dungeon Master's Guide p. 156 + + + Candle of Invocation + W + 1 + very 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: + 1-2 — Chaotic evil + 3-4 — Chaotic Neutral + 5-7 — Chaotic good + 8-9 — Neutral evil + 10-11 — Neutral + 12-13 — Neutral good + 14-15 — Lawful 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 alignment 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. + + Source: Dungeon Master's Guide p. 157 + + + Candle of the Deep + W + 1 + common + + The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. + + Source: Xanathar's Guide to Everything, p. 136 + + + Cap of Water Breathing + W + 1 + uncommon + + While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. + + Source: Dungeon Master's Guide p. 157 + + + Cape of the Mountebank + W + 1 + rare + + This 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. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 3 ft. x 5 ft. + W + 1 + very rare + + You 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. + A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 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. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 4 ft. x 6 ft. + W + 1 + very rare + + You 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. + A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 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. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 5 ft. x 7 ft. + W + 1 + very rare + + You 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. + A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 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. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 6 ft. x 9 ft. + W + 1 + very rare + + You 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. + A 6 ft.x 9 ft. carpet can carry up to 800 lb. at a fly speed of 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. + + Source: Dungeon Master's Guide p. 157 + + + Censer of Controlling Air Elementals + W + 1 + rare + 1 + While 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. + + Source: Dungeon Master's Guide p. 158 + + + Charlatan's Die + W + 1 + common (requires attunement) + + Whenever you roll this six-sided die, you can control which number it rolls. + + Source: Xanathar's Guide to Everything, p. 136 + + + Charm of Plant Command + W + 1 + rare (requires attunement) + This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. + This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut's Fate) + + Source: Ghosts of Saltmash p. 229 + + + Chime of Opening + W + 1 + rare + 1 + This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 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. + + Source: Dungeon Master's Guide p. 158 + + + Circlet of Blasting + W + 1 + uncommon + + While 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. + + Source: Dungeon Master's Guide p. 158 + 1d20+5 + + + Claw of the Wyrm Rune + W + 1 + rare (requires attunement) + + This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. + + Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. + + Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. + + Wyrm Ward: You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: + + While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. + + Source: Storm King's Thunder, p. 235 + + + Claws of the Umber Hulk + W + 1 + rare + + These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. + You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal) + While wearing the claws, you can't manipulate objects or cast spells with somatic components + + Source: Princes of the Apocalypse p. 222 + + + Cloak of Arachnida + W + 1 + very 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. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Billowing + W + 1 + common + + While wearing this cloak, you can use a bonus action to make it billow dramatically. + + Source: Xanathar's Guide to Everything, p. 136 + + + Cloak of Displacement + W + 1 + rare (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 incapacitated, restrained, or otherwise unable to move. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Elvenkind + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Invisibility + W + 1 + legendary (requires attunement) + + While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Many Fashions + W + 1 + common + + While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. + + Source: Xanathar's Guide to Everything, p. 136 + + + Cloak of Protection + W + 1 + uncommon (requires attunement) + + You gain a +1 bonus to AC and saving throws while you wear this cloak. + + Source: Dungeon Master's Guide p. 159 + ac +1 + saving throws +1 + + + Cloak of the Bat + W + 1 + rare (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 fail 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. + + Source: Dungeon Master's Guide p. 159 + + + Cloak of the Manta Ray + W + 1 + uncommon + + While 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. + + Source: Dungeon Master's Guide p. 159 + + + Clockwork Amulet + W + 1 + common + + This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. + When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. + + Source: Xanathar's Guide to Everything, p. 137 + + + Clothes of Mending + W + 1 + common + + This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. + + Source: Xanathar's Guide to Everything, p. 137 + + + Conch of Teleportation + W + 1 + very rare (requires attunement) + + This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds. + As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. + + Source: Storm King's Thunder, p. 236 + + + Crystal Ball + W + 1 + very rare (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Mind Reading + W + 1 + legendary (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + 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. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Telepathy + W + 1 + legendary (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + 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. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of True Seeing + W + 1 + legendary (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. + + Source: Dungeon Master's Guide p. 159 + + + Cube of Force + W + 1 + rare (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. + + Cube of Force Faces: + Face — Charges — Effect: + 1 — 1 — Gases, wind, and fog can't pass through the barrier. + 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. + 3 — 3 — Living matter can 't pass through the barrier. + 4 — 4 — Spell effects can 't pass through the barrier. + 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. + 6 — 0 — The barrier deactivates. + + 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. + + Spell or item — Charges Lost: + Disintegrate — 1d12 + Horn of Blasting — 1d10 + Passwall — 1d6 + Prismatic spray — 1d20 + Wall of fire — 1d4 + + Source: Dungeon Master's Guide p. 159 + 1d20 + + + Cubic Gate + W + 1 + legendary + + This 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 planes 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 expends 1 charge. The cube regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 160 + 1d3 + + + Cursed Luckstone + W + 1 + uncommon (requires attunement) + + This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. + Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh) + + Source: Ghosts of Saltmarsh p. 229 + + + Daern's Instant Fortress + W + 1 + rare + + You 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. + + Source: Dungeon Master's Guide p. 160 + 10d10 + + + Dark Shard Amulet + W + 1 + common (requires attunement by a warlock) + + This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: + + • You can use the amulet as a spellcasting focus for your warlock spells. + + • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 137 + + + Decanter of Endless Water + W + 1 + uncommon + 2 + This 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. + + Source: Dungeon Master's Guide p. 161 + 1d4 + + + Deck of Illusions + W + 1 + uncommon + + This 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. + + Playing Card — Illusion: + Ace of hearts — Red dragon + King of hearts — Knight and four guards + Queen of hearts — Succubus or incubus + Jack of hearts — Druid + Ten of hearts — Cloud giant + Nine of hearts — Ettin + Eight of hearts — Bugbear + Two of hearts — Goblin + Ace of diamonds — Beholder + King of diamonds — Archmage and mage apprentice + Queen of diamonds — Night hag + Jack of diamonds — Assassin + Ten of diamonds — Fire giant + Nine of diamonds — Ogre mage + Eight of diamonds — Gnoll + Two of diamonds — Kobold + Ace of spades — Lich + King of spades — Priest and two acolytes + Queen of spades — Medusa + Jack of spades — Veteran + Ten of spades — Frost giant + Nine of spades — Troll + Eight of spades — Hobgoblin + Two of spades — Goblin + Ace of clubs — Iron golem + King of clubs — Bandit captain and three bandits + Queen of clubs — Erinyes + Jack of clubs — Berserker + Ten of clubs — Hill giant + Nine of clubs — Ogre + Eight of clubs — Ore + Two of clubs — Kobold + jokers (2) — You (the deck's owner) + + Source: Dungeon Master's Guide p. 161 + + + Deck of Many Things + W + 1 + legendary + + Usually 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. + + Playing Card — Card: + Ace of diamonds — Vizier* + King of diamonds — Sun + Queen of diamonds — Moon + Jack of diamonds — Star + Two of diamonds — Comet* + Ace of hearts — The Fates* + King of hearts — Throne + Queen of hearts — Key + Jack of hearts — Knight + Two of hearts — Gem* + Ace of clubs — Talons* + King of clubs — The Void + Queen of clubs — Flames + Jack of clubs — Skull + Two of clubs — Idiot* + Ace of spades — Donjon* + King of spades — Ruin + Queen of spades — Euryale + Jack of spades — Rogue + Two of spades — Balance* + Joker (with TM) — Fool* + Joker (without TM) — Jester + * Found only in a deck with twenty-two cards + + + 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 you, 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 cards. + + Source: Dungeon Master's Guide p. 162 + + + Devastation Orb of Air + W + 1 + very rare + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. + A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. + A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. + Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. + Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide. + + Source: Princes of the Apocalypse p. 222 + 1d4 + + + Devastation Orb of Earth + W + 1 + very rare + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. + A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. + A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. + Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. + Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes. + + Source: Princes of the Apocalypse p. 222 + + + Devastation Orb of Fire + W + 1 + very rare + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. + A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. + A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. + Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. + Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. + + Source: Princes of the Apocalypse p. 222 + + 3d6 + + + Devastation Orb of Water + W + 1 + very rare + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. + A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. + A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. + Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. + Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. + + Source: Princes of the Apocalypse p. 222 + + + Dimensional Shackles + W + 1 + rare + + You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. + You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles. + + Source: Dungeon Master's Guide p. 165 + + + Draakhorn + W + 1 + unique + + The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. + The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. + Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North. + Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry. + For any character entering the enclosed space, the sound fades to silence — because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound. + While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone. + + Source: The Rise of Tiamat p. 93 + 6d8 + + + Dread Helm + W + 1 + common + + This fearsome steel helm makes your eyes glow red while you wear it. + + Source: Xanathar's Guide to Everything, p. 137 + + + Driftglobe + W + 1 + uncommon + 1 + This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. + You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. + + Source: Dungeon Master's Guide p. 166 + + + Dust of Disappearance + W + 1 + uncommon + + Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. + + Source: Dungeon Master's Guide p. 166 + + + Dust of Dryness + W + 1 + uncommon + + This 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. + + Source: Dungeon Master's Guide p. 166 + 10d6 + + + Dust of Sneezing and Choking + W + 1 + uncommon + + Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. + When you use an action to throw a handful 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. + + Source: Dungeon Master's Guide p. 166 + + + Eagle Whistle + W + 1 + rare + + While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. + The whistle has three uses. It regains expended uses daily at dawn. + + Source: Tales from the Yawning Portal, p. 228 + + + Ear Horn of Hearing + W + 1 + common + + While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. + + Source: Xanathar's Guide to Everything, p. 137 + + + Efreeti Bottle + W + 1 + very rare + 1 + This 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. See the Monster Manual for the efreeti's statistics. + The first time the bottle is opened, the DM rolls to determine what happens. + + d100 — Effect: + 01-10 — The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. + 11-90 — The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. + 91-00 — The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Blue Sapphire + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Emerald + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Red Corundum + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Yellow Diamond + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Enduring Spellbook + W + 1 + common + + This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. + + Source: Xanathar's Guide to Everything, p. 137 + + + Ersatz Eye + W + 1 + common (requires attunement) + + This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. + + Source: Xanathar's Guide to Everything, p. 137 + + + Eversmoking Bottle + W + 1 + uncommon + 1 + Smoke 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. + + Source: Dungeon Master's Guide p. 168 + + + Eye of Vecna + W + 1 + artifact (requires attunement) + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. + Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. + Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. + The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. + To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. + To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. + + Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: + • 1 minor beneficial property + • 1 major beneficial property + • 1 minor detrimental property + + Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: + • You have truesight. + • You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. + • The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. + + Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: + • You are immune to disease and poison. + • Using the eye's X-ray vision never causes you to suffer exhaustion. + • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. + • If you start your turn with at least 1 hit point, you regain 1dl0 hit points. + • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. + • You can use an action to cast wish. This property can't be used again until 30 days have passed. + + Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. + + Source: Dungeon Master's Guide p. 224 + + + Eyes of Charming + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 168 + + + Eyes of Minute Seeing + W + 1 + uncommon + + These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. + + Source: Dungeon Master's Guide p. 168 + + + Eyes of the Eagle + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 168 + + + Feather of Diatryma Summoning + W + 1 + rare (requires attunement) + + This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. + When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. + The diatryma uses the statistics of an Axe Beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. + + Source: Waterdeep - Dragon Heist p. 191 + + + Figurine of Wondrous Power, Bronze Griffon + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics. + 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. + 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. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ebony Fly + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Ebony Fly. + 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 day have passed. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Golden Lions + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics. + 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. + + Golden Lions. + 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. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ivory Goats + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Ivory Goats. + 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. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Marble Elephant + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Marble Elephant. + 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. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Obsidian Steed + W + 1 + very rare + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Obsidian Steed. + 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. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Onyx Dog + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Onyx Dog. + 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 dark vision 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. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Serpentine Owl + W + 1 + rare + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Serpentine Owl. + 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. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Silver Raven + W + 1 + uncommon + + A 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. See the Monster Manual for the creature's statistics, except for the giant fly. + 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. + + Silver Raven. + 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. + + Source: Dungeon Master's Guide p. 170 + + + Folding Boat + W + 1 + rare + 4 + This 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. + + Source: Dungeon Master's Guide p. 170 + + + Gauntlets of Ogre Power + W + 1 + uncommon (requires attunement) + + Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. + + Source: Dungeon Master's Guide p. 171 + + + Gavel of the Venn Rune + W + 1 + rare (requires attunement) + + This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. + + Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. + + Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest. + + Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: + + Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. + + Source: Storm King's Thunder, p. 236 + + + Gem of Brightness + W + 1 + uncommon + 1 + This 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 non magical jewel worth 50 gp. + + Source: Dungeon Master's Guide p. 171 + + + Gem of Seeing + W + 1 + rare (requires attunement) + 1 + 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. + + Source: Dungeon Master's Guide p. 172 + 1d3 + + + Ghost Lantern + W + 1 + rare (requires attunement) + + A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. + While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. + If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. + The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. + + Source: Tomb of Annihilation, p. 206 + + + Gloves of Missile Snaring + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 172 + 1d10+Dex + + + Gloves of Swimming and Climbing + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 172 + + + Gloves of Thievery + W + 1 + uncommon + + These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. + + Source: Dungeon Master's Guide p. 172 + + + Goggles of Night + W + 1 + uncommon + + While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. + + Source: Dungeon Master's Guide p. 172 + + + Green Dragon Mask + W + 1 + legendary (requires attunement) + + This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties + + Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. + + Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. + + Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. + + Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. + + Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons. + + Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. + + Water Breathing: You can breathe underwater. + + Source: Rise of Tiamat Online Supplement p. 4 + + + Hand of Vecna + W + 1 + artifact (requires attunement) + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. + Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. + Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. + The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. + To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. + To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. + + Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: + • 1 minor beneficial property + • 1 major beneficial property + • 1 minor detrimental property + + Properties of the Hand: Your alignment changes neutral evil, and you gain the following benefits: + • Your Strength score becomes 20, unless it is already 20 or higher. + • Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. + • The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. + + Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: + • You are immune to disease and poison. + • Using the eye's X-ray vision never causes you to suffer exhaustion. + • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. + • If you start your turn with at least 1 hit point, you regain 1dl0 hit points. + • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. + • You can use an action to cast wish. This property can't be used again until 30 days have passed. + + Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. + + Source: Dungeon Master's Guide p. 224 + + + Hat of Disguise + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 173 + + + Hat of Vermin + W + 1 + common + + This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 137 + + + Hat of Wizardry + W + 1 + common (requires attunement by a wizard) + + This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 137 + + + Headband of Intellect + W + 1 + uncommon (requires attunement) + + Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. + + Source: Dungeon Master's Guide p. 173 + + + Hell Hound Cloak + W + 1 + rare, cursed (requires attunement) + + This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. + Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. + The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. + + Source: Tales from the Yawning Portal, p. 228 + + + Helm of Brilliance + W + 1 + very 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. + + Source: Dungeon Master's Guide p. 173 + 1d6 + + + Helm of Comprehending Languages + W + 1 + uncommon + + While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. + + Source: Dungeon Master's Guide p. 173 + + + Helm of Telepathy + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 174 + + + Helm of Teleportation + W + 1 + rare (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. + + Source: Dungeon Master's Guide p. 174 + 1d3 + + + Helm of Underwater Action + W + 1 + uncommon (requires attunement) + + While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet. (Danger at Dunwater, Tammeraut's Fare) + + Source: Ghosts of Saltmarsh p. 229 + + + Heward's Handy Haversack + W + 1 + rare + 5 + This 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. + + Source: Dungeon Master's Guide p. 174 + + + Heward's Handy Spice Pouch + W + 1 + common + + This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 137 + 1d6+4 + + + Holy Symbol of Ravenkind + W + 1 + legendary (requires attunement by a cleric or paladin of good alignment) + + The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. + The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. + The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn. + + Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. + + Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. + + Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). + + Source: Curse of Strahd, p. 222 + 1d6+4 + + + Horn of Blasting + W + 1 + rare + 2 + You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. + Each use of the horn'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. + + Source: Dungeon Master's Guide p. 174 + 5d6 + + + Horn of Silent Alarm + W + 1 + common + + This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 137 + 1d4 + + + Horn of Valhalla, Brass + W + 1 + rare + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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. + A brass horn summons 3d4+3 berserkers. To use the brass horn, you must be proficient with all simple weapons. + 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. + + Source: Dungeon Master's Guide p. 175 + 3d4+3 + + + Horn of Valhalla, Bronze + W + 1 + very rare + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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. + A bronze horn summons 4d4+4 berserkers. To use the bronze horn, you must be proficient with medium armor. + 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. + + Source: Dungeon Master's Guide p. 175 + 4d4+4 + + + Horn of Valhalla, Iron + W + 1 + legendary + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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. + The iron horn summons 5d4+5 berserkers. To use the iron horn, you must be proficient with all martial weapons. + 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. + + Source: Dungeon Master's Guide p. 175 + 5d4+5 + + + Horn of Valhalla, Silver + W + 1 + rare + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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. + The silver horn summons 2d4+2 berserkers. + The berserkers are friendly to you and your companions and follow your commands. + + Source: Dungeon Master's Guide p. 175 + 2d4+2 + + + Horseshoes of a Zephyr + W + 1 + very rare + + These 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. + + Source: Dungeon Master's Guide p. 175 + + + Horseshoes of Speed + W + 1 + rare + + These 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. + + Source: Dungeon Master's Guide p. 175 + + + Icon of Ravenloft + W + 1 + legendary (requires attunement by a creature of good alignment) + 10 + The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. + The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. + While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. + + Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn. + + Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. + + Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn. + + Source: Curse of Strahd, p. 222 + + + Infernal Tack + W + 1 + legendary (requires attunement by a creature of evil alignment) + + A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. + + Source: Mordenkainen's Tome of Foes, p. 167 + + + Ingot of the Skold Rune + W + 1 + very rare (requires attunement) + + This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person. + + Runic Shield: You have a + 1 bonus to AC. + + Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. + + Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: + + Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a + 1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. + + Weapon: The weapon is now an uncommon magic weapon. It grants you a +l bonus to AC while you're holding it. + + Source: Storm King's Thunder, p. 236 + ac +1 + + + Insignia of Claws + W + 1 + uncommon + + The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. + While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. + + Source: Hoard of the Dragon Queen p. 94 + melee attacks +1 + melee damage +1 + + + Instrument of Illusions + W + 1 + common (requires attunement) + + While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. + + Source: Xanathar's Guide to Everything, p. 137 + + + Instrument of Scribing + W + 1 + common (requires attunement) + + This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. + + Source: Xanathar's Guide to Everything, p. 138 + + + Instrument of the Bards, Anstruth Harp + W + 1 + very rare (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Canaith Mandolin + W + 1 + rare (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Cli Lyre + W + 1 + rare (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Doss Lute + W + 1 + uncommon (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Fochlucan Bandore + W + 1 + uncommon (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Mac-Fuirmidh Cittern + W + 1 + uncommon (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Ollamh Harp + W + 1 + legendary (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Absorption + W + 1 + very rare (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. + 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. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Agility + W + 1 + very rare (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. + + Agility. + Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + dexterity +2 + + + Ioun Stone, Awareness + W + 1 + rare (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. + + Awareness. + You can't be surprised while this dark blue rhomboid orbits your head. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Fortitude + W + 1 + very rare (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. + + Fortitude + Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. + + Source: Dungeon Master's Guide p. 176 + constitution +2 + + + Ioun Stone, Greater Absorption + W + 1 + legendary (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. + + Greater Absorption. + 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. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Insight + W + 1 + very rare (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. + + Insight. + Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + wisdom +2 + + + Ioun Stone, Intellect + W + 1 + very rare (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. + + Intellect. + Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + intelligence +2 + + + Ioun Stone, Leadership + W + 1 + very rare (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. + + Leadership. + Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + charisma +2 + + + Ioun Stone, Mastery + W + 1 + legendary (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. + + Mastery. + Your proficiency bonus increases by 1 while this pale green prism orbits your head. + + Source: Dungeon Master's Guide p. 176 + proficiency bonus +1 + + + Ioun Stone, Protection + W + 1 + rare (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. + + Protection. + You gain a +1 bonus to AC while this dusty rose prism orbits your head. + + Source: Dungeon Master's Guide p. 176 + ac +1 + + + Ioun Stone, Regeneration + W + 1 + legendary (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. + + Regeneration. + 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. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Reserve + W + 1 + rare (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. + + Reserve. + 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 DM. + 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. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Strength + W + 1 + very rare (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. + + Strength. + Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. + + Source: Dungeon Master's Guide p. 176 + strength +2 + + + Ioun Stone, Sustenance + W + 1 + rare (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. + + Sustenance. + You don't need to eat or drink while this clear spindle orbits your head. + + Source: Dungeon Master's Guide p. 176 + + + Iron Bands of Bilarro + W + 1 + rare + 1 + This 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. + + Source: Dungeon Master's Guide p. 177 + + + Iron Flask + W + 1 + legendary + 1 + This 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 DM or determined randomly. + + d100 — Contents: + 01-50 — Empty + 51 — Arcanaloth + 52 — Cambion + 53-54 — Dao + 55-57 — Demon (type 1) + 58-60 — Demon (type 2) + 61-62 — Demon (type 3) + 63-64 — Demon (type 4) + 65 — Demon (type 5) + 66 — Demon (type 6) + 67 — Deva + 68-69 — Devil (greater) + 70-72 — Devil (lesser) + 73-74 — Djinni + 75-76 — Efreeti + 77-78 — Elemental (any) + 79 — Githyanki knight + 80 — Githzerai zerth + 81-82 — Invisible stalker + 83-84 — Marid + 85-86 — Mezzoloth + 87-88 — Night hag + 89-90 — Nycaloth + 91 — Planetar + 92-93 — Salamander + 94-95 — Slaad (any) + 96 — Solar + 97-98 — Succubus/incubus + 99 — Ultroloth + 00 — Xorn + + Source: Dungeon Master's Guide p. 178 + + + Keoghtom's Ointment + W + 1 + uncommon + + This 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. + + Source: Dungeon Master's Guide p. 179 + 2d8+2 + + + Knave’s Eye Patch + W + 1 + rare (requires attunement) + + While wearing this eye patch, you gain these benefits- + + • You have advantage on Wisdom (Perception) checks that rely on sight. + • If you have the Sunlight Sensitivity trait, you are unaffected by the trait. + • You are immune to magic that allows other creatures lo read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. + + Source: Waterdeep - Dragon Heist p. 191 + + + Lantern of Revealing + W + 1 + uncommon + 2 + 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. + + Source: Dungeon Master's Guide p. 179 + + + Lord’s Ensemble + W + 1 + very rare (requires attunement by a creature with a humanoid build) + + The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces a helm, an amulet, and a robe- that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item. + Lord’s Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it. + Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location. + Lord's Robe: This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall. + + Source: Waterdeep - Dragon Heist p. 191 + + + Loadstone + W + 1 + rare, cursed + + This stone is a large gem worth 150 gp. + Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. + + Source: Tales from the Yawning Portal, p. 228 + speed -5 + + + Lock of Trickery + W + 1 + common + + This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. + + Source: Xanathar's Guide to Everything, p. 138 + + + Lost Crown of Besilmer + W + 1 + legendary (requires attunement) + + This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown: + • You have resistance to psychic damage. + • You have advantage on saving throws against effects that would charm you. + • You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. + + Source: Princes of the Apocalypse p. 223 + 1d3 + + + Mantle of Spell Resistance + W + 1 + rare (requires attunement) + + You have advantage on saving throws against spells while you wear this cloak. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Bodily Health + W + 1 + very rare + 5 + This 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. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Clay Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM 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 clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp 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. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Flesh Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM 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 flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp 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. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Gainful Exercise + W + 1 + very rare + 5 + This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a peri of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increase- by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Iron Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM 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 an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp 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. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Quickness of Action + W + 1 + very rare + 5 + This 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. + + Source: Dungeon Master's Guide p. 181 + + + Manual of Stone Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM 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 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp 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. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Mask of the Beast + W + 1 + uncommon + + This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. + + Source: Tomb of Annihilation, p. 207 + + + Mask of the Dragon Queen + W + 1 + unique (requires attunement) + + Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. + While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property. + + Source: The Rise of Tiamat p. 94 + + + Medallion of Thoughts + W + 1 + uncommon (requires attunement) + 1 + 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. + + Source: Dungeon Master's Guide p. 181 + 1d3 + + + Mirror of Life Trapping + W + 1 + very rare + 50 + When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. + If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. + Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, 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. + + Source: Dungeon Master's Guide p. 181 + + + Mirror of the Past + W + 1 + rare + 0.5 + The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. + + Source: Tales from the Yawning Portal, p. 228 + + + Mystery Key + W + 1 + common + + A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. + + Source: Xanathar's Guide to Everything, p. 138 + + + Navigation Orb + W + 1 + very rare (requires attunement) + + A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced. + As an action, you can cause one of the following effects to occur if you are touching the orb: + + • The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground , the castle lands gently. + + • The castle, if it is moving, comes to a gradual stop. + + • The castle makes a slow, 90-degree turn clockwise or counter clockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. + + Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it. + + Source: Storm King's Thunder, p. 237 + + + Necklace of Adaptation + W + 1 + uncommon (requires attunement) + 1 + 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). + + Source: Dungeon Master's Guide p. 182 + + + Necklace of Fireballs + W + 1 + rare + 1 + This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 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. + + Source: Dungeon Master's Guide p. 182 + 8d6 + + + Necklace of Prayer Beads + W + 1 + rare (requires attunement by a Cleric, Druid, or Paladin) + 1 + 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 DM 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. + + d20 — Bead Name — Spell: + 1-6 — Blessing — Bless + 7-12 — Curing — Cure wounds (2nd level) or lesser restoration + 13-16 — Favor — Greater restoration + 17-18 — Smiting — Branding smite + 19 — Summons — Planar ally + 20 — Wind walking — Wind walk + + Source: Dungeon Master's Guide p. 182 + + + Night Caller + W + 1 + uncommon + + This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. + If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. + Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. + + Source: Tales from the Yawning Portal, p. 228 + + + Nolzur's Marvelous Pigments + W + 1 + very rare + 1 + Typically 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. + + Source: Dungeon Master's Guide p. 183 + + + Opal of the Ild Rune + W + 1 + rare (requires attunement) + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. + + Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. + + Fire's Friend: You have resistance to cold damage. + + Fire Tamer: As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. + + Gift of Flame: You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: + + Weapon: The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. + + Armor: The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. + + Source: Storm King's Thunder, p. 237 + + + Orb of Direction + W + 1 + common + + While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. + + Source: Xanathar's Guide to Everything, p. 138 + + + Orb of Dragonkind + W + 1 + artifact (requires attunement) + + Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. + As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. + Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. + An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. + While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. + While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides. + + Random Properties: An Orb of Dragon kind has the following random properties: + • 2 minor beneficial properties + • 1 minor detrimental property + • 1 major detrimental property + + Spells: The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. + + Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. + + Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. + + Source: Dungeon Master's Guide p. 225 + + + Orb of the Stein Rune + W + 1 + rare (requires attunement) + + This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person. + + Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. + + Stone Soul: You can't be petrified. + + Earthen Step: You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. + + Gift of Stone: You can transfer the orb's magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: + + Shield: The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. + + Boots: The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. + + Source: Storm King's Thunder, p. 237 + + + Orb of Time + W + 1 + common + + While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or night time outside. This property functions only on the Material Plane. + + Source: Xanathar's Guide to Everything, p. 138 + + + Paper Bird + W + 1 + uncommon + + After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. + The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage. + It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash. + Paper birds usually come in small, flat boxes containing ld6 + 3 sheets of the parchment. + + Source: Waterdeep - Dragon Heist p. 191 + + + Pearl of Power + W + 1 + uncommon (requires attunement by a Spellcaster) + + While the pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended spell slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 184 + + + Pennant of the Vind Rune + W + 1 + very rare (requires attunement) + + This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person. + + Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. + + Comforting Wind: You can't suffocate. + + Wind's Grasp; As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest. + + Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. + + Gift of Wind: You can transfer the pennant's magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: + + Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. + + Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft . You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest. + + Source: Storm King's Thunder, p. 237 + + + Perfume of Bewitching + W + 1 + common + + This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic. + + Source: Xanathar's Guide to Everything, p. 138 + + + Periapt of Health + W + 1 + uncommon + 1 + You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. + + Source: Dungeon Master's Guide p. 184 + + + Periapt of Proof Against Poison + W + 1 + rare + 1 + This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. + + Source: Dungeon Master's Guide p. 184 + + + Periapt of Wound Closure + W + 1 + uncommon (requires attunement) + 1 + 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. + + Source: Dungeon Master's Guide p. 184 + + + Pipe of Remembrance + W + 1 + common + + This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After JO minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. (The Sinister Secret of Saltmarsh) + + Source: Ghosts of Saltmarsh p. 229 + + + Pipe of Smoke Monsters + W + 1 + common + + While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pipes of Haunting + W + 1 + uncommon + 2 + You 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. + + Source: Dungeon Master's Guide p. 185 + 1d3 + + + Pipes of the Sewers + W + 1 + uncommon (requires attunement) + 2 + 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 (see the Monster Manual for statistics) 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 DM). 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. + + Source: Dungeon Master's Guide p. 185 + 1d3 + + + Piwafwi + W + 1 + uncommon (requires attunement) + + This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: 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. It loses its magic if exposed to sunlight for 1 hour without interruption. + + Source: Out of the Abyss, p. 222 + + + Piwafwi of Fire Resistance + W + 1 + rare (requires attunement) + + This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: 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. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. + + Source: Out of the Abyss, p. 222 + + + Pole of Angling + W + 1 + common + + While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pole of Collapsing + W + 1 + common + + While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. + + Source: Xanathar's Guide to Everything, p. 138 + + + Portable Hole + W + 1 + rare + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. + You can use an action to unfold 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 with in 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, Heward's 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. + + Source: Dungeon Master's Guide p. 185 + + + Pot of Awakening + W + 1 + common + 10 + If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. + + Source: Xanathar's Guide to Everything, p. 138 + + + Pressure Capsule + W + 1 + common + + This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see " Unusual Environments" in chapter 5 of the Dungeon Master's Guide). (Tammeraut's Fate) + + Source: Ghosts of Saltmarsh p. 229 + + + Quaal's Feather Token, Anchor + W + 1 + rare + + This tiny object looks like a feather. + + 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. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Bird + W + 1 + rare + + This tiny object looks like a feather. + + 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 (see the Monster Manual), 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. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Fan + W + 1 + rare + + This tiny object looks like a feather. + + 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. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Swan Boat + W + 1 + rare + + This tiny object looks like a feather. + + 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. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Tree + W + 1 + rare + + This tiny object looks like a feather. + + 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. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Whip + W + 1 + rare + + This tiny object looks like a feather. + + 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. + + Source: Dungeon Master's Guide p. 188 + 1d20+9 + 1d6+5 + + + Quiver of Ehlonna + W + 1 + uncommon + 2 + Each 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. + + Source: Dungeon Master's Guide p. 189 + + + Red Dragon Mask + W + 1 + legendary (requires attunement) + + This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. + + Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. + + Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. + + Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. + + Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. + + Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons. + + Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. + + Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. + + Source: Rise of Tiamat Online Supplement p. 4 + + + Robe of Eyes + W + 1 + rare (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. + + Source: Dungeon Master's Guide p. 193 + + + Robe of Scintillating Colors + W + 1 + very 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. + + Source: Dungeon Master's Guide p. 194 + 1d3 + + + Robe of Serpents + W + 1 + uncommon (requires attunement) + + A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored. + As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment. + + Source: Storm King's Thunder, p. 238 + + + Robe of Stars + W + 1 + very 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. + + Source: Dungeon Master's Guide p. 194 + saving throws +1 + 1d6 + + + Robe of Summer + W + 1 + rare (requires attunement) + + This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes. + + Source: Tales from the Yawning Portal, p. 229 + + + Robe of the Archmagi + W + 1 + legendary (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 spell and other magical effects. + • Your spell save DC and spell attack bonus each increase by 2. + + + Source: Dungeon Master's Guide p. 194 + ac +5 + spell attack +2 + spell dc +2 + + + Robe of Useful Items + W + 1 + uncommon + + This 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 DM chooses the patches or determines them randomly. + + d100 — Patch: + 01-08 — Bag of 100 gp + 09-15 — Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp + 16-22 — Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself + 23-30 — 10 gems worth 100 gp each + 31-44 — Wooden ladder (24 feet long) + 45-51 — A riding horse with saddle bags (see the Monster Manual for statistics) + 52-59 — Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you + 60-68 — 4 potions of healing + 69-75 — Rowboat (12 feet long) + 76-83 — Spell scroll containing one spell of 1st to 3rd level + 84-90 — 2 mastiffs (see the Monster Manual for statistics) + 91-96 — Window (2 feet by 4 feet , up to 2 feet deep), which you can place on a vertical surface you can reach + 97-00 — Portable ram + + Source: Dungeon Master's Guide p. 195 + + + Rod of the Vonindod + W + 1 + rare (requires attunement) + + The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end. + The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles. + + Source: Storm King's Thunder, p. 238 + 1d6+4 + + + Rope of Climbing + W + 1 + uncommon + 3 + This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. 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. + + Source: Dungeon Master's Guide p. 197 + + + Rope of Entanglement + W + 1 + rare + 3 + This 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. + + Source: Dungeon Master's Guide p. 197 + + + Rope of Mending + W + 1 + common + + You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. + + Source: Xanathar's Guide to Everything, p. 138 + + + Ruby of the War Mage + W + 1 + common (requires attunement by a spellcaster) + + Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. + + Source: Xanathar's Guide to Everything, p. 138 + + + Saddle of the Cavalier + W + 1 + uncommon + + While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. + + Source: Dungeon Master's Guide p. 199 + + + Scarab of Protection + W + 1 + legendary (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. + + Source: Dungeon Master's Guide p. 199 + + + Sekolahian Worshiping Statuette + W + 1 + common + + skilfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. (The Final Enemy) + + Source: Ghosts of Saltmarsh p. 229 + + + Sending Stones + W + 1 + uncommon + + Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. + Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. + + Source: Dungeon Master's Guide p. 199 + + + Shard of the Ise Rune + W + 1 + very rare (requires attunement) + + This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. + + Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. + + Frost Friend: You have resistance to fire damage. + + Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. + + Winter's Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. + + Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: + + Cloak: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. + + Boots: The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water. + + Source: Storm King's Thunder, p. 238 + + + Slippers of Spider Climbing + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 200 + + + Smokepowder + W + 1 + uncommon + + Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. + If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. + Casting dispel magic on smokepowder renders it permanently inert. + + Source: Waterdeep - Dragon Heist p.192 + + + Sovereign Glue + W + 1 + legendary + + This 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. + + Source: Dungeon Master's Guide p. 200 + + + Spell Gem, Amber + W + 1 + very rare (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Bloodstone + W + 1 + rare (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Diamond + W + 1 + legendary (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Jade + W + 1 + very rare (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Lapis Lazuli + W + 1 + uncommon (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Obsidian + W + 1 + uncommon (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + An obsidian spell gem can store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Quartz + W + 1 + rare (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Ruby + W + 1 + legendary (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Star Ruby + W + 1 + legendary (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Spell Gem, Topaz + W + 1 + very rare (Attunement Optional) + + A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. + A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10. + You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. + Once imbued with a spell, the gem can't be imbued again until the next dawn. + Deep gnomes created these magic gemstones and keep the creation process a secret. + + Source: Out of the Abyss, p. 223 + + + Sphere of Annihilation + W + 1 + legendary + + This 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 x 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 DM determines randomly what happens, using the following table. + + d100 — Result: + 01-50 — The sphere is destroyed. + 51-85 — The sphere moves through the portal or into the extradimensional space. + 86-00 — A spatial rift sends each creature and object with in 180 feet of the sphere, including the sphere, to a random plane of existence. + + Source: Dungeon Master's Guide p. 201 + 4d10 + + + Stone of Controlling Earth Elementals + W + 1 + rare + 5 + If 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. + + Source: Dungeon Master's Guide p. 205 + + + Stone of Good Luck + W + 1 + uncommon (requires attunement) + + While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. + + Source: Dungeon Master's Guide p. 205 + saving throws +1 + + + Stone of Golorr + W + 1 + artifact (requires attunement) + + The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object. + Random Properties: The Stone of Golorr has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide: + + • 1 minor beneficial property + • 1 minor detrimental property + + Legend Lore: The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell. + By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague. + The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures. + Failed Memory: When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically. + Sentience: The Stone of Golorr is a sentient lawful evil magic item with an Intelligence or 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. Io addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone. + The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see " Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide). + Personality: The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god. + Destroying the Stone: While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see. + + Source: Waterdeep — Dragon Heist p. 192 + + + Stone of Ill Luck + W + 1 + uncommon, cursed (requires attunement) + + This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person. + Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. + + Source: Tales from the Yawning Portal, p. 229 + + + Stonespeaker Crystal + W + 1 + rare (requires attunement) + + Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person. + The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). + When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. + The crystal regains 1d6+4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever. + + Source: Out of the Abyss, p. 223 + 1d6+4 + + + Talisman of Pure Good + W + 1 + legendary (requires attunement by a Creature of Good Alignment) + 1 + 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. + + Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Talisman of the Sphere + W + 1 + legendary (requires attunement) + 1 + 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 x your Intelligence modifier. + + Source: Dungeon Master's Guide p. 207 + + + Talisman of Ultimate Evil + W + 1 + legendary (requires attunement by a Creature of Evil Alignment) + 1 + 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. + + Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Talking Doll + W + 1 + common (requires attunement) + + While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. + + Source: Xanathar's Guide to Everything, p. 139 + + + Tankard of Sobriety + W + 1 + common + + This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. + + Source: Xanathar's Guide to Everything, p. 139 + + + Tome of Clear Thought + W + 1 + very rare + 5 + This 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. + + Source: Dungeon Master's Guide p. 208 + + + Tome of Leadership and Influence + W + 1 + very rare + 5 + This 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. + + Source: Dungeon Master's Guide p. 208 + + + Tome of the Stilled Tongue + W + 1 + legendary (requires attunement by a Wizard) + 5 + This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. + If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn. + While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. + Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. + + Source: Dungeon Master's Guide p. 208 + + + Tome of Understanding + W + 1 + very rare + 5 + This 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. + + Source: Dungeon Master's Guide p. 209 + + + Universal Solvent + W + 1 + legendary + + This 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. + + Source: Dungeon Master's Guide p. 209 + + + Veteran's Cane + W + 1 + common + + When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. + + Source: Xanathar's Guide to Everything, p. 139 + + + Weird Tank + W + 1 + rare (requires attunement) + + A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank. + You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. + If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it. + The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it. + + Source: Princes of the Apocalypse p. 223 + + + Well of Many Worlds + W + 1 + legendary + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. + You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM 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. + + Source: Dungeon Master's Guide p. 213 + 1d8 + + + White Dragon Mask + W + 1 + legendary (requires attunement) + + This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. + + Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. + + Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. + + Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. + + Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. + + Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons. + + Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. + + Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. + + Source: Rise of Tiamat Online Supplement p. 4 + + + Wind Fan + W + 1 + uncommon + + While 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. + + Source: Dungeon Master's Guide p. 213 + + + Winged Boots + W + 1 + uncommon (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. + + Source: Dungeon Master's Guide p. 214 + + + Wings of Flying + W + 1 + rare (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. + + Source: Dungeon Master's Guide p. 214 + 1d12 + + + Wingwear + W + 1 + uncommon (requires attunement) + + This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. + The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. + + Source: Princes of the Apocalypse p. 223 + + + Wyrmskull Throne + W + 1 + artifact + + Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne's powers are activated. + After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership. + Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne. + Any creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master. + Properties of the Throne: The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne's properties, which are as follows: + + • The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges. + + • Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges. + + • As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls. + + • As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. + + • As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks. + + Destroying the Throne: The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. + + Source: Storm King's Thunder, p. 239 + + + Wand of Binding + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + 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. + + Source: Dungeon Master's Guide p. 209 + 1d6+1 + + + Wand of Conducting + WD + 1 + common + 1 + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. + + Source: Xanathar's Guide to Everything, p. 140 + + + Wand of Enemy Detection + WD + 1 + rare (requires attunement) + 1 + 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. + + Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Entangle + WD + 1 + uncommon (requires attunement by a spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) 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. + + Source: Tales from the Yawning Portal, p. 229 + 1d6+1 + + + Wand of Fear + WD + 1 + rare (requires attunement) + 1 + 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- 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 prevent 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. + + Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Fireballs + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + 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 + + Source: Dungeon Master's Guide p. 210 + 1d6+1 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + 13d6 + 14d6 + + + Wand of Lightning Bolts + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + 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. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + 13d6 + 14d6 + + + Wand of Magic Detection + WD + 1 + uncommon + 1 + This 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. + + Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Magic Missiles + WD + 1 + uncommon + 1 + This 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. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + (1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + + + Wand of Orcus + WD + 1 + artifact (requires attunement) + 4 + The ghastly Wand of Orcus rarely leaves Orcus's side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal. + Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. + Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. + In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a+3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. + + Random Properties: The Wand of Orcus has the following random properties: + • 2 minor beneficial properties + • 1 major beneficial property + • 2 minor detrimental properties + • 1 major detrimental property + The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself. + + Protection: You gain a +3 bonus to Armor Class while holding the wand. + + Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4+3 expended charges daily at dawn. + While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0). + + Call Undead: While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn. + While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them. + + Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. + The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. + + Personality: The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. + + Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life — no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded. + Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus's layer of the Abyss. + + Source: Dungeon Master's Guide p. 227 + melee attacks +3 + melee damage +3 + ac+3 + + + Wand of Paralysis + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + 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. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + 1d20+%0+SPELL + + + Wand of Polymorph + WD + 1 + very rare (requires attunement by a Spellcaster) + 1 + 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. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Pyrotechnics + WD + 1 + common + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. + + Source: Xanathar's Guide to Everything, p. 140 + 1d6+1 + + + Wand of Scowls + WD + 1 + common + 1 + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. + + Source: Xanathar's Guide to Everything, p. 140 + + + Wand of Secrets + WD + 1 + uncommon + 1 + The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Smiles + WD + 1 + common + 1 + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. + + Source: Xanathar's Guide to Everything, p. 140 + + + Wand of the War Mage, +1 + WD + 1 + uncommon (requires attunement by a Spellcaster) + 1 + While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. + + Source: Dungeon Master's Guide p. 212 + spell attack +1 + + + Wand of the War Mage, +2 + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. + + Source: Dungeon Master's Guide p. 212 + spell attack +2 + + + Wand of the War Mage, +3 + WD + 1 + very rare (requires attunement by a Spellcaster) + 1 + While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. + + Source: Dungeon Master's Guide p. 212 + spell attack +3 + + + Wand of Viscid Globs + WD + 1 + rare (requires attunement) + 1 + Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. + Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. + The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. + A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption. + + Source: Out of the Abyss, p. 223 + 1d6+1 + + + Wand of Web + WD + 1 + uncommon (requires attunement by a Spellcaster) + 1 + 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. + + Source: Dungeon Master's Guide p. 212 + 1d6+1 + + + Wand of Winter + WD + 1 + rare (requires attunement) + 1 + This wand looks and feels like an icicle. You must be attuned to the want to use it. + The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed. + + Source: Hoard of the Dragon Queen p. 94 + 1d6+1 + + + Wand of Wonder + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + 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 DM randomly determines which ones are affected. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. + + d100 — Effect: + 01-05 — You cast slow. + 06- 10 — You cast faerie fire. + 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. + 16-20 — You cast gust of wind. + 21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. + 26-30 — You cast stinking cloud. + 31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. + 34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. + 37-46 — You cast lightning bolt. + 47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. + 50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. + 54-58 — You cast darkness. + 59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. + 63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. + 66-69 — You shrink yourself as if you had cast enlarge/ reduce on yourself. + 70-79 — You cast fireball. + 80-84 — You cast invisibility on yourself. + 85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. + 88-90 — A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. + 91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. + 98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. + + Source: Dungeon Master's Guide p. 212 + 1d6+1 + + + Thunder Cannon Bullet of Slaying + A + 1 + very rare + + A bullet 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 bullets of dragon slaying and bullets 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. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Thunder Cannon Bullets + A + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + Thunder Cannon Bullets +1 + A + 1 + uncommon + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Thunder Cannon Bullets +2 + A + 1 + rare + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Thunder Cannon Bullets +3 + A + 1 + very rare + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Alchemist's Satchel + G + 1 + + An Alchemist’s Satchel is a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options. After you use one of those options, the bag reclaims the materials. + If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + Arcane Magazine + G + + Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. + You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. + If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials + + Source: Unearthed Arcana: The Artificer, p. 6 + + + Thunder Cannon + R + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Unearthed Arcana: The Artificer, p. 6 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon +1 + R + 1 + uncommon + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon +2 + R + 1 + rare + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon +3 + R + 1 + very rare + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon of Warning + R + 1 + uncommon (requires attunement) + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + 2d6 + + P + A,2H + 150/600 + + + Vicious Thunder Cannon + R + 1 + rare + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 209 + 2d6 + + P + A,2H + 150/600 + 2d6 + + + Master Rune: Opal of the Ild Rune + W + 1 + rare (requires attunement) + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune - the rune of fire - shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. + Ignite: (Simple Property) As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. + Fire Tamer: (Simple Property) As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10_foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. + Fire's Friend: (Simple Property) While you are attuned to this rune, you have resistance to cold damage. + Combustion: (Complex Property) As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot + Flame Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. + In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Flame Stoker: (Complex Property) While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 4 + + + Master Rune: Orb of the Stein Rune + W + 1 + rare (requires attunement) + + This spherical chunk of granite is about the size of a human fist. The stein rune — the rune of stone — appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease. + Indomitable Stand: (Simple Property) As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. + Stone Soul: (Simple Property) While you are attuned to this rune, you cannot be petrified. + Stone's Secrets: (Simple Property) As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. + Crushing Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature. + In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Earthen Step: (Complex Property) While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest. + Overwhelming Bolt: (Complex Property) As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5 + + + Master Rune: Pennant of the Vind Rune + W + 1 + rare (requires attunement) + + This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune — the rune of wind — flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. + Comforting Wind: (Simple Property) While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. + Wind Step: (Simple Property) As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall. + Wind's Grasp: (Simple Property) As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall. + Howling Brand: (Complex Property) Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range. + In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Shrieking Bolt: (Complex Property) As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12+the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you. + Wind Walker: (Complex Property) While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 5 + + + Master Rune: Shard of the Kalt Rune + W + 1 + rare (requires attunement) + + This long, slender shard of ice is roughly the size of a dagger. The kalt rune — the rune of ice — glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. + Frigid Touch: (Simple Property) As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. + Frost Friend: (Simple Property) While you are attuned to this rune, you have resistance to fire damage. + Icy Mantle: (Simple Property) As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. + Freezing Bolt: (Complex Property) As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12+the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. + Ice Brand: (Complex Property) Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. + In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. + These effects last for 24 hours or until you use this property again. + Winter's Howl: (Complex Property) While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 6 + + + Armblade Battleaxe + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Battleaxe of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Berserker Battleaxe + M + 1 + rare, cursed (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 155 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Berserker Handaxe + M + 1 + rare, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 155 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Armblade Club + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + 0.1 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L + + + + Armblade Club +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d4 + + B + L + + + + Armblade Club +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d4 + + B + L + + + + Armblade Club +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d4 + + B + L + + + + Armblade Club of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L + + + + Armblade Dagger + M + 1 + common (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + 2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger +1 + M + 1 + uncommon (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger +2 + M + 1 + rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger +3 + M + 1 + very rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dagger of Venom + M + 1 + rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + 2d10 + + + Armblade Dagger of Warning + M + 1 + uncommon (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + P + F,L,T + 20/60 + + + Armblade Dancing Longsword + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Dancing Rapier + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Dancing Scimitar + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Dancing Shortsword + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Defender Longsword + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Defender Rapier + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Armblade Defender Scimitar + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Armblade Defender Shortsword + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Armblade Dragon Slayer Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 3d6 + + + Armblade Dragon Slayer Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 3d6 + + + Armblade Dragon Slayer Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 3d6 + + + Armblade Dragon Slayer Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + 3d6 + + + Armblade Flail + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: martial, flail + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + B + M, + + + + Armblade Flail +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + B + M, + + + + Armblade Flail +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + B + M, + + + + Armblade Flail +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + B + M, + + + + Armblade Flail of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + B + M, + + + + Armblade Flame Tongue Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Flame Tongue Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 2d6 + + + Armblade Flame Tongue Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 2d6 + + + Armblade Flame Tongue Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 2d6 + + + Armblade Frost Brand Longsword + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 1d6 + + + Armblade Frost Brand Rapier + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 1d6 + + + Armblade Frost Brand Scimitar + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 1d6 + + + Armblade Frost Brand Shortsword + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 1d6 + + + Armblade Giant Slayer Battleaxe + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Giant Slayer Handaxe + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Armblade Giant Slayer Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Giant Slayer Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 2d6 + + + Armblade Giant Slayer Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 2d6 + + + Armblade Giant Slayer Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 2d6 + + + Armblade Handaxe + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + + S + L,T + 20/60 + + + Armblade Handaxe of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + L,T + 20/60 + + + Armblade Holy Avenger Longsword + M + 1 + legendary (requires attunement by a warforged paladin) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 2d10 + + + Armblade Holy Avenger Rapier + M + 1 + legendary (requires attunement by a warforged paladin) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + 2d10 + + + Armblade Holy Avenger Scimitar + M + 1 + legendary (requires attunement by a warforged paladin) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 2d10 + + + Armblade Holy Avenger Shortsword + M + 1 + legendary (requires attunement by a warforged paladin) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + 2d10 + + + Armblade Javelin + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + 0.5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + + + Armblade Javelin +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + + P + T + 30/120 + + + Armblade Javelin +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + + P + T + 30/120 + + + Armblade Javelin +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + + P + T + 30/120 + + + Armblade Javelin of Backbiting + M + 1 + very rare, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. + Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. + Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Tales from the Yawning Portal, p. 229 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + P + T + 60/150 + + + Armblade Javelin of Lightning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 178 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + 4d6 + + + Armblade Javelin of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + + + Armblade Lance + M + 1 + common (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d12 + + P + M,R,S + + + + Armblade Lance +1 + M + 1 + uncommon (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d12 + + P + M,R,S + + + + Armblade Lance +2 + M + 1 + rare (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d12 + + P + M,R,S + + + + Armblade Lance +3 + M + 1 + very rare (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d12 + + P + M,R,S + + + + Armblade Lance of Warning + M + 1 + uncommon (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d12 + + P + M,R,S + + + + Armblade Light Hammer + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + 2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d4 + + B + L,T + 20/60 + + + Armblade Light Hammer of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L,T + 20/60 + + + Armblade Longsword + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + 15 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Sharpness + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 14 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 DM. 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 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Longsword of Wounding + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 1d4 + + + Armblade Luck Blade Longsword + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + 1d10 + S + M,V + + + + Armblade Luck Blade Rapier + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + + P + M,F + + + + Armblade Luck Blade Scimitar + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + S + M,F,L + + + + Armblade Luck Blade Shortsword + M + 1 + legendary (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + P + M,F,L + + + + Armblade Mace + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: simple, mace + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + + + Armblade Mace +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Armblade Mace +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + B + + + + + Armblade Mace +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + B + + + + + Armblade Mace of Disruption + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + 2d6 + + + Armblade Mace of Smiting + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You 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 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Armblade Mace of Terror + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 180 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + 1d3 + + + Armblade Mace of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + + + Armblade Moon-Touched Longsword + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + + + Armblade Moon-Touched Rapier + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Moon-Touched Scimitar + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + F,L + + + + Armblade Moon-Touched Shortsword + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Morningstar + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: martial, morningstar + 15 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade Morningstar +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + Armblade Morningstar +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + Armblade Morningstar +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + Armblade Morningstar of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade Nine Lives Stealer Longsword + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Armblade Nine Lives Stealer Rapier + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Armblade Nine Lives Stealer Scimitar + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Armblade Nine Lives Stealer Shortsword + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Armblade Quarterstaff + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + 0.2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + 1d8 + B + V + + + + Armblade Quarterstaff of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + B + V + + + + Armblade Rapier + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + 25 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Rapier +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Armblade Rapier +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Armblade Rapier +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Armblade Rapier of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Rapier of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Armblade Rapier of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + + + Armblade Rapier of Wounding + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 1d4 + + + Armblade Scimitar + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + 25 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Armblade Scimitar +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Armblade Scimitar +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Sharpness + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 14 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 DM. 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 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Speed + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 199 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + + + Armblade Scimitar of Wounding + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 1d4 + + + Armblade Shortsword + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + 10 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Shortsword +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Armblade Shortsword +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Armblade Shortsword +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Life Stealing + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Vengeance + M + 1 + uncommon, cursed (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + + + Armblade Shortsword of Wounding + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 1d4 + + + Armblade Sickle + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + 1 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + L + + + + Armblade Sickle +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d4 + + S + L + + + + Armblade Sickle +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d4 + + S + L + + + + Armblade Sickle +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d4 + + S + L + + + + Armblade Sickle of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + L + + + + Armblade Spear + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + 1 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Spear of Backbiting + M + 1 + very rare, cursed (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. + Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. + Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Tales from the Yawning Portal, p. 229 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + P + T,V + 50/90 + + + Armblade Spear of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + T,V + 20/60 + + + Armblade Sun Blade + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword, shortsword + Source: Dungeon Master's Guide p. 205 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,F,V + + 1d8 + + + Armblade Sword of Answering (Answerer) + M + 1 + legendary (requires attunement by a Chaotic Good warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Answerer, the Chaotic Good sword, has an emerald set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Back Talker) + M + 1 + legendary (requires attunement by a Chaotic Evil warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Back Talker, the Chaotic Evil sword, has jet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Concluder) + M + 1 + legendary (requires attunement by a Lawful Neutral warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Last Quip) + M + 1 + legendary (requires attunement by a Chaotic Neutral warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Rebutter) + M + 1 + legendary (requires attunement by a Neutral Good warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Rebutter, the Neutral Good sword, has a topaz set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Replier) + M + 1 + legendary (requires attunement by a Neutral warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Replier, the Neutral sword, has a peridot set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Retorter) + M + 1 + legendary (requires attunement by a Lawful Good warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Retorter, the Lawful Good sword, has an aquamarine set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Scather) + M + 1 + legendary (requires attunement by a Lawful Evil warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Scather, the Lawful Evil sword, has a garnet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Sword of Answering (Squelcher) + M + 1 + legendary (requires attunement by a Neutral Evil warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Squelcher, the Neutral Evil sword, has a spinel set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Armblade Trident + M + 1 + common (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident +1 + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident +2 + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident +3 + M + 1 + very rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Trident of Fish Command + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + 1d3 + + + Armblade Trident of Warning + M + 1 + uncommon (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Armblade Vicious Battleaxe + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Vicious Club + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L + + 2d6 + + + Armblade Vicious Dagger + M + 1 + rare (requires attunement by a warforged) + 1 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + P + F,L,T + 20/60 + 2d6 + + + Armblade Vicious Flail + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + B + M, + + 2d6 + + + Armblade Vicious Handaxe + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Armblade Vicious Javelin + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + T + 30/120 + 2d6 + + + Armblade Vicious Lance + M + 1 + rare (requires attunement by a warforged) + 6 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d12 + + P + M,R,S + + 2d6 + + + Armblade Vicious Light Hammer + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + B + L,T + 20/60 + 2d6 + + + Armblade Vicious Longsword + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Armblade Vicious Mace + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + B + + + 2d6 + + + Armblade Vicious Morningstar + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + 2d6 + + + Armblade Vicious Quarterstaff + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + B + V + + 2d6 + + + Armblade Vicious Rapier + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M,F + + 2d6 + + + Armblade Vicious Scimitar + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + S + M,F,L + + 2d6 + + + Armblade Vicious Shortsword + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + + P + M,F,L + + 2d6 + + + Armblade Vicious Sickle + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + L + + 2d6 + + + Armblade Vicious Spear + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + T,V + 20/60 + 2d6 + + + Armblade Vicious Trident + M + 1 + rare (requires attunement by a warforged) + 4 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d6 + 1d8 + P + M,T,V + 20/60 + 2d6 + + + Armblade Vicious War Pick + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + 2d6 + + + Armblade Vicious Warhammer + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + B + M,V + + 2d6 + + + Armblade Vicious Whip + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + M,F,R + + 2d6 + + + Armblade Vorpal Longsword + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 DM 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 6d8 + + + Armblade Vorpal Scimitar + M + 1 + legendary (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + 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 DM 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 6d8 + + + Armblade War Pick + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Proficiency: martial, war pick + 5 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade War Pick +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + Armblade War Pick +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + Armblade War Pick +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + Armblade War Pick of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + + P + M, + + + + Armblade Warhammer + M + 1 + common (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + 15 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer +1 + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer +2 + M + 1 + rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer +3 + M + 1 + very rare (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + B + M,V + + + + Armblade Warhammer of Warning + M + 1 + uncommon (requires attunement by a warforged) + 2 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d8 + 1d10 + B + M,V + + + + Armblade Whip + M + 1 + common (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + 2 + Source: Player's Handbook p. 149 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + M,F,R + + + + Armblade Whip +1 + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +1 + melee damage +1 + 1d4 + + S + M,F,R + + + + Armblade Whip +2 + M + 1 + rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +2 + melee damage +2 + 1d4 + + S + M,F,R + + + + Armblade Whip +3 + M + 1 + very rare (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + melee attacks +3 + melee damage +3 + 1d4 + + S + M,F,R + + + + Armblade Whip of Warning + M + 1 + uncommon (requires attunement by a warforged) + 3 + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + S + M,F,R + + + + Dancing Double-Bladed Scimitar + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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 sword 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 the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 161 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Defender Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 164 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + + + Double-Bladed Scimitar + M + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + 100 + Source: Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar +1 + M + 1 + uncommon + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You have a +1 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + + + Double-Bladed Scimitar +2 + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You have a +2 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +2 + melee damage +2 + 2d4 + + S + M,2H + + 1d4+2 + + + Double-Bladed Scimitar +3 + M + 1 + very rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You have a +3 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 213 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + + + Double-Bladed Scimitar of Life Stealing + M + 1 + rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar of Sharpness + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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 14 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 DM. 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 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. + In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. + You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 206 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + + + Double-Bladed Scimitar of Warning + M + 1 + uncommon (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Double-Bladed Scimitar of Wounding + M + 1 + rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 207 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Dragon Slayer Double-Bladed Scimitar + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 166 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + 3d6 + + + Flame Tongue Double-Bladed Scimitar + M + 1 + rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + You can use a bonus action to speak this magic sword' 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 170 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + 2d6 + + + Frost Brand Double-Bladed Scimitar + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 171 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + 1d6 + + + Giant Slayer Double-Bladed Scimitar + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + You 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 172 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + 2d4 + + S + M,2H + + 1d4+1 + 2d6 + + + Holy Avenger Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 174 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + 2d10 + + + Luck Blade Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 179 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +1 + melee damage +1 + saving throws +1 + 2d4 + + S + M,2H + + 1d4+1 + + + Moon-Touched Double-Bladed Scimitar + M + 1 + common + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Xanathar's Guide to Everything, p. 138 + Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Nine Lives Stealer Double-Bladed Scimitar + M + 1 + very rare (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 183 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +2 + melee damage +2 + 2d4 + + S + M,2H + + 1d4 + + + Vicious Double-Bladed Scimitar + M + 1 + rare + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Wayfinder's Guide to Eberron, Chapter 3 + 2d4 + + S + M,2H + + 1d4 + + + Vorpal Double-Bladed Scimitar + M + 1 + legendary (requires attunement) + 6 + The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. + + Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage. + + 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 DM 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, double-bladed scimitar + Source: Dungeon Master's Guide p. 209 + Wayfinder's Guide to Eberron, Chapter 3 + melee attacks +3 + melee damage +3 + 2d4 + + S + M,2H + + 1d4+3 + 6d8 + + + Band of Loyalty + RG + 1 + common (requires attunement) + + If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Rings of Shared Suffering + RG + 1 + uncommon (requires attunement) + + These rings come in linked pairs. It you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Bag of Bounty + W + 1 + common (requires attunement by a warforged) + + This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal. + + Food Quality — Difficulty: + Poor — No roll required + Modest — 10 + Comfortable — 13 + Wealthy — 15 + Aristocratic — 18 + + A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Cleansing Stone + W + 1 + common + + A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Dimensional Seal + W + 1 + legendary + + A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field with a radius of two miles. This field blocks all forms of conjuration magic and any other effect that involves teleportation or planar travel. It also negates the effects of any manifest zone within the field. + + Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches, as relics of the conflict between the Gatekeeper druids and the daelkyr. The techniques used to create these seals have been long lost. It’s said that as a whole, the dimensional seals keep the daelkyr bound in Khyber and prevent Xoriat from becoming coterminous with Eberron. If enough of these seals are destroyed, there could be serious consequences for the world. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Docent + W + 1 + rare (requires attunement by a warforged) + + A docent is a small metal sphere, approximately 2 inches across, studded with dragonshards. Despite a strong magical aura, it has no obvious abilities. If you’re a warforged, you can attune to the docent, at which point the sphere becomes embedded in your chest and comes to life — literally. + + A docent is an intelligent magic item designed to advise and assist the warforged it’s attached to. A typical docent has an Intelligence score of 16 and Wisdom and Charisma scores of 14. Once you’re attuned to the docent, it can communicate with you telepathically and can perceive the world through your senses. One of the simple functions of a docent is to serve as a translator. All docents understand Common and Giant, but a docent knows up to four additional languages. Elven and Draconic are common options. If a docent knows less than six languages in total, it can add new languages to its repertoire after encountering them. So a docent found in Xen’drik may have never encountered a dwarf before… but after spending some time in Khorvaire studying dwarves, it could pick up the Dwarven language. + + In addition, a docent possesses up to three of the following traits. + + •Can cast detect magic at will + + •Can cast detect evil and good at will + + •Can detect any form of divination or scrying targeting the warforged host. + + •Intelligence (Arcana) +7 + + •Intelligence (History) +7 + + •Intelligence (Investigation) +7 + + •Intelligence (Nature) +7 + + •Wisdom (Insight) +6 + + •Wisdom (Perception) +6 + + The docent can make Wisdom (Medicine) checks targeting its warforged host, with a +7 bonus. If the host is rendered unconscious, the docent will automatically attempt to stabilize them once each turn. + + You can use a bonus action on your turn to request that the docent use one of its traits on your behalf. In the case of skills, this uses the docent’s bonus; your abilities and proficiencies have no effect on the outcome. These traits are under the control of the docent, and if you have a bad relationship with your docent it may refuse to assist you… or simply lie about information that it obtains. However, if you treat your docent well it could serve as a useful ally. + + The origin of docents is a great mystery. House Cannith created the first warforged thirty years ago. But the docents come from the distant land of Xen’drik and appear to be thousands of years old. Were they created to interface with some other form of construct? Or are the modern warforged a new interpretation of an ancient design? The docents claim to have forgotten their creators… but this is a mystery waiting to be unraveled. While all docents come from Xen’drik, some have been brought to Khorvaire by explorers and it’s possible to encounter them in the Five Nations. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Eberron Dragonshard + W + 1 + + Eberron dragonshards are found in shallow soil, and often encased in geode-like stone shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form, Eberron shards are rosy crystals with crimson swirls flowing their depths. + + Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise. Dragonshard dust is used in the creation of magic items, and many powerful tools — such as the lightning rail and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Everbright Lantern + W + 1 + common + + An everbright lantern contains an Eberron dragonshard imbued with the effect of a continual flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Feather Fall Token + W + 1 + common + + This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast feather fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Ash Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Fernian ash rod provides a +1 bonus when you roll damage for a spell that inflicts fire damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Ash Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Fernian ash staff provides a +1 bonus when you roll damage for a spell that inflicts fire damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Ash Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Fernian ash wand provides a +1 bonus when you roll damage for a spell that inflicts fire damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Fernian Basalt Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take fire damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Glamerweave + W + 1 + common + + Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Inquisitive's Goggles + W + 1 + uncommon (requires attunement) + + The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits. + + You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks. + + When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Irian Quartz Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take radiant damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Irian Rosewood Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + An Irian rosewood rod provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Irian Rosewood Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + An Irian rosewood staff provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Irian Rosewood Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + An Irian rosewood wand provides a +1 bonus when you roll damage for a spell that inflicts radiant damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Keycharm + W + 1 + uncommon + + This simple object plays a vital role in the work of House Kundarak. If you possess the Mark of Warding, when you cast alarm, arcane lock, glyph of warding, or similar abjuration effects, you can tie the effect to the keycharm. Whoever holds the keycharm is considered to the owner of this enchantment; they receive the notification from alarm, they can safely avoid a glyph, and they can deactivate any associated effect. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Khyber Dragobshard + W + 1 + + +Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. + + Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Manchineel Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Kythrian manchineel rod provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Manchineel Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Kythrian manchineel staff provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Manchineel Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Kythrian manchineel wand provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Kythrian Skar Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take acid or poison damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Lamannian Flint Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take lightning or thunder damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Lamannian Oak Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Lamannian oak rod provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Lamannian Oak Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Lamannian oak staff provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Lamannian Oak Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Lamannian oak wand provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabara Ebony Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Mabaran ebony rod provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabara Ebony Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Mabaran ebony staff provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabara Ebony Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Mabaran ebony wand provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Mabaran Obsidian Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take necrotic damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Mabaran Resonator + W + 1 + legendary (requires attunement) + + This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Master's Call + W + 1 + legendary (requires attunement) + + While this looks like a scrap heap assembled from shattered constructs and wreckage from the Mournland, this eldritch machine possesses tremendous power. You gain the following benefits while you are attuned to the master’s call and within one mile of the device. + + •You can sense the presence and location of all warforged within ten miles. + + •You have advantage on any Charisma-based check made against a warforged. + + •While you are in contact with the master’s call, you can use an action to target a warforged within ten miles of the device. You can send a telepathic message of up to 25 words to the target. They must make a Wisdom saving throw, with a difficulty of 14 + your Intelligence modifier. On a failed save, the target is affected by a suggestion compelling them to follow your command. This effect doesn’t require concentration; it lasts for eight hours, until you choose to end it, or until the victim successfully fulfils the command, whichever comes first. You can control up to eight warforged at once using this effect. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Beech Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Quori beech rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Beech Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Quori beech staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Beech Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Quori beech wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Quori Celestine Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Risian Pine Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Risian pine rod provides a +1 bonus when you roll damage for a spell that inflicts cold damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Risian Pine Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Risian pine staff provides a +1 bonus when you roll damage for a spell that inflicts cold damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Risian Pine Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Risian pine wand provides a +1 bonus when you roll damage for a spell that inflicts cold damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Risian Shale Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take cold damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Scribe's Pen + W + 1 + common + + If you possess the Mark of Scribing, you can use this quill to write on any surface. This can be visible — traced in glowing mystical lines — or invisible to any creature without the Mark of Scribing. Invisible writing will be revealed by Detect Magic, See Invisibility, or True Seeing. Any creature with the Mark of Scribing can also reveal your writing or make it invisible as an action. If you mark a living creature, the mark will fade within a week. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Birch Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Shavaran birch rod provides a +1 bonus when you roll damage for a spell that inflicts force damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Birch Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Shavaran birch staff provides a +1 bonus when you roll damage for a spell that inflicts force damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Birch Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Shavaran birch wand provides a +1 bonus when you roll damage for a spell that inflicts force damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Shavaran Chert Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take force damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Shiftweave + W + 1 + common + + Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. By taking an action and uttering a command word, you can transform your shiftweave outfit into one of the other designs contained within it. To determine the price of a suit of shiftweave, combine the value of all of the outfits it contains and add 25 gp to that amount. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Siberys Dragonshard + W + 1 + + Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant shard fields in the continent of Xen’drik, and this is a potential source of great wealth for explorers. Siberys dragonshards are amber in color, with swirling golding veins gleaming within. + + Siberys dragonshards have a close affinity to dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Speaking Stone + W + 1 + uncommon + + This specially enchanted stone allows an operator from House Sivis, bearing the Dragonmark of Scribing, to send a short message to any other speaking stone. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Spell Sink + W + 1 + legendary + + This device creates an antimagic field that covers a three-mile radius around the spell sink. The form that it takes will depend on the nature of its creator. The Ashbound druids despise unnatural magic, and if they create a spell sink it will be a living artifact — a twisted tree that consumes the mystical energies around it. Conversely, a mad artificer would create a massive vessel of dragonshards and exotic metals. It might be that the sole purpose of the device is to negate magic, or it could be that it is absorbing all magical energies in the area and storing that power for a cataclysmic effect! + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Spellshard + W + 1 + common + + A spellshard is a polished Eberron dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard. + + An arcane caster can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Starburst Crystal + W + 1 + common (requires attunement) + + A starburst crystal allows you to amplify the power of an offensive cantrip. Using the crystal requires a bonus action. If you immediately follow this by casting a cantrip that requires a ranged attack roll and targets a single individual — such as fire bolt or eldritch blast — the spell creates a burst of energy that fills a five foot area. You don’t need to make an attack roll for the spell. Instead, your target makes a Dexterity saving throw. They suffer the full damage of the spell on a failed save, or half that damage if the save is successful. + + Once you’ve used this power, you cannot use it again until you take a short rest. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Storm Spire + W + 1 + legendary (requires attunement) + + This eldritch machine is a form of dragonmark focus item; you must have the Greater Mark of Storms to attune to this device. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if the Lyrandar baron chooses to demand payment for desired conditions. You gain the following benefits while you are attuned to a storm spire. + + •You can sense weather patterns within a 100-mile radius of the spire and accurately predict the weather for up to 24 hours. + + •While you are within 60 feet of the spire, you can use an action to cast any of the following spells: call lightning, gust of wind. You cast these as 5th level spells, and Intelligence is your spellcasting ability. + + •While you are within 5 feet of the spire, you can cast control weather as a ten-minute ritual. This allows you to pick a point within 100 miles of the spire and influence the weather within a 10-mile radius of that point. Maintaining this effect requires concentration. + + •You can also use an action to influence the weather within a ten-mile radius of the spire itself; you don’t have to use concentration to maintain this effect, and you can sustain this at the same time that you’re manipulating distant weather. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Wand Sheath + W + 1 + common (requires attunement by a warforged) + + A wand sheath is designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach a wand sheath by attuning to it. While the wand sheath is attached, it cannot be removed from you against your will. You can spend one minute to end the attunement and remove the wand sheath. + + You can insert a wand into the sheath as an action. While the wand is sheathed, you gain the following benefits + + You can retract the wand into your forearm or extend it from your forearm as a bonus action. While it is retracted, it cannot be damaged or removed. + + While the wand is extended, you can use it as if you were holding it, but your hand remains free for other actions. + + If the sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand only count as a single item for purposes of the maximum number of items you can be attuned to. If you remove the wand from the sheath, you immediately lose your attunement to the wand. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Wheel of Wind and Water + W + 1 + uncommon + + When mounted at the helm of an elemental galleon or airship, this allows a character who possesses the Mark of Storm to telepathically control the elemental bound into the vessel. + + If a wheel of wind and water is mounted on a mundane sailing ship, a character with the Mark of Storm can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Xorian Marble Orb of Shielding + W + 1 + common (requires attunement) + 3 + An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + 1d4 + + + Xorian Wenge Rod + W + 1 + common (requires attunement) + 2 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Xorian wenge rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Xorian Wenge Staff + W + 1 + common (requires attunement) + 4 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Xorian wenge staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Xorian Wenge Wand + W + 1 + common (requires attunement) + 1 + Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy. + + A Xorian wenge wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 5 + + + Aarakocra + M + 25 + Dex 2, Wis 1 + + + + Flight + You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor. + + Source: Elemental Evil Player's Companion, p. 5 + + + Talons + You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. + + Source: Elemental Evil Player's Companion, p. 5 + + + Language + You can speak, read, and write Common, Aarakocra, and Auran. + + Source: Elemental Evil Player's Companion, p. 5 + + + + Aasimar (DMG) + M + 30 + Cha 2, Wis 1 + Charisma + + + Darkvision + Thanks to your celestial 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. + + Source: Dungeon Master's Guide, p. 287 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Dungeon Master's Guide, p. 287 + + + Celestial Legacy + You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Dungeon Master's Guide, p. 287 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Dungeon Master's Guide, p. 287 + + + + Abyssal Tiefling + M + 30 + Cha 2, Con 1 + + + + Darkvision + Thanks to your abyssal 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. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Abyssal Arcana + Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd_level spell. + You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-_level slot. + At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. + + d6 — 1st level — 3rd level — 5th level: + 1 — dancing lights — burning hands — alter self + 2 — true strike — charm person — darkness + 3 — light — magic missile — invisibility + 4 — message — cure wounds — levitate + 5 — spare the dying — Tasha's hideous laughter — mirror image + 6 — prestidigitation — thunderwave — spider climb + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Abyssal Fortitude + Your hit point maximum increases by half your level (minimum 1). + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Languages + You can speak, read, and write Common and Abyssal + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Air Genasi + M + 30 + Con 2, Dex 1 + Constitution + + + Unending Breath + You can hold your breath indefinitely while you're not incapacitated. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Mingle with the Wind + You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + + Avariel + M + 30 + Dex 2 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Flight + You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. + + Source: Unearthed Arcana: Elf Subraces, p. 1 + + + + Beasthide Shifter + M + 30 + Dex 1, Con 2 + + Perception, Athletics + + Darkvision + 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. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Tough + You have proficiency with the Athletics skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Bugbear + M + 30 + Str 2, Dex 1 + + Stealth + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Volo's Guide to Monsters, p. 119 + + + Long-Limbed + When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. + + Source: Volo's Guide to Monsters, p. 119 + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + Source: Volo's Guide to Monsters, p. 119 + powerful build + + + Sneaky + You are proficient in the Stealth skill. + + Source: Volo's Guide to Monsters, p. 119 + + + Surprise Attack + If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. + + Source: Volo's Guide to Monsters, p. 119 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Volo's Guide to Monsters, p. 119 + + + + Centaur + M + 40 + Str 2, Wis 1 + + Survival + + Charge + If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 1 + + + Hooves + Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. + In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. + Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + powerful build + + + Survivor + You have proficiency in the Survival skill. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Languages + You can speak, read, and write Common and Sylvan. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + + Changeling + M + 30 + Cha 2 + + + + Ability Score Increase + Either your Dexterity or your Intelligence increases by 1 (your choice). + + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Change Appearance + As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. + You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game 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 trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. + Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Changeling Instincts + You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Unsettling Visage + When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. + Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Divergent Persona + You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. + + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Dark Elf + M + 30 + Dex 2, Cha 1 + Charisma + Perception + + Superior Darkvision + Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + Source: Player's Handbook, p. 24 + + + Drow Magic + You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Player's Handbook, p. 24 + + + Drow Weapon Training + You have proficiency with rapiers, shortswords, and hand crossbows. + + Source: Player's Handbook, p. 24 + + + + Deep Gnome + S + 25 + Int 2, Dex 1 + + + + Superior Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + Stone Camouflage + You have advantage on Dexterity (stealth) checks to hide in rocky terrain and underground. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + Languages + You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + + Dragonborn (Black) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have black dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of acid. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to acid damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Blue) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have blue dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of lightning. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to lightning damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Brass) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have brass dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of fire. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Bronze) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have bronze dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of lightning. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to lightning damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Copper) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have copper dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of acid. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to acid damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Gold) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have gold dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of fire. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Green) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have green dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of poison. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to poison damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Red) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have red dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of fire. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Silver) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have silver dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of cold. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to cold damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (White) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have white dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of cold. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. 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. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to cold damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn Revenant (Black) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have black dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Blue) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have blue dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Brass) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have brass dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Bronze) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have bronze dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Copper) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have copper dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Gold) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have gold dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Green) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have green dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Red) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have red dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (Silver) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have silver dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Dragonborn Revenant (White) + M + 30 + Str 1, Cha 1, Con 1 + + + + Draconic Ancestry + You have white dragon ancestry. + + Source: Player's Handbook p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of necrotic energy. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. 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. + + Source: Player's Handbook p. 34 + + + Damage Resistance + You have resistance to necrotic damage. + + Source: Player's Handbook p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook p. 34 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Duergar + M + 25 + Con 2, Str 1 + Intelligence + + + Superior Darkvision + Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Sword Coast Adventurer's Guide, p. 104 + Mordenkainen's Tome of Foes, p. 81 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook p. 20 + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + Source: Player's Handbook p. 20 + + + Languages + You can speak, read, and write Dwarvish, Common, and Undercommon. + + Source: Sword Coast Adventurer's Guide, p. 104 + Mordenkainen's Tome of Foes, p. 81 + + + Duergar Resilience + You have advantage on saving throws against illusions and against being charmed or paralyzed. + + Source: Sword Coast Adventurer's Guide, p. 104 + Mordenkainen's Tome of Foes, p. 81 + + + Duergar Magic + When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When your each 5th level, you can cast invisibility on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Sword Coast Adventurer's Guide, p. 104 + Mordenkainen's Tome of Foes, p. 81 + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + Source: Sword Coast Adventurer's Guide, p. 104 + Mordenkainen's Tome of Foes, p. 81 + + + + Dwarf Revenant + M + 25 + Con 3 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Earth Genasi + M + 30 + Con 2, Str 1 + Constitution + + + Earth Walk + You can move across difficult terrain made of earth or stone without expending extra movement. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Merge with Stone + You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + + Eladrin + M + 30 + Dex 2, Cha 1 + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Fey Step + As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. + When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier: + + Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. + + Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. + + Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. + + Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). + + Source: Mordenkainen's Tome of Foes, p. 61 + + + Shifting Seasons + Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood: + + Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. + Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. + Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. + Summer is the season of boldness and aggression, a time of unfettered energy. + + Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. + + + + Source: Mordenkainen's Tome of Foes, p. 61 + + + + Eladrin (DMG) + M + 30 + Dex 2, Int 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + Source: Dungeon Master's Guide, p. 286 + + + Fey Step + You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. + + Source: Dungeon Master's Guide, p. 286 + + + + Elf Revenant + M + 30 + Dex 2, Con 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Fallen Aasimar + M + 30 + Cha 2, Str 1 + Charisma + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Volo's Guide to Monsters, p. 105 + + + Healing Hands + As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + Source: Volo's Guide to Monsters, p. 105 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Volo's Guide to Monsters, p. 105 + + + Necrotic Shroud + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. + Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. + Once you use this trait, you can't use it again until you finish a long rest. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Volo's Guide to Monsters, p. 105 + + + + Firbolg + M + 30 + Wis 2, Str 1 + + + + Firbolg Magic + You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. + + Source: Volo's Guide to Monsters, p. 107 + + + Hidden Step + As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. + + Source: Volo's Guide to Monsters, p. 107 + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + Source: Volo's Guide to Monsters, p. 107 + powerful build + + + Speech of Beast and Leaf + You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. + + Source: Volo's Guide to Monsters, p. 107 + + + Languages + You can speak, read, and write Common, Elvish, and Giant. + + Source: Volo's Guide to Monsters, p. 107 + + + + Fire Genasi + M + 30 + Con 2, Int 1 + Constitution + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Fire Resistance + You have resistance to fire damage. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Reach to the Blaze + You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + + Forest Gnome + S + 25 + Int 2, Dex 1 + Intelligence + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Natural Illusionist + You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. + + Source: Player's Handbook, p. 37 + + + Speak with Small Beasts + Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. + + Source: Player's Handbook, p. 37 + + + + Genasi Revenant + M + 30 + Con 3 + + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Ghostwise Halfling + S + 25 + Dex 2, Wis 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Silent Speech + You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. + + Source: Sword Coast Adventurer's Guide, p. 110 + + + + Githyanki + M + 30 + Int 1, Str 2 + Intelligence + + + Languages + You can speak, read, and write Common and Gith. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + Decadent Mastery + You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + Martial Prodigy + You are proficient with light and medium armor and with shortswords, longswords, and greatswords. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + Githyanki Psionics + You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. + When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. + Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + + Githzerai + M + 30 + Int 1, Wis 2 + Wisdom + + + Languages + You can speak, read, and write Common and Gith. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + Mental Discipline + You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + Githzerai Psionics + You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. + When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. + Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components. + + Source: Mordenkainen's Tome of Foes, p. 96 + + + + Gnome Revenant + S + 25 + + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Goblin + S + 30 + Dex 2, Con 1 + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Volo's Guide to Monsters, p. 119 + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + Source: Volo's Guide to Monsters, p. 119 + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + Source: Volo's Guide to Monsters, p. 119 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Volo's Guide to Monsters, p. 119 + + + + Goliath + M + 30 + Str 2, Con 1 + + Athletics + + Natural Athlete + You have proficiency in the Athletics skill. + + Source: Volo's Guide to Monsters, p. 109 + Elemental Evil Player's Companion, p. 11 + + + Stone's Endurance + You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. + + Source: Volo's Guide to Monsters, p. 109 + Elemental Evil Player's Companion, p. 11 + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + Source: Volo's Guide to Monsters, p. 109 + Elemental Evil Player's Companion, p. 11 + powerful build + + + Mountain Born + You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. + + Source: Volo's Guide to Monsters, p. 109 + Elemental Evil Player's Companion, p. 11 + + + Languages + You can speak, read, and write Common and Giant. + + Source: Volo's Guide to Monsters, p. 109 + Elemental Evil Player's Companion, p. 11 + + + + Grugach + M + 30 + Dex 2, Str 1 + Wisdom + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Sylvan 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. + + Source: Player's Handbook, p. 23 + + + Grugach Weapon Training + You have proficiency with the spear, shortbow, longbow, and net. + + Source: Unearthed Arcana: Elf Subraces, p. 1 + + + Cantrip + You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. + + Source: Unearthed Arcana: Elf Subraces, p. 1 + + + + Grung + S + 25 + Dex 2, Con 1 + + Perception + + Natural Climber + You have a climb speed of 25 feet. + + Source: One Grung Above, p. 4 + + + Arboreal Alertness + You have proficiency in the Perception skill. + + Source: One Grung Above, p. 4 + + + Amphibious + You can breathe air and water. + + Source: One Grung Above, p. 4 + + + Poison Immunity + You're immune to poison damage and the poisoned condition. + + Source: One Grung Above, p. 4 + + + Poisonous Skin + Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Source: One Grung Above, p. 4 + + + Standing Leap + Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. + + Source: One Grung Above, p. 4 + + + Water Dependency + If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. + + Source: One Grung Above, p. 4 + + + Languages + You can speak, read, and write Grung. + + Source: One Grung Above, p. 4 + + + + Half-Elf + M + 30 + Cha 2 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 39 + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 39 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 39 + + + Skill Versatility + You gain proficiency in two skills of your choice. + + Source: Player's Handbook, p. 39 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + Source: Player's Handbook, p. 39 + + + Variant: Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: Fleet of Foot + Your base walking speed increases to 35 feet. + A half-elf of wood elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + A half-elf of wood elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + A half-elf of high elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: Drow Magic + You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells. + A half-elf of dark elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: Aquatic + You have a swimming speed of 30 feet. + A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + + Half-Orc + M + 30 + Str 2, Con 1 + + Intimidation + + Darkvision + Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 41 + + + Menacing + You gain proficiency in the Intimidation skill. + + Source: Player's Handbook, p. 41 + + + Relentless Endurance + When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. + + Source: Player's Handbook, p. 41 + + + Savage Attacks + When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. + + Source: Player's Handbook, p. 41 + + + Languages + You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. + + Source: Player's Handbook, p. 41 + + + + Halfling Revenant + S + 25 + Dex 2, Con 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + High Elf + M + 30 + Dex 2, Int 1 + Intelligence + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. 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. + + Source: Player's Handbook, p. 24 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + Source: Player's Handbook, p. 23 + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + Source: Player's Handbook, p. 24 + + + Variant: Aerini Elf + An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Variant: Valenar Elf + A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Hill Dwarf + M + 25 + Con 2, Wis 1 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Dwarven Toughness + Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. + + Source: Player's Handbook, p. 20 + + hp +1 + + + Hobgoblin + M + 30 + Con 2, Int 1 + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Volo's Guide to Monsters, p. 119 + + + Martial Training + You are proficient with two martial weapons of your choice and with light armor. + + Source: Volo's Guide to Monsters, p. 119 + + + Saving Face + Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. + + Source: Volo's Guide to Monsters, p. 119 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Volo's Guide to Monsters, p. 119 + + + + Human + M + 30 + Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1 + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook, p. 31 + + + + Human Revenant + M + 30 + Con 1 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 31 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook, p. 31 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Human Variant + M + 30 + + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 31 + + + Skills + You gain proficiency in one skill of your choice. + + Source: Player's Handbook, p. 31 + + + Feat + You gain one feat of your choice. + + Source: Player's Handbook, p. 31 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook, p. 31 + + + + Infernal Tiefling + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Infernal Legacy + You 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. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Devil's Tongue + You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Hellfire + Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Kalashtar + M + 30 + Wis 1, Cha 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Dual Mind + When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Mental Discipline + You have resistance to psychic damage. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Mind Link + You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. + As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Psychic Glamour + Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Severed from Dreams + Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common, Quori, and one other language of your choice. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Kenku + M + 30 + Dex 2, Wis 1 + + + + Expert Forgery + You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. + + Source: Volo's Guide to Monsters, p. 111 + + + Kenku Training + You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. + + Source: Volo's Guide to Monsters, p. 111 + + + Mimicry + You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. + + Source: Volo's Guide to Monsters, p. 111 + + + Languages + You can read and write Common and Auran, but you can speak only using your Mimicry trait + + Source: Volo's Guide to Monsters, p. 111 + + + + Kobold + S + 30 + Dex 2, Str -2 + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Volo's Guide to Monsters, p. 119 + + + Grovel, Cower, and Beg + As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you uses this trait, you can’t use it again until you finish a short or long rest. + + Source: Volo's Guide to Monsters, p. 119 + + + Pack Tactics + You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. + + Source: Volo's Guide to Monsters, p. 119 + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + Source: Volo's Guide to Monsters, p. 119 + + + Languages + You can speak, read, and write Common and Draconic. + + Source: Volo's Guide to Monsters, p. 119 + + + + Lightfoot Halfling + S + 25 + Dex 2, Cha 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Naturally Stealthy + You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. + + Source: Player's Handbook, p. 28 + + + + Lizardfolk + M + 30 + Con 2, Wis 1 + + + + Swim Speed + You have a swimming speed of 30 feet. + + Source: Volo's Guide to Monsters, p. 113 + + + Bite + Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Volo's Guide to Monsters, p. 113 + + + Cunning Artisan + As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. + + Source: Volo's Guide to Monsters, p. 113 + + + Hold Breath + You can hold your breath for up to 15 minutes at a time. + + Source: Volo's Guide to Monsters, p. 113 + + + Hunter's Lore + You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. + + Source: Volo's Guide to Monsters, p. 113 + + + Natural Armor + You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. + + Source: Volo's Guide to Monsters, p. 113 + + + Hungry Jaws + In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest. + + Source: Volo's Guide to Monsters, p. 113 + + + Languages + You can speak, read, and write Common and Draconic. + + Source: Volo's Guide to Monsters, p. 113 + + + + Longtooth Shifter + M + 30 + Dex 1, Str 2 + + Perception, Intimidation + + Darkvision + 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. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Fierce + You have proficiency with the Intimidation skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Mark of Detection Half-Elf + M + 30 + Int 1, Cha 1 + Intelligence + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Deductive Intuition + When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sense Threats + You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Elvish. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Finding Half-Orc + M + 30 + Str 1, Wis 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Hunter's Intuition + Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Imprint Prey + As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. + When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Nature's Voice + When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Finding Human + M + 30 + Dex 1, Wis 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Hunter's Intuition + Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Imprint Prey + As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. + When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Nature's Voice + When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Handling Human + M + 30 + Dex 1, Wis 1 + Wisdom + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Wild Intuition + When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Expert Handling + You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Primal Connection + You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + The Bigger They Are + When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Mark of Healing Halfling + S + 25 + Dex 2, Wis 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Medical Intuition + When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Healing Touch + As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Hospitality Halfling + S + 25 + Dex 2, Cha 1 + Charisma + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Innkeeper's Charms + You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Ever Hospitable + When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Making Human + M + 30 + Int 1, Dex 1 + Intelligence + + + Ability Score Increase + Increase either Intelligence or Dexterity by an additional 1 point. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Artisan's Intuition + When you make an ability check with artisan’s tools, roll 1d4 and add it to the result. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Maker's Gift + You know the cantrip mending and gain proficiency with one type of artisan’s tools + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Magecraft + You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Spellsmith + You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Mark of Passage Human + M + 40 + Dex 2 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Courier's Speed + Your base walking speed increases to 40 ft. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Intuitive Motion + When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Orien's Grace + When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Shared Passage + As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can 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 use this trait. Once you use this trait, you can’t use it again until you finish a long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Mark of Scribing Gnome + S + 25 + Int 2, Cha 1 + Intelligence + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Gifted Scribe + You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Scribe's Insight + You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Whispering Wind + You know the cantrip message. Intelligence is your spellcasting ability when casting it. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Extra Language + You can speak, read, and write one extra language of your choice. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Sentinel Human + M + 30 + Str 1, Wis 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sentinel's Intuition + When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sentinel's Shield + You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Vigilant Guardian + As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Mark of Shadow Elf + M + 30 + Dex 2, Cha 1 + Charisma + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Natural Talent + You gain proficiency with one musical instrument or the Performance skill. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Gift of the Shadows + When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Shape Shadows + You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Slip Into Shadows + You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Storm Half-Elf + M + 30 + Dex 1, Cha 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sea Monkey + Your base walking speed is 30 feet, and you have a swim speed of 30 feet. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Windwright's Intuition + When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Storm's Blessing + You have resistance to lightning damage. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Headwinds + You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Elvish. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Mark of Warding Dwarf + M + 25 + Con 2, Dex 1, Int 1 + Intelligence + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Master of Locks + When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Wards and Seals + You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Minotaur + M + 30 + Str 2, Con 1 + + Intimidation + + Horns + Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Menacing + You have proficiency in the Intimidation skill. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Languages + You can speak, read, and write Common and Minotaur. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + + Mountain Dwarf + M + 25 + Con 2, Str 2 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Dwarven Armor Training + You have proficiency with light and medium armor. + + Source: Player's Handbook, p. 20 + + + + Orc + M + 30 + Str 2, Con 1, Int -2 + + Intimidation + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Volo's Guide to Monsters, p. 120 + + + Aggressive + As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. + + Source: Volo's Guide to Monsters, p. 120 + + + Menacing + You are trained in the Intimidation skill. + + Source: Volo's Guide to Monsters, p. 120 + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + Source: Volo's Guide to Monsters, p. 120 + powerful build + + + Languages + You can speak, read, and write Common and Orc. + + Source: Volo's Guide to Monsters, p. 120 + + + + Protector Aasimar + M + 30 + Cha 2, Wis 1 + Charisma + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Volo's Guide to Monsters, p. 105 + + + Healing Hands + As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + Source: Volo's Guide to Monsters, p. 105 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Volo's Guide to Monsters, p. 105 + + + Radiant Soul + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. + Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. + Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + + + + Rock Gnome + S + 25 + Int 2, Con 1 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Artificer's Lore + Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. + + Source: Player's Handbook, p. 37 + + + Tinker + You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing 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. + + Source: Player's Handbook, p. 37 + + + + Scourge Aasimar + M + 30 + Cha 2, Con 1 + Charisma + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Volo's Guide to Monsters, p. 105 + + + Healing Hands + As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + Source: Volo's Guide to Monsters, p. 105 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Volo's Guide to Monsters, p. 105 + + + Radiant Consumption + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. + Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. + Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + + + + Sea Elf + M + 30 + Dex 2, Con 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common, Elvish, and Aquan. 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. + + Source: Player's Handbook, p. 23 + + + Sea Elf Training + You have proficiency with the spear, trident, light crossbow, and net. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + Child of the Sea + You have a swimming speed of 30 feet and can breathe air and water. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + Friend of the Sea + Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + + Shadar-kai + M + 30 + Dex 2, Con 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Necrotic Resistance + You have resistance to necrotic damage. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + Blessing of the Raven Queen + As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. + Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + + Stout Halfling + S + 25 + Dex 2, Con 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Stout Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 28 + + + + Swiftstride Shifter + M + 35 + Dex 2, Cha 1 + + Perception, Acrobatics + + Darkvision + 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. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Graceful + You have proficiency with the Acrobatics skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Swift Stride + Your walking speed increases by 5 feet. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Tabaxi + M + 30 + Dex 2, Cha 1 + + Perception, Stealth + + Darkvision + You have a cat's keen senses, especially in the dark. 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. + + Source: Volo's Guide to Monsters, p. 115 + + + Feline Agility + Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. + + Source: Volo's Guide to Monsters, p. 115 + + + Cat's Claws + Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Volo's Guide to Monsters, p. 115 + + + Cat's Talents + You have proficiency in the Perception and Stealth skills. + + Source: Volo's Guide to Monsters, p. 115 + + + Languages + You can speak, read, and write Common and one other language of your choice. + + Source: Volo's Guide to Monsters, p. 115 + + + + Tiefling + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Infernal Legacy + You 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. + + Source: Player's Handbook, p. 43 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Devil's Tongue + You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Hellfire + Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Tiefling (Feral) + M + 30 + Int 1, Dex 2 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Infernal Legacy + You 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. + + Source: Player's Handbook, p. 43 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Devil's Tongue + You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Hellfire + Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Tiefling of Asmodeus + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Infernal Legacy + You 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. + + Source: Player's Handbook, p. 43 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Devil's Tongue + You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Hellfire + Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + + Tiefling of Baalzebul + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Maladomini + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness 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 crown of madness 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. + + Source: Mordenkainen's Tome of Foes, p. 21 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Dispater + M + 30 + Cha 2, Dex 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Dis + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self 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 detect thoughts 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. + + Source: Mordenkainen's Tome of Foes, p. 21 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Fierna + M + 30 + Cha 2, Wis 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Phlegethos + You know the friends cantrip. When you reach 3rd level, you can cast the charm person 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 suggestion 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. + + Source: Mordenkainen's Tome of Foes, p. 22 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Glasya + M + 30 + Cha 2, Dex 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Malbolge + You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self 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 invisibility 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. + + Source: Mordenkainen's Tome of Foes, p. 22 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Levistus + M + 30 + Cha 2, Con 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Stygia + You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys 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. + + Source: Mordenkainen's Tome of Foes, p. 22 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Mammon + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Minauros + You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Mordenkainen's Tome of Foes, p. 22 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Mephistopheles + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Cania + You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands 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 flame blade 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. + + Source: Mordenkainen's Tome of Foes, p. 23 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling of Zariel + M + 30 + Cha 2, Str 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Legacy of Avernus + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite 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 branding smite 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. + + Source: Mordenkainen's Tome of Foes, p. 23 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + + Tiefling Revenant + M + 30 + Cha 2, Con 1 + + + + Darkvision + Thanks to your 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. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Languages + You can speak, read, and write Common. + + Source: Unearthed Arcana: That Old Black Magic, p. 1 + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: + + + + • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. + + + + • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. + + + + • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. + + When your goal is complete, you finally find rest. You die and cannot be restored to life. + + Source: Unearthed Arcana: Gothic Heroes, p. 1 + + + + Tortle + M + 30 + Str 2, Wis 1 + + Survival + + Claws + Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: The Tortle Package, p. 4 + + + Hold Breath + You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air. + + Source: The Tortle Package, p. 4 + + + Natural Armor + Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. + + Source: The Tortle Package, p. 4 + + + Shell Defense + You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell. + + Source: The Tortle Package, p. 4 + + + Survival Instinct + You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. + + Source: The Tortle Package, p. 4 + + + Languages + You can speak, read, and write Aquan and Common. + + Source: The Tortle Package, p. 4 + + + + Triton + M + 30 + Str 1, Cha 1, Con 1 + + + + Swim Speed + You have a swimming speed of 30 feet. + + Source: Volo's Guide to Monsters, p. 118 + + + Amphibious + You can breathe air and water. + + Source: Volo's Guide to Monsters, p. 118 + + + Control Air and Water + A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Volo's Guide to Monsters, p. 118 + + + Emissary of the Sea + Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. + + Source: Volo's Guide to Monsters, p. 118 + + + Guardians of the Depths + Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. + + Source: Volo's Guide to Monsters, p. 118 + + + Languages + You can speak, read, and write Common and Primordial. + + Source: Volo's Guide to Monsters, p. 118 + + + + Warforged Envoy + M + 30 + Con 1 + + + + Warforged Resilience + You were created to have remarkable fortitude, represented by the following benefits. + + • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. + + • You are immune to disease. + + • You don’t need to eat, drink, or breathe. + + • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Sentry's Rest + When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Integrated Protection + Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. + You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. + + Mode — Prerequisite — Effect: + + Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) + + Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus + + Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Specialized Design + You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Integrated Tool + Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Warforged Juggernaut + M + 30 + Con 1, Str 2 + + + + Warforged Resilience + You were created to have remarkable fortitude, represented by the following benefits. + + • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. + + • You are immune to disease. + + • You don’t need to eat, drink, or breathe. + + • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Sentry's Rest + When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Integrated Protection + Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. + You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. + + Mode — Prerequisite — Effect: + + Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) + + Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus + + Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Iron Fists + When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Warforged Skirmisher + M + 30 + Con 1, Dex 2 + + + + Warforged Resilience + You were created to have remarkable fortitude, represented by the following benefits. + + • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. + + • You are immune to disease. + + • You don’t need to eat, drink, or breathe. + + • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Sentry's Rest + When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Integrated Protection + Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. + You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. + + Mode — Prerequisite — Effect: + + Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) + + Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus + + Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Swift + Your walking speed increases by 5 feet. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Light Step + When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about travel pace.) + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Water Genasi + M + 30 + Con 2, Wis 1 + Constitution + + + Acid Resistance + You have resistance to acid damage. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Amphibious + You can breathe air and water. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Swim + You have a swimming speed of 30 feet. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Call to the Wave + You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + + Wildhunt Shifter + M + 30 + Dex 1, Wis 2 + + Perception, Survival + + Darkvision + 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. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Natural Tracker + You have proficiency with the Survival skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Mark the Scent + As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + While shifted, you have advantage on Wisdom checks. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Wood Elf + M + 35 + Dex 2, Wis 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + Source: Player's Handbook, p. 24 + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + Source: Player's Handbook, p. 24 + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + Source: Player's Handbook, p. 24 + + + Variant: Aerini Elf + An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Variant: Valenar Elf + A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Yuan-ti Pureblood + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Volo's Guide to Monsters, p. 120 + + + Innate Spellcasting + You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Volo's Guide to Monsters, p. 120 + + + Magic Resistance + You have advantage on saving throws against spells and other magical effects. + + Source: Volo's Guide to Monsters, p. 120 + + + Poison Immunity + You are immune to poison damage and the poisoned condition. + + Source: Volo's Guide to Monsters, p. 120 + + + Languages + You can speak, read, and write Common, Abyssal, and Draconic. + + Source: Volo's Guide to Monsters, p. 120 + + + + + Artificer + 8 + Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand + Intelligence + 3 + + + Starting Artificer + As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light and medium armors + • Weapons: simple weapons + • Tools: thieves' tools, two other tools of your choice + • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a handaxe and a light hammer or (b) any two simple weapons + • a light crossbow and 20 bolts + • (a) scale mail or (b) studded leather armor + • thieves’ tools and a dungeoneer’s pack + + Source: Unearthed Arcana: The Artificer, p. 1 + + + + + + Multiclass Artificer + To multiclass as a Artificer, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • light armor, simple weapons, two tools + + Source: Mike Mearls on Twitter + + +light and medium armorssimple weaponsthieves' tools, two other tools of your choice + + + + Magic Item Analysis + Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature. + + Source: Unearthed Arcana: The Artificer, p. 2 + + + + + + Artificer Specialist + At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. + + Source: Unearthed Arcana: The Artificer, p. 2 + + + + + + Artificer Specialist: Alchemist + An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemist's Satchel (Alchemist) + At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. + If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula (3) (Alchemist) + At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. + To use any of these options, your Alchemist’s Satchel must be within reach. + If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Alchemical Fire + As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. + This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Alchemical Acid + As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. + This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Artificer Specialist: Gunsmith + A master of engineering, you forge a firearm powered by a combination of science and magic. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Master Smith (Gunsmith) + When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Thunder Cannon (Gunsmith) + At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. + If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Arcane Magazine (Gunsmith) + At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. + You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. + If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Tool Expertise + Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Wondrous Invention + At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. + Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. + You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + 0,2 + + + + + Spellcasting + As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. + + Spell Slots: + The Artificer 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. + + Spells Known of 1st Level and Higher: + You know three 1st-level spells of your choice from the artificer spell list (which appears at the end of this document). + The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. + You learn an additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. + Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Intelligence modifier + + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options. + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Alchemical Formula (4) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Thunder Monger (Gunsmith) + At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. + This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + + Infuse Magic + Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. + Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. + When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. + You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,3 + + + + + Wondrous Invention (2nd) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Superior Attunement (Four Items) + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,3 + + + + + Mechanical Servant + At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. + Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: + + • It is a construct instead of a beast. + + • It can’t be charmed. + + • It is immune to poison damage and the poisoned condition. + + • It gains darkvision with a range of 60 feet if it doesn’t have it already. + + • It understands the languages you can speak when you create it, but it can’t speak. + + • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. + The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. + If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,2 + + + + 0,4,2 + + + + + Ability Score Improvement (2nd) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,2 + + + + + Alchemical Formula (5) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Blast Wave (Gunsmith) + Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. + This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,4,3 + + + + + Wondrous Invention (3rd) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + 0,4,3 + + + + 0,4,3 + + + + + Ability Score Improvement (3rd) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Alchemical Formula (6) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Piercing Round (Gunsmith) + Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + 0,4,3,2 + + + + + Wondrous Invention (4th) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Superior Attunement (Five Items) + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (4th) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3 + + + + + Alchemical Formula (7) (Alchemist) + You learn an additional alchemical formula. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Healing Draught + As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. + This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Smoke Stick + As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Swift Step Draught + As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 5 + + + + + + Alchemical Formula: Tanglefoot Bag + As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Alchemical Formula: Thunderstone + As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. + + Source: Unearthed Arcana: The Artificer, p. 6 + + + + + + Explosive Round (Gunsmith) + Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. + + Source: Unearthed Arcana: The Artificer, p. 7 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (5th) + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Wondrous Invention (5th) + You complete another magic item of your choice. The item you choose must be on the list for your current artificer level or a lower level. + These magic items are detailed in the Dungeon Master’s Guide. + + 2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack + + 15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + 20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying + + Source: Unearthed Arcana: The Artificer, p. 3 + + + + + + Soul of Artifice + At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. + + Source: Unearthed Arcana: The Artificer, p. 4 + + + + + + + Barbarian + 12 + Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival + + 2 + + + Starting Barbarian + As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a greataxe or (b) any martial melee weapon + • (a) two handaxes or (b) any simple weapon + • An explorer's pack and four javelins + + Alternatively, you may start with 2d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 48 + + + + + + Multiclass Barbarian + To multiclass as a Barbarian, you must meet the following prerequisites: + • Strength 13 + + You gain the following proficiencies: + • shields, simple weapons, martial weapons + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, shieldssimple weapons, martial weaponsnone2d4x10 + + + + Rage + In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. + While raging, you gain the following benefits if you aren’t wearing heavy armor. + + • You have advantage on Strength checks and Strength saving throws. + + • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. At 1st level, you have a +2 bonus to damage. Your bonus increases to +3 at 9th level and to +4 at 16th. + + • You have resistance to bludgeoning, piercing, and slashing damage. + + If you are able to cast spells, you can’t cast them or concentrate on them while raging. + Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. + Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. + + Source: Player's Handbook, p. 48 + + + + + + Unarmored Defense + While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. + + Source: Player's Handbook, p. 48 + unarmored defense constitution + + + + + + Reckless Attack + Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. + + Source: Player's Handbook, p. 48 + + + + + + Danger Sense + At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. + You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. + + Source: Player's Handbook, p. 48 + + + + + + Primal Path + At 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. + + Source: Player's Handbook, p. 48 + + + + + + Primal Path: Path of the Ancestral Guardian + Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits, who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid. + Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. + + Source: Xanathar's Guide to Everything, p. 9 + + + + + + Ancestral Protectors (Path of the Ancestral Guardian) + Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Primal Path: Path of the Battlerager + Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Restriction: Dwarves Only (Path of the Battlerager) + Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. + Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Battlerager Armor (Path of the Battlerager) + When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. + When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. + Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Primal Path: Path of the Berserker + For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. + + Source: Player's Handbook, p. 49 + + + + + + Frenzy (Path of the Berserker) + Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + Source: Player's Handbook, p. 49 + + + + + + Primal Path: Path of the Storm Herald + All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. + Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in elite lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + + Storm Aura (Path of the Storm Herald) + Starting at 3rd level, you emanate a stormy magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. + Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whatever you gain a level in this class. + if your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. + + Desert: When this affect is activated, all other creatures your aura take 2 fire damage each. The damage increases when you reach certain levels in his class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. + + Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. + + Tundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits try to inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + + Primal Path: Path of the Totem Warrior + The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. + Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. + + Source: Player's Handbook, p. 50 + + + + + + Spirit Seeker (Path of the Totem Warrior) + Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. + + Source: Player's Handbook, p. 50 + + + + + + Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior) + Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10. + + Source: Sword Coast Adventurer's Guide p. 120 + + + + + + Totem Spirit (Path of the Totem Warrior) + At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. + Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit: Bear + While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit: Eagle + While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit: Elk + While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. + + Source: Sword Coast Adventurer's Guide, p. 141 + + + + + + Totem Spirit: Tiger + While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Totem Spirit: Wolf + While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. + + Source: Player's Handbook, p. 50 + + + + + + Primal Path: Path of the Zealot + Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power. + A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Divine Fury (Path of the Zealot) + Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Warrior of the Gods (Path of the Zealot) + At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 49 + + + + + + Fast Movement + Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. + + Source: Player's Handbook, p. 49 + speed +10 + + + + + + Spirit Shield (Path of the Ancestral Guardian) + Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. + When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Reckless Abandon (Path of the Battlerager) + Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Mindless Rage (Path of the Berserker) + Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. + + Source: Player's Handbook, p. 49 + + + + + + Storm Soul (Path of the Storm Herald) + At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. + + Desert: You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. + + Sea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. + + Tundra: You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + + Aspect of the Beast (Path of the Totem Warrior) + At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. + + Source: Player's Handbook, p. 50 + + + + + + Aspect of the Beast: Bear + You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. + + Source: Player's Handbook, p. 50 + + + + + + Aspect of the Beast: Eagle + You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. + + Source: Player's Handbook, p. 50 + + + + + + Aspect of the Beast: Elk + Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Aspect of the Beast: Tiger + You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Aspect of the Beast: Wolf + You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. + + Source: Player's Handbook, p. 50 + + + + + + Fanatical Focus (Path of the Zealot) + Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Feral Instinct + By 7th level, your instincts are so honed that you have advantage on initiative rolls. + Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Brutal Critical + Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. + This increases to two additional dice at 13th level and three additional dice at 17th level. + + Source: Player's Handbook, p. 49 + + + + + + Consult the Spirits (Path of the Ancestral Guardian) + At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast theaugury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. + After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Battlerager Charge (Path of the Battlerager) + Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Intimidating Presence (Path of the Berserker) + Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 49 + + + + + + Shielding Storm (Path of the Storm Herald) + At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from, the Storm Soul feature while the creature is in your Storm Aura. + + Source: Xanathar's Guide to Everything, p. 10 + + + + + + Spirit Walker (Path of the Totem Warrior) + At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. + + Source: Player's Handbook, p. 50 + + + + + + Zealous Presence (Path of the Zealot) + At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you unleash a battle cry infused with divine energy. Up to 10 other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Relentless Rage + Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. + Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Vengeful Ancestors (Path of the Ancestral Guardian) + At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. + + Source: Unearthed Arcana: Revised Subclasses, p. 1 + + + + + + Spiked Retribution (Path of the Battlerager) + Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Retaliation (Path of the Berserker) + Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. + + Source: Player's Handbook, p. 50 + + + + + + Raging Storm (Path of the Storm Herald) + At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. + + Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. + + Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. + + Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn as magical frost covers it. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Totemic Attunement (Path of the Totem Warrior) + At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement: Bear + While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement: Eagle + While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement: Elk + While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Totemic Attunement: Tiger + While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. + + Source: Sword Coast Adventurer's Guide, p. 122 + + + + + + Totemic Attunement: Wolf + While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 50 + + + + + + Rage Beyond Death (Path of the Zealot) + Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. + While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.. + + Source: Xanathar's Guide to Everything, p. 11 + + + + + + Persistent Rage + Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Indomitable Might + Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Primal Champion + At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. + + Source: Player's Handbook, p. 49 + strength +4 + constitution +4 + + + + + + + Bard + 8 + Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival + Charisma + 3 + + + Starting Bard + As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords + • Tools: three musical instruments of your choice + • Skills: Choose any three + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a rapier, (b) a longsword, or (c) any simple weapon + • (a) a diplomat's pack or (b) an entertainer's pack + • (a) a lute or (b) any other musical instrument + • Leather armor and a dagger + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 51 + + + + + + Multiclass Bard + To multiclass as a Bard, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • light armor, one skill of your choice, one musical instrument of your choice + + Source: Player's Handbook, p. 163 + + +light armorsimple weapons, hand crossbows, longswords, rapiers, shortswordsthree musical instruments of your choice5d4x10 + + + 2, 2 + + + + + Spellcasting + You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. 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. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Ritual Casting: + You can cast any bard spell you know as a ritual if that spell has the ritual tag. + + Spellcasting Focus: + You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. + + Source: Player's Handbook, p. 52 + + + + + + Bardic Inspiration + You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. + Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the 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 d12 at 15th level. + + Source: Player's Handbook, p. 53 + + + + + 2, 3 + + + + + Jack of All Trades + Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. + + Source: Player's Handbook, p. 54 + jack of all trades + + + + + + Song of Rest + Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. + The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. + + Source: Player's Handbook, p. 54 + + + + + 2, 4, 2 + + + + + Expertise + At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 10th level, you can choose another two skill proficiencies to gain this benefit. + + Source: Player's Handbook, p. 54 + + + + + + Bard College + At 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. + + Source: Player's Handbook, p. 54 + + + + + + Bard College: College of Glamour + The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. + The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + + Mantle of Inspiration (College of Glamour) + When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. + As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. + The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + + Enthralling Performance (College of Glamour) + Starting at 3rd level, you can charge your performance with seductive, fey magic. + If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. + If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + + Bard College: College of Lore + Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. + The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. + The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. + + Source: Player's Handbook, p. 54 + + + + + + Cutting Words (College of Lore) + Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the 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. + + Source: Player's Handbook, p. 54 + + + + + + Bonus Proficiencies (College of Lore) + When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. + + Source: Player's Handbook, p. 54 + + + + + + Bard College: College of Satire + Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. + While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. + For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. + Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm. + Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Bonus Proficiencies (College of Satire) + When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Tumbling Fool (College of Satire) + At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: + + • You gain the benefits of taking the Dash and Disengage actions. + + • You gain a climbing speed equal to your current speed. + + • You take half damage from falling. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Bard College: College of Swords + Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. + Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. + Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Bonus Proficiencies (College of Swords) + When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. + If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Fighting Style (College of Swords) + At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Fighting Style: Dueling (College of Swords) + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Xanathar's Guide to Everything, p. 15 + fighting style dueling + + + + + + Fighting Style: Two-Weapon Fighting (College of Swords) + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Blade Flourish (College of Swords) + At 3rd level, you learn to perform impressive displays of martial prowess and speed. + Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. + + Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.. + + Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. + + Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Bard College: College of Valor + Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events first hand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. + + Source: Player's Handbook, p. 55 + + + + + + Bonus Proficiencies (College of Valor) + When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. + + Source: Player's Handbook, p. 55 + + + + + + Combat Inspiration (College of Valor) + Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. + + Source: Player's Handbook, p. 55 + + + + + + Bard College: College of Whispers + Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. + Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + + Psychic Blades (College of Whispers) + When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic to a creature’s mind. + When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. + The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + + Words of Terror (College of Whispers) + At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. + If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for one hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. + If the target succeeds on its save, the target has no hint that you tried to frighten it. + Once you use this feature, you can’t use it again until you finish a short rest or long rest. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + 3, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 3, 4, 3, 2 + + + + + Font of Inspiration + Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. + + Source: Player's Handbook, p. 54 + + + + + 3, 4, 3, 3 + + + + + Countercharm + At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). + + Source: Player's Handbook, p. 54 + + + + + + Mantle of Majesty (College of Glamour) + At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. + Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + + Additional Magical Secrets (College of Lore) + At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. + + Source: Player's Handbook, p. 55 + + + + + + Fool's Insight (College of Satire) + At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. + If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. + + Source: Unearthed Arcana: Kits of Old, p. 2 + + + + + + Extra Attack (College of Swords) + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Extra Attack (College of Valor) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 55 + + + + + + Mantle of Whispers (College of Whispers) + At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. + You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. + While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual aquaitance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. + Another creature can see through this disguise but succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check, You gain a +5 bonus to your check. + Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + 3, 4, 3, 3, 1 + + + + 3, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 3, 4, 3, 3, 3, 1 + + + + 4, 4, 3, 3, 3, 2 + + + + + Magical Secrets + By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. + The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. + You learn two additional spells from any class at 14th level and again at 18th level. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 2, 1 + + + + 4, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + + Unbreakable Majesty (College of Glamour) + At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. + In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn but it has disadvantage on any saving throw it makes against your spells on your next turn. + Once you assume this majestic presence, you can’t do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 14 + + + + + + Peerless Skill (College of Lore) + Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. + + Source: Player's Handbook, p. 55 + + + + + + Fool's Luck (College of Satire) + Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. + At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. + If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll. + + Source: Unearthed Arcana: Kits of Old, p. 3 + + + + + + Master's Flourish (College of Swords) + Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. + + Source: Xanathar's Guide to Everything, p. 15 + + + + + + Battle Magic (College of Valor) + At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. + + Source: Player's Handbook, p. 55 + + + + + + Shadow Lore (College of Whispers) + At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. + As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. + If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. + The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. + When the effect ends, the creature has no understanding of why it held you in such fear. + Once you use this feature, you can’t use it again until you finish a long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Xanathar's Guide to Everything, p. 16 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 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 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Superior Inspiration + At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. + + Source: Player's Handbook, p. 54 + + + + + + Blood Hunter + 10 + Strength, Wisdom + Wisdom + + + Starting Proficiencies + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + Armor: light armor, medium armor + Weapons: simple weapons, martial weapons + Tools: alchemist's supplies + Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival + + + Starting Equipment + You start with the following equipment, in addition to the equipment granted by your background. + + • (a) a martial weapon or (b) two simple weapons + • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts + • (a) studded leather armor or (b) scale mail armor + • an explorer's pack + + Alternatively, you may start with 4d4 x 10 gp and purchase starting items of your choice. + + + + 2,1,0,0,0,0,0,0,0,0 + + + + Blood Hunter Order + At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Mutant, Order of the Ghostslayer, Order of the Profane Soul, or Order of the Lycan. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. + There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter's Bane rite that starts their journey, and only once they've proven their ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it's within these small, enigmatic sects that the real power of a blood hunter is learned. + + + Order of the Ghostslayer + The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of the death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune to their body and senses to the ethereal realms beyond. + + + Order of the Ghostslayer: Rite of the Dawn + When you join this order at 3rd level, you learn the esoteric Rite of the Dawn. + • Rite of the Dawn. Your rite damage is radiant type. + If you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. + Upon reaching 11th level, any creature you hit with your Rite of the Dawn suffers this additional radiant damage. + + + Order of the Profane Soul + The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness. + A small sect of blood hunters had finally had enough and delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they've drawn the attention of the Order of the Profane Soul. + + + Order of the Profane Soul: Otherworldly Patron + When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed on page 109 of the PHB or the Undying on page 139 of the Sword Coast Adventurer's Guide. Your choice augments some of your order features. + + + Order of the Profane Soul: Pact Magic + When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the PHB for the Warlock spell list. + Cantrips. You learn two cantrips of your choice from the Warlock spell list. You learn an additional Warlock cantrip of your choice at 10th level. + Spell Slots. The Profane Soul Spellcasting 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 8th level, you have two 2nd level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell. + Spell Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the Warlock spell list. + The total spell known are equal to the Warlock level divided by 2, rounded up. A spell you choose to learn must be of a level no higher than what's shown in the table's (listed at the beginning of this class description) Slot Level column for our level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. + Additionally when you get a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots. + Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + + Order of the Profane Soul: Rite Focus + Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the PHB) for your spells. Your chosen pact also enhances your rite (outlined below). + • The Archfey. If you deal rite damage to a creature, that creature loses any half or three-quarters cover bonuses, as well as invisibility, until the beginning of your next turn. + • The Fiend. While using the Rite of the Flame, if you roll a 1 on your rite damage die, you may reroll the die. You may reroll only once per attack. + • The Great Old One. Whenever you deal a critical hit to a creature, that creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened of you until the end of your next turn. + • The Undying. Whenever you reduce a hostile creature to 0 hit points with a weapon attack, and kill it, you regain hit points equal to your crimson rite damage die. + + + Order of the Mutant + The process of consuming the Hunter's Bane is a painful, scarring, and often fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one's own physiology through corrupted alchemy. + Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become something beyond human. They called themselves the Order of the Mutant. + + + Order of the Mutant: Formulas + You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. + Beginning at 3rd level, you choose to learn three mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th, 10th, 15th, and 18th level. + Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula. + + + Order of the Mutant: Mutagen Craft + At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you take a short or long rest to mediate and flush the toxins from your system. + Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest. + Your body will begin to better utilize the toxins you instil it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score. + Mutation Score = your blood hunter level divided by 4, rounded up. + + + Order of the Mutant: Mutagen List + These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites. + • Aether. Prerequisite: 11th level. You gain a flying speed of 20 feet. Side effect: you have disadvantage on all Strength and Dexterity ability checks. + • Celerity. Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum. Side effect: Your Wisdom score decreases by amount equal to your mutation score. + • Conversant. You gain advantage on Intelligence ability checks. Side effect: You have disadvantage on Charisma ability checks. + • Cruelty. Prerequisite: 11th level. You can make a single weapon attack as a bonus action on each of your turns. Side effect: You gain vulnerability to slashing damage. + • Impermeable. You gain resistance to piercing damage. Side effect: You gain vulnerability to slashing damage. + • Mobility. You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. Side effect: You gain a penalty to initiative equal to 2 times your mutation score. + • Nighteye. You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. Side effect: You gain sunlight sensitivity. (PHB 24) + • Potency. Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum. Side effect: Your Dexterity score decreases by an amount equal to your mutation score. + • Precision. Prerequisite: 11th level. Your weapon attacks score a critical hit on a roll of 19-20. Side effect: All healing you receive is halved. + • Rapidity. Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. Side effect: You have disadvantage on Dexterity ability checks. + • Reconstruction. Prerequisite: 7th level. While conscious and in combat, you regenerate hit points equal to 2 times your mutation score (rounded down) at the start of your turn as long as you are above 0 hit points. Side effect: Your speed decreases by 10 feet. + • Sagacity. Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum. Side effect: Your armor class is reduced by an amount equal to your mutation score. + • Shielded. You gain resistance to slashing damage. Side effect: You gain vulnerability to bludgeoning damage. + • Unbreakable. You gain resistance to bludgeoning damage. Side effect: You gain vulnerability to piercing damage. + • Wariness. You gain a bonus to initiative equal to 2 times your mutation score. Side effect: You have disadvantage on Wisdom (Perception) checks. + + + Order of the Lycan + Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within. + The Order of the Lycan is a proud order of blood hunters who undergo "The Taming, " a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one's own willpower, combined with the secrets of the order's blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust. + + + Order of the Lycan: Heightened Senses + Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. + + + Order of the Lycan: Hybrid Transformation + Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 1 minute. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The benefits of this form replace the rules for Lycanthropy within the Monster's Manual. + You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features: + • Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws. + • Resilient Hide. While you are not wearing heavy armor, you can a +1 bonus to your AC. + • Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Unarmed strikes deal 1d4 slashing damage. + • Cursed Weakness. You have vulnerability to damage from silvered weapons. + • Bloodlust. At the start of your turn, if you've taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or 15 if you have no more than half of your hit points left. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. Your turn immediately ends, and you regain control. + If you are under an effect that prevents you from concentrating (like the Barbarian's rage feature), you automatically fail this saving throw. + + + + 2,1,0,0,0,0,0,0,0,0 + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, As normal, you can't increase an ability score above 20 using this feature. + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + + Crimson Rite Damage Increase + At 5th level, your Crimson Rite damage die increases to 1d6. + + + + + Blood Maledict + At 6th level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain two (2) blood curses of your choice, detailed in the "blood curses" section below. You learn one (1) additional blood curse of your choice at 9th, 13th, 17th level. + When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to AMPLIFY the curse by suffering damage equal to your crimson rite damage die. An amplified curse gains an additional effect, noted in the curses description. Creatures that do not have blood in their bodies are immune to blood curses (DM's discretion). + You can use this feature twice. You regain expended uses when you finish a short or long rest. Beginning at 11th, you can use your Blood Maledict three times between rests, and at 17th, you can use it four times between rests. + + + Blood Curse: Blood Curse of Binding + As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the beginning of your next turn. + AMPLIFY: This curse becomes ongoing, and can affect a creature no more than two sizes larger than you. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required). + + + Blood Curse: Blood Curse of the Eyeless + When an enemy with eyes within 30 feet makes a weapon attack against you, you can use your reaction to impose disadvantage on the attack. + AMPLIFY: The triggering attack can be targeting a creature other than yourself. + + + Blood Curse: Blood Curse of the Fallen Puppet + The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead. + AMPLIFY: You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum of 1). + + + Blood Curse: Blood Curse of the Fending Rite + When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom Modifier (minimum of 1). This curse is invoked before the saving throw is rolled. + AMPLIFY: You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well. + + + Blood Curse: Blood Curse of the Marked + As a bonus action, you can mark an enemy within 30 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled. + AMPLIFY: You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn. + + + Blood Curse: Blood Curse of Mutual Suffering + As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends. + AMPLIFY: This curse instead deals damage equal to the damage you suffered, and it ignores necrotic resistance. + + + Blood Curse: Blood Curse of Purgation + As a bonus action, you can manipulate the vitality of a creature within 30 feet to expunge a corruption in their blood. The target creature can immediately make a swing throw against a poisoned condition afflicting it. + AMPLIFY: Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed. + + + Blood Curse: Blood Curse of Spell Sunder + When an enemy casts a spell within 30 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll. + AMPLIFY: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically. + + + + 2,2,0,0,0,0,0,0,0,0 + + + 2,2,0,0,0,0,0,0,0,0 + + + 2,0,2,0,0,0,0,0,0,0 + + + + Order of the Ghostslayer: Hallowed Veins + Beginning at 7th level, your blood curses become honed to the fabric of a creature's essence. Your blood curses can now affect any creature, regardless of their form or lack of blood. + + + Order of the Profane Soul: Mystic Frenzy + Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. + + + Order of the Profane Soul: Revealed Arcana + At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact. + • The Archfey. You can cast blur once using a profane soul spell slot. You can't do so again until you finish a long rest. + • The Fiend. You can cast scorching ray once using a profane soul spell slot. You can't do so again until you finish a long rest. + • The Great Old One. You can cast detect thoughts once using a profane soul spell slot. You can't do so again until you finish a long rest. + • The Undying. You can cast blindness/deafness once using a profane soul spell slot. You can't do so again until you finish a long rest. + + + Order of the Mutant: Advanced Mutagen Craft + Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe. + + + Order of the Lycan: Improved Transformation + At 7th level, when you have an active rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + In addition, your hybrid form gains the Stalker's Prowess feature. + Stalker's Prowess. Your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. + + + + 2,0,2,0,0,0,0,0,0,0 + + + + Ability Score Improvement + When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + + + + Grim Psychometry + When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. + + + Blood Curses Increase + At level 9, you now know 3 blood curses + + + + 2,0,2,0,0,0,0,0,0,0 + + + 2,0,2,0,0,0,0,0,0,0 + + + + Dark Velocity + Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage. + + + Crimson Rite Damage Increase + At level 10, your Crimson Rite damage die increases to 1d8. + + + + 2,0,0,2,0,0,0,0,0,0 + + + + Order of the Ghostslayer: Supernal Surge + Upon reaching 11th level, you can spend a bonus action to allow your body to take on a swift, ghostly form. This effect lasts a number of rounds equal to your Wisdom modifier (minimum 1). While this surge lasts, you can make a single weapon attack as a bonus action on each of your turns. + In addition, you become spectral for the duration, allowing you to move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If this surge ends while you are inside an object, 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 moved. + Once you use this feature, you must finish a short or long rest before you can use it again. + + + Order of the Profane Soul: Diabolic Channel + At 11th level, you can temporarily infuse your rite with the seed of a powerful spell. As an action, you can imbue your rite-enhanced weapon with one spell you can cast or is already active, then make a single attack with that weapon. If that attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the single weapon attack. The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot accordingly. If the attack has advantage, the target's initial saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target's space. + The spell must be of 1st level or higher, having a casting time of 1 action, or require an action to activate an already active concentration spell. + + + Order of the Mutant: Strange Metabolism + Beginning at 11th level, you can use a bonus action to install a burst of adrenaline to temporarily resist the negative effects of a mutagen. You can choose to ignore the side effect of a mutagen affecting you for 1 minute. + Once you use this feature, you must finish a short or long rest before you can use it again. + + + Order of the Lycan: Advanced Transformation + Starting at 11th level, you learn to unleash and control more of the beast within. Your hybrid transformation now lasts for up to 10 minutes. + Your unarmed strikes damage increase from 1d4 to 1d6. + In addition, your hybrid form gains the Improved Resilient Hide feature. + Improved Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. + + + + 3,0,0,2,0,0,0,0,0,0 + + + + Ability Score Improvement + When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + + + 3,0,0,2,0,0,0,0,0,0 + + + + Blood Curses Increase + At level 13, you now know 4 blood curses + + + + 3,0,0,3,0,0,0,0,0,0 + + + + Hardened Soul + When you reach 14th level, you can no longer become frightened, and you have advantage on saving throws against magical charm effects. + + + Crimson Rite Damage Increase + At level 14, your Crimson Rite damage die increases to 1d10. + + + + 3,0,0,3,0,0,0,0,0,0 + + + + Order of the Ghostslayer: Gravesight + At 15th level, you can see in normal darkness, as well as see invisible creatures and objects, up to 30 feet. + + + Order of the Profane Soul: Unsealed Arcana + At 15th level, your dark patron grants you the rare use of an additional arcane spell based on your pact. + • The Archfey. You can cast slow once using a profane soul spell slot. You can't do so again until you finish a long rest. + • The Fiend. You can cast fireball once using a profane spell slot. You can't do so again until you finish a long rest. + • The Great Old One. You can cast haste once using a profane soul spell slot. You can't do so again until you finish a long rest. + • The Undying. You can cast bestow curse once using a profane soul spell slot. You can't do so again until you finish a long rest. + + + Order of the Mutant: Robust Physiology + At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition. + + + Order of the Mutant: Advanced Mutagen Craft (2) + Upon reaching 15th level, you can now create three mutagens during a short rest. + + + Order of the Lycan: Iron Volition + Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. + In addition, your hybrid form gains the Pack Hunter feature. + Pack Hunter. You have disadvantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. + + + + 3,0,0,3,0,0,0,0,0,0 + + + + Ability Score Improvement + When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + + + 3,0,0,0,3,0,0,0,0,0 + + + + Blood Curses Increase + At level 17, you now know 4 blood curses + + + + 3,0,0,0,3,0,0,0,0,0 + + + + Order of the Ghostslayer: Vengeful Spirit + Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all of your abilities other than your blood maledict feature. + If your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space. + + + Order of the Profane Soul: Soul Siphon + When you reach 18th level, you learn to sacrifice the souls of powerful foes to your dark patron in exchange for immediate power. When you reduce a creature to 0 hit points with an attack, kill the creature, and they have a challenge rating of 15 or above, you recover an expended spell slot. + + + Order of the Mutant: Exalted Mutation + At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently, at all times. You cannot change this choice of formula after this feature is acquired. + + + Order of the Lycan: Hybrid Transformation Mastery + At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation feature three times between rests. + You also gain the Blood Curse of the Howl for your blood malediction feature. This does not count against your blood curses known. + Blood Curse of the Howl. As an action, you howl at a creature within 30 feet, chilling their blood and stunning them with fear. If the target creature can hear you, they must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. + AMPLIFY: This curse affects every creature within 15 feet of you. + Your unarmed strikes damage increases from 1d6 to 1d8. + + + + 3,0,0,0,3,0,0,0,0,0 + + + + Ability Score Improvement + When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + + Crimson Rite Damage Increase + At level 19, your Crimson Rite damage die increases to 1d12. + + + + 3,0,0,0,3,0,0,0,0,0 + + + + Sanguine Mastery + Upon becoming 20th level, your crimson rite is perfected, no longer requiring visceral sacrifice. When you have an active crimson rite, you no longer reduce your maximum hit points and you take no damage when amplifying blood curses. In addition, when you are below one fourth of your current maximum hit points and conscious, all your crimson rite damage dice are maximized. + + + + + + Cleric + 8 + Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion + Wisdom + 2 + + + Starting Cleric + As a 1st-level Cleric, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons + • Tools: none + • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a mace or (b) a warhammer (if proficient) + • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a priest's pack or (b) an explorer's pack + • A shield and a holy symbol + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: + + + + + + Multiclass Cleric + To multiclass as a Cleric, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, shieldssimple weaponsnone5d4x10 + + + 3, 2 + + + + + Spellcasting + As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. + + Cantrips: + At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 4th level and another at 10th level. + + 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. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Ritual Casting: + You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Spellcasting Focus: + You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. + + Source: Player's Handbook, p. 58 + + + + + + Divine Domain + Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. + + Domain Spells: + Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. + If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. + + Source: Player's Handbook, p. 58 + + + + + + Divine Domain: Arcana Domain + Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. + The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. + + Arcana Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared + + 1st — detect magic, magic missile + 3rd — magic weapon, Nystul’s magic aura + 5th — dispel magic, magic circle + 7th — arcane eye, Leomund’s secret chest + 9th — planar binding, teleportation circle + + Source: Sword Coast Adventurer's Guide, p. 125 + + + + + + Arcane Initiate (Arcana Domain) + When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips. + + Source: Sword Coast Adventurer's Guide, p. 125 + Arcana + + + + + + Divine Domain: Death Domain + The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!). + + Death Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared + + 1st — false life, ray of sickness + 3rd — blindness/deafness, ray of enfeeblement + 5th — animate dead, vampiric touch + 7th — blight, death ward + 9th — antilife shell, cloudkill + + Source: Dungeon Master's Guide, p. 96 + + + + + + Bonus Proficiency (Death Domain) + When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons. + + Source: Dungeon Master's Guide, p. 96 + + + + + + Reaper (Death Domain) + At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. + + Source: Dungeon Master's Guide, p. 96 + + + + + + Divine Domain: Forge Domain + The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + + Forge Domain Spells + 1st — identify, searing smite + 3rd — heat metal, magic weapon + 5th — elemental weapon, protection from energy + 7th — fabricate, wall of fire + 9th — animate objects, creation + + Source: Xanathar's Guide to Everything, p. 18 + + + + + + Bonus Proficiency (Forge Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Blessing of the Forge (Forge Domain) + At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Divine Domain: Grave Domain + Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. + + Grave Domain Spells + 1st — bane, false life + 3rd — gentle repose, ray of enfeeblement + 5th — revivify, vampiric touch + 7th — blight, death ward + 9th — antilife shell, raise dead + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Circle of Mortality (Grave Domain) + At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. + In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + + Eyes of the Grave (Grave Domain) + At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + + Divine Domain: Knowledge Domain + The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + + Knowledge Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — command, identify + 3rd — augury, suggestion + 5th — nondetection, speak with dead + 7th — arcane eye, confusion + 9th — legend lore, scrying + + Source: Player's Handbook, p. 59 + + + + + + Blessings of Knowledge (Knowledge Domain) + At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Player's Handbook, p. 59 + + + + + + Divine Domain: Life Domain + The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). + + Life Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — bless, cure wounds + 3rd — lesser restoration, spiritual weapon + 5th — beacon of hope, revivify + 7th — death ward, guardian of faith + 9th — mass cure wounds, raise dead + + Source: Player's Handbook, p. 60 + + + + + + Bonus Proficiency (Life Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Player's Handbook, p. 60 + + + + + + Disciple of Life (Life Domain) + Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell’s level. + + Source: Player's Handbook, p. 60 + + + + + + Divine Domain: Light Domain + Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. + + Light Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — burning hands, faerie fire + 3rd — flaming sphere, scorching ray + 5th — daylight, fireball + 7th — guardian of faith, wall of fire + 9th — flame strike, scrying + + Source: Player's Handbook, p. 60 + + + + + + Bonus Cantrip (Light Domain) + When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. + + Source: Player's Handbook, p. 61 + + + + + + Warding Flare (Light Domain) + Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook, p. 61 + + + + + + Divine Domain: Nature Domain + Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. + + Nature Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — animal friendship, speak with animals + 3rd — barkskin, spike growth + 5th — plant growth, wind wall + 7th — dominate beast, grasping vine + 9th — insect plague, tree stride + + Source: Player's Handbook, p. 61 + + + + + + Acolyte of Nature (Nature Domain) + At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. + + Source: Player's Handbook, p. 62 + + + + + + Bonus Proficiency (Nature Domain) + Also at 1st level, you gain proficiency with heavy armor. + + Source: Player's Handbook, p. 62 + + + + + + Divine Domain: Order Domain + The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. + The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. + More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. + + Domain Spells You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work. + + Cleric Level — Spells: + 1st — command, heroism + 3rd — enhance ability, hold person + 5th — mass healing word, slow + 7th — compulsion, locate creature + 9th — commune, dominate person. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Bonus Proficiency (Order Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Voice of Authority (Order Domain) + Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Divine Domain: Protection Domain + The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. + Protection Domain Spells + 1st — compelled duel, protection from evil and good + 3rd — aid, protection from poison + 5th — protection from energy, slow + 7th — guardian of faith, Otiluke’s resilient sphere + 9th — antilife shell, wall of force + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Bonus Proficiency (Protection Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Shield of the Faithful (Protection Domain) + Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Divine Domain: Tempest Domain + Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. + + Tempest Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — fog cloud, thunderwave + 3rd — gust of wind, shatter + 5th — call lightning, sleet storm + 7th — control water, ice storm + 9th — destructive wave, insect plague + + Source: Player's Handbook, p. 62 + + + + + + Bonus Proficiencies (Tempest Domain) + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Player's Handbook, p. 62 + + + + + + Wrath of the Storm (Tempest Domain) + Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook, p. 62 + + + + + + Divine Domain: Trickery Domain + Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. + + Trickery Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — charm person, disguise self + 3rd — mirror image, pass without trace + 5th — blink, dispel magic + 7th — dimension door, polymorph + 9th — dominate person, modify memory + + Source: Player's Handbook, p. 62 + + + + + + Blessing of the Trickster (Trickery Domain) + Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. + + Source: Player's Handbook, p. 63 + + + + + + Divine Domain: War Domain + War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. + + War Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared. + + 1st — divine favor, shield of faith + 3rd — magic weapon, spiritual weapon + 5th — crusader’s mantle, spirit guardians + 7th — freedom of movement, stoneskin + 9th — flame strike, hold monster + + Source: Player's Handbook, p. 63 + + + + + + Bonus Proficiencies (War Domain) + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Player's Handbook, p. 63 + + + + + + War Priest (War Domain) + From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook, p. 63 + + + + + 3, 3 + + + + + Channel Divinity + At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. + When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. + Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. + Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. + + Source: Player's Handbook, p. 58 + + + + + + Channel Divinity: Turn Undead + As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + + Source: Player's Handbook, p. 59 + + + + + + Channel Divinity: Arcane Abjuration (Arcana Domain) + Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. + As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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. + After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold: + + Cleric level — Banishes Creature of CR: + 5th — 1/2 or lower + 8th — 1 or lower + 11th — 2 or lower + 14th — 3 or lower + 17th — 4 or lower + + Source: Sword Coast Adventurer's Guide, p. 125 + + + + + + Channel Divinity: Touch of Death (Death Domain) + Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch. + When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5+twice his or her cleric level. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Artisan's Blessing (Forge Domain) + Starting at 2nd level, you can use your Channel Divinity to create simple items. + You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. + The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. + The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Channel Divinity: Path to the Grave (Grave Domain) + Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. + As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack’s damage, and then the curse ends. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + + Channel Divinity: Knowledge of the Ages (Knowledge Domain) + Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. + + Source: Player's Handbook, p. 59 + + + + + + Channel Divinity: Preserve Life (Life Domain) + Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. + As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those 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. + + Source: Player's Handbook, p. 60 + + + + + + Channel Divinity: Radiance of the Dawn (Light Domain) + Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. + As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. + + Source: Player's Handbook, p. 61 + + + + + + Channel Divinity: Charm Animals and Plants (Nature Domain) + Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. + As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Order’s Demand (Order Domain) + Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. + As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw. + + Source: Unearthed Arcana: Order Domain, p.1 + + + + + + Channel Divinity: Radiant Defense (Protection Domain) + Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. + As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Channel Divinity: Destructive Wrath (Tempest Domain) + Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. + When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Invoke Duplicity (Trickery Domain) + Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. + As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: Guided Strike (War Domain) + Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + 3, 4, 2 + + + + 4, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 4, 4, 3, 2 + + + + + Destroy Undead + Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold + At 5th level, you destroy undead of CR 1/2 or lower; at 8th level, CR 1 or lower; at 11th level, CR 2 or lower; at 14th level, CR 3 or lower; and at 17th level, CR 4 or lower. + + Source: Player's Handbook, p. 59 + + + + + 4, 4, 3, 3 + + + + + Spell Breaker (Arcana Domain) + Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + + Inescapable Destruction (Death Domain) + Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Soul of the Forge (Forge Domain) + Starting at 6th level, your mastery of the forge grants you special abilities: + • You gain resistance to fire damage. + • While wearing heavy armor, you gain a +1 bonus to AC. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Sentinel at Death's Door (Grave Domain) + At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + + Channel Divinity: Read Thoughts (Knowledge Domain) + At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. + As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. + If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. + During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. + + Source: Player's Handbook, p. 59 + + + + + + Blessed Healer (Life Domain) + Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell’s level. + + Source: Player's Handbook, p. 60 + + + + + + Improved Flare (Light Domain) + Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. + + Source: Player's Handbook, p. 61 + + + + + + Dampen Elements (Nature Domain) + Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. + + Source: Player's Handbook, p. 62 + + + + + + Order’s Dominion (Order Domain) + At 6th level, you become extraordinarily adept at channeling magical energy to compel others. + When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. + + Source: Unearthed Arcana: Order Domain, p.2 + + + + + + Blessed Healer (Protection Domain) + Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Thunderbolt Strike (Tempest Domain) + At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Cloak of Shadows (Trickery Domain) + Starting at 6th level, you can use your Channel Divinity to vanish. + As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: War God's Blessing (War Domain) + At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + 4, 4, 3, 3, 1 + + + + 4, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + + Potent Spellcasting (Arcana Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + + Divine Strike (Death Domain) + At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Divine Strike (Forge Domain) + At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Potent Spellcasting (Grave Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + + Potent Spellcasting (Knowledge Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Player's Handbook, p. 60 + + + + + + Divine Strike (Life Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 60 + + + + + + Potent Spellcasting (Light Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Player's Handbook, p. 61 + + + + + + Divine Strike (Nature Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 62 + + + + + + Divine Strike (Order Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Order Domain, p.2 + + + + + + Divine Strike (Protection Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Divine Strike (Tempest Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 62 + + + + + + Divine Strike (Trickery Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 63 + + + + + + Divine Strike (War Domain) + At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 63 + + + + + 4, 4, 3, 3, 3, 1 + + + + 5, 4, 3, 3, 3, 2 + + + + + Divine Intervention + Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. + Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The 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. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 2, 1 + + + + 5, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + + Arcane Mastery (Arcana Domain) + At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + + Improved Reaper (Death Domain) + Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Saint of Forge and Fire (Forge Domain) + At 17th level, your blessed affinity with fire and metal becomes more powerful: + • You gain immunity to fire damage. + • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Xanathar's Guide to Everything, p. 19 + + + + + + Keeper of Souls (Grave Domain) + Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. + + Source: Xanathar's Guide to Everything, p. 20 + + + + + + Visions of the Past (Knowledge Domain) + Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. + + Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. + + Source: Player's Handbook, p. 60 + + + + + + Supreme Healing (Life Domain) + Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + + Source: Player's Handbook, p. 60 + + + + + + Corona of Light (Light Domain) + Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. + + Source: Player's Handbook, p. 61 + + + + + + Master of Nature (Nature Domain) + At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. + + Source: Player's Handbook, p. 62 + + + + + + Order’s Wrath (Order Domain) + Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn. + + Source: Unearthed Arcana: Order Domain, p.2 + + + + + + Indomitable Defense (Protection Domain) + At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. + As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains, p. 3 + + + + + + Stormborn (Tempest Domain) + At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. + + Source: Player's Handbook, p. 62 + + + + + + Improved Duplicity (Trickery Domain) + At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. + + Source: Player's Handbook, p. 63 + + + + + + Avatar of Battle (War Domain) + At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Player's Handbook, p. 63 + + + + + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + + Druid + 8 + Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival + Wisdom + 2 + + + Starting Druid + As a 1st-level Druid, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + • Tools: herbalism kit + • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a wooden shield or (b) any simple weapon + • (a) a scimitar or (b) any simple melee weapon + • Leather armor, an explorer's pack, and a druidic focus + + Alternatively, you may start with 2d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 64 + + + + + + Multiclass Druid + To multiclass as a Druid, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + + Source: Player's Handbook, p. 163 + + +light 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 kit2d4x10 + + + 2, 2 + + + + + Druidic + You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. + + Source: Player's Handbook, p. 66 + + + + + + Spellcasting + Drawing 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 an additional druid cantrip of your choice at 4th level and another at 10th level. + + Preparing and Casting Spells: + The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. + You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Ritual Casting: + You can cast a 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 (found in chapter 5) as a spellcasting focus for your druid spells. + + Source: Player's Handbook, p. 66 + + + + + 2, 3 + + + + + Wild Shape + Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. + Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table (Player’s Handbook, p. 66). + At 2nd level, 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. At 4th level, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying speed. At 8th level, you can transform into any beast that has a challenge rating of 1 or lower. + 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. + + Source: Player's Handbook, p. 66 + + + + + + Optional Rule: Wild Shape Forms + Known Beast Shapes: + When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. + To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. + Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level. + + Gaining Beast Shapes: + In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player’s Handbook, page 66). + When you see a beast whose shape you’d like to learn, you have two options: + + Observation: + You learn the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. + + Interaction: + You learn the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. + + Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + + Druid Circle + At 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. + + Source: Player's Handbook, p. 67 + + + + + + Druid Circle: Circle of Dreams + Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places where dream and reality blend together and where the weary can find rest. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + + Balm of the Summer Court (Circle of Dreams) + At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. + As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. + You regain all expended dice when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + + Druid Circle: Circle of Spores + Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. + These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. + Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Circle Spells (Circle of Spores) + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. + + 3rd — gentle repose, ray of enfeeblement + 5th — animate dead, gaseous form + 7th — blight, confusion + 9th — cloudkill, contagion Halo of Spores Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Symbiotic Entity (Circle of Spores) + At 2nd level, you gain the ability to channel magic into the spores that infuse you. + When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Druid Circle: Circle of the Land + Circle of the Land: + The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. + + Source: Player's Handbook, p. 68 + + + + + + Bonus Cantrip (Circle of the Land) + When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. + + Source: Player's Handbook, p. 68 + + + + + + Natural Recovery (Circle of the Land) + Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest + For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. + + Source: Player's Handbook, p. 68 + + + + + + Druid Circle: Circle of the Moon + Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. + Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood. + + Source: Player's Handbook, p. 69 + + + + + + Combat Wild Shape (Circle of the Moon) + When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. + Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. + + Source: Player's Handbook, p. 69 + + + + + + Circle Forms (Circle of the Moon) + The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). + Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. + + Source: Player's Handbook, p. 69 + + + + + + Druid Circle: Circle of the Shepherd + Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. + Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + + Speech of the Woods (Circle of the Shepherd) + At 2nd level, you gain the ability to converse with beasts and many fey. + You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + + Spirit Totem (Circle of the Shepherd) + Starting at 2nd level, you gain the ability to call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. + As a bonus action, you can move the spirit up to 60 feet to a point you can see. + The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. + The effect of the spirit’s aura depends on the type of spirit you summon from the options below. + + Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. + + Hawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. + + Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + + Druid Circle: Circle of Twilight + The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. + These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 2 + + + + + + Harvest's Scythe (Circle of Twilight) + Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. + When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. + You regain the expended dice when you finish a long rest. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + 2, 4, 2 + + + + + Circle Spells (Circle of the Land) + Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. + Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Arctic + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — hold person, spike growth + 5th — sleet storm, slow + 7th — freedom of movement, ice storm + 9th — commune with nature, cone of cold + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Coast + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd— mirror image, misty step + 5th — water breathing, water walk + 7th — control water, freedom of movement + 9th — conjure elemental, scrying + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Desert + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — blur, silence + 5th — create food and water, protection from energy + 7th — blight, hallucinatory terrain + 9th — insect plague, wall of stone + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Forest + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — barkskin, spider climb + 5th — call lightning, plant growth + 7th — divination, freedom of movement + 9th — commune with nature, tree stride + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Grassland + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — invisibility, pass without trace + 5th — daylight, haste + 7th — divination, freedom of movement + 9th — dream, insect plague + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Mountain + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — spider climb, spike growth + 5th — lightning bolt, meld into stone + 7th — stone shape, stoneskin + 9th — passwall, wall of stone + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Swamp + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — darkness, Melf’s acid arrow + 5th — water walk, stinking cloud + 7th — freedom of movement, locate creature + 9th — insect plague, scrying + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Underdark + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — spider climb, web + 5th — gaseous form, stinking cloud + 7th — greater invisibility, stone shape + 9th — cloudkill, insect plague + + Source: Player's Handbook, p. 68 + + + + + 3, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 3, 4, 3, 2 + + + + 3, 4, 3, 3 + + + + + Hearth of Moonlight and Shadow (Circle of Dreams) + At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. + While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. + The sphere vanishes at the end of the rest or when you leave the sphere. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + + Fungal Infestation (Circle of Spores) + At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. + If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies. + + Source: Unearthed Arcana: Three Subclasses, p. 1 + + + + + + Land's Stride (Circle of the Land) + Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Player's Handbook, p. 69 + + + + + + Primal Strike (Circle of the Moon) + Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook, p. 69 + + + + + + Mighty Summoner (Circle of the Shepherd) + Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: + + • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. + + • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. + + Source: Xanathar's Guide to Everything, p. 24 + + + + + + Speech Beyond the Grave (Circle of Twilight) + At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + 3, 4, 3, 3, 1 + + + + 3, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 3, 4, 3, 3, 3, 1 + + + + 4, 4, 3, 3, 3, 2 + + + + + Hidden Paths (Circle of Dreams) + At 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 22 + + + + + + Spreading Spores (Circle of Spores) + At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Nature's Ward (Circle of the Land) + When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. + + Source: Player's Handbook, p. 69 + + + + + + Elemental Wild Shape (Circle of the Moon) + At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. + + Source: Player's Handbook, p. 69 + + + + + + Guardian Spirit (Circle of the Shepherd) + Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. + + Source: Xanathar's Guide to Everything, p. 24 + + + + + + Watcher at the Threshold (Circle of Twilight) + At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + 4, 4, 3, 3, 3, 2, 1 + + + + 4, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + + Walker in Dreams (Circle of Dreams) + At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. + When you finish a short or long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. + This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 23 + + + + + + Fungal Body (Circle of Spores) + At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Nature's Sanctuary (Circle of the Land) + When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. + The creature is aware of this effect before it makes its attack against you. + + Source: Player's Handbook, p. 69 + + + + + + Thousand Forms (Circle of the Moon) + By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. + + Source: Player's Handbook, p. 69 + + + + + + Faithful Summons (Circle of the Shepherd) + Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 24 + + + + + + Paths of the Dead (Circle of Twilight) + At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Druid Circles and Wild Shape, p. 3 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + + Timeless Body + Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. + + Source: Player's Handbook, p. 67 + + + + + + Beast Spells + Beginning 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. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Archdruid + At 20th level, you can use your Wild Shape an unlimited number of times. + Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. + + Source: Player's Handbook, p. 67 + + + + + + + Fighter + 10 + Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival + Intelligence + 2 + + + Starting Fighter + As a 1st-level Fighter, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, heavy armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) chain mail or (b) leather, longbow, and 20 arrows + • (a) a martial weapon and a shield or (b) two martial weapons + • (a) a light crossbow and 20 bolts or (b) two handaxes + • (a) a dungeoneer's pack or (b) an explorer's pack + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 70 + + + + + + Multiclass Fighter + To multiclass as a Fighter, you must meet the following prerequisites: + • Strength 13 or Dexterity 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, heavy armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + + Second Wind + You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style + You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Mariner, Protection, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 72 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 72 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 72 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 72 + + + + + + Action Surge + Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. + Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. + + Source: Player's Handbook, p. 72 + + + + + 2, 2 + + + + + Martial Archetype + At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. + + Source: Player's Handbook, p. 72 + + + + + + Martial Archetype: Arcane Archer + An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Arcane Archer's Lore (Arcane Archer) + At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or druidcraft cantrip. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Arcane Shot (Arcane Archer) + At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shot Options” below). + Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. + You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Martial Archetype: Battle Master + Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. + + Source: Player's Handbook, p. 73 + + + + + + Student of War (Battle Master) + At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. + + Source: Player's Handbook, p. 73 + + + + + + Combat Superiority (Battle Master) + When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. + + Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. + You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. + + Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + + Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: + Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) + + Source: Player's Handbook, p. 73 + + + + + + Martial Archetype: Brute + Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Brute Force (Brute) + Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class: by 1d4 at 3rd level, 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Martial Archetype: Cavalier + The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + + Bonus Proficiency (Cavalier) + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + + Born to the Saddle (Cavalier) + Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. + Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + + Unwavering Mark (Cavalier) + Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. + While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. + In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level. + Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + + Martial Archetype: Champion + The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. + + Source: Player's Handbook, p. 72 + + + + + + Improved Critical (Champion) + Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. + + Source: Player's Handbook, p. 72 + + + + + + Martial Archetype: Eldritch Knight + The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. + + Source: Player's Handbook, p. 74 + + + + + + Spellcasting (Eldritch Knight) + When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. + + Spell Slots: The Eldritch Knight Spellcasting 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. + + Spells Known of 1st-level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. + The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. + The spells you learn at 8th, 14th, and 20th level can come from any school of magic. + Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. + + Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Spell save DC = 8+your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Player's Handbook, p. 75 + + + + + + Weapon Bond (Eldritch Knight) + At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. + Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. + You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. + + Source: Player's Handbook, p. 75 + + + + + + Martial Archetype: Knight + The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Born to the Saddle (Knight) + Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Implacable Mark (Knight) + At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened. + The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. + If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level. + You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Martial Archetype: Monster Hunter + As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Bonus Proficiencies (Monster Hunter) + When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Combat Superiority (Monster Hunter) + When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + + Superiority Dice: + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + + Using Superiority Dice: + You can expend superiority dice to gain a number of different benefits: + + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + + • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. + + • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. + + • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Hunter's Mysticism (Monster Hunter + At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. + In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Martial Archetype: Purple Dragon Knight + Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. + A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. + A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + + Restriction: Knighthood (Purple Dragon Knight) + Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. + Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + + Rallying Cry (Purple Dragon Knight) + When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. + When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + + Martial Archetype: Samurai + The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Bonus Proficiency (Samurai) + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Fighting Spirit (Samurai) + Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of your current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. + You can use this feature three times, and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Martial Archetype: Scout + The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Bonus Proficiencies (Scout) + When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Combat Superiority (Scout) + At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + + Superiority Dice: + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. + + Using Superiority Dice: + You can expend superiority dice to gain a number of different benefits. + + • When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. + + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + + • If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Natural Explorer (Scout) + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, 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 7th and 15th level. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Martial Archetype: Sharpshooter + The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Steady Aim (Sharpshooter) + Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: + + • The attacks ignore half and three-quarters cover. + + • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. + You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + 2, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 2, 3 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. + + Source: Player's Handbook, p. 72 + + + + + 2, 3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 2, 4, 2 + + + + + Arcane Shot Option (3rd) + You gain an additional Arcane Shot option. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 1 + + + + + + Magic Arrow (Arcane Archer) + At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Curving Shot (Arcane Archer) + At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Arcane Shot Option (3rd) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Know Your Enemy (Battle Master) + Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice. + + • Strength score + • Dexterity score + • Constitution score + • Armor Class + • Current hit points + + • Total class levels (if any) + + • Fighter class levels (if any) + + Source: Player's Handbook, p. 73 + + + + + + Additional Maneuvers (Battle Master) + You learn two additional Combat Superiority maneuvers. + + Source: Player's Handbook, p. 74 + + + + + + Brutish Durability (Brute) + Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. + Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Warding Maneuver (Cavalier) + At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. + You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + + Remarkable Athlete (Champion) + Starting at 7th level, you 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. + + Source: Player's Handbook, p. 72 + + + + + + War Magic (Eldritch Knight) + Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. + + Source: Player's Handbook, p. 75 + + + + + + Noble Cavalry (Knight) + At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Monster Slayer (Monster Hunter) + At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Royal Envoy (Purple Dragon Knight) + A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. + At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. + Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. + + Source: Sword Coast Adventurer's Guide, p. 128 + Persuasion + Persuasion+%0 + + + + + + Elegant Courtier (Samurai) + Starting at 7th level, your discipline and attention to detail allow you to excel in social situation. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. + Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything, p. 31 + wisdom + + + + + + Careful Eyes (Sharpshooter) + Starting at 7th level, you excel at picking out +hidden enemies and other threats. You can take +the Search action as a bonus action. + + You also gain proficiency in the Perception, +Investigation, or Survival skill (choose one). + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + 2, 4, 2 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 2, 4, 2 + + + + + Indomitable + Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3 + + + + + Arcane Shot Option (4th) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Improved Combat Superiority (Battle Master) + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Player's Handbook, p. 74 + + + + + + Additional Maneuvers (Battle Master) + You learn two additional Combat Superiority maneuvers. + + Source: Player's Handbook, p. 73 + + + + + + Additional Fighting Style (Brute) + At 10th level, you can choose a second option from the Fighting Style feature. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 72 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 72 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 72 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 72 + + + + + + Hold the Line (Cavalier) + At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn. + + Source: Xanathar's Guide to Everything, p. 30 + + + + + + Additional Fighting Style (Champion) + At 10th level, you can choose a second option from the Fighting Style class feature. + + Source: Player's Handbook, p. 73 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 72 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 72 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 72 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 72 + + + + + + Eldritch Strike (Eldritch Knight) + At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. + + Source: Player's Handbook, p. 75 + + + + + + Hold the Line (Knight) + At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 2 + + + + + + Improved Combat Superiority (Monster Hunter) + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Inspiring Surge (Purple Dragon Knight) + Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. + Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + + Tireless Spirit (Samurai) + Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Improved Combat Superiority (Scout) + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Close-Quarters Shooting (Sharpshooter) + At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. + In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + 3, 4, 3 + + + + 3, 4, 3 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 2 + + + + 3, 4, 3, 2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 2 + + + + + Arcane Shot Option (5th) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Ever-Ready Shot (Arcane Archer) + Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Relentless (Battle Master) + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Player's Handbook, p. 74 + + + + + + Additional Maneuvers (Battle Master) + You learn two additional Combat Superiority maneuvers. + + Source: Player's Handbook, p. 73 + + + + + + Devastating Critical (Brute) + Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Ferocious Charger (Cavalier) + Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC * + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Superior Critical (Champion) + Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. + + Source: Player's Handbook, p. 73 + + + + + + Arcane Charge (Eldritch Knight) + At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. + + Source: Player's Handbook, p. 75 + + + + + + Rapid Strike (Knight) + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Relentless (Monster Hunter) + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. + + Source: Unearthed Arcana: Gothic Heroes, p. 2 + + + + + + Bulwark (Purple Dragon Knight) + Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. + + Source: Sword Coast Adventurer's Guide, p. 128 + + + + + + Rapid Strike (Samurai) + Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on the attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Relentless (Scout) + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Kits of Old, p. 4 + + + + + + Rapid Strike (Sharpshooter) + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + 3, 4, 3, 3 + + + + + Ability Score Improvement (7th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 3 + + + + 3, 4, 3, 3 + + + + + Arcane Shot Option (6th) + You gain an additional Arcane Shot option. + + Source: Xanathar's Guide to Everything, p. 28 + + + + + + Survivor (Brute) + At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Vigilant Defender (Cavalier) + Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make opportunity attacks, and you can’t use it on the same turn that you take your normal reaction. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Survivor (Champion) + At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. + + Source: Player's Handbook, p. 73 + + + + + + Improved War Magic (Eldritch Knight) + Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. + + Source: Player's Handbook, p. 75 + + + + + + Defender's Blade (Knight) + At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. + In addition, you gain a +1 bonus to AC while wearing heavy armor. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 + + + + + + Strength Before Death (Samurai) + Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three deaths saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 31 + + + + + + Snap Shot (Sharpshooter) + Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. + + Source: Unearthed Arcana: Fighter Martial Archetypes, p. 4 + + + + + 3, 4, 3, 3, 1 + + + + + Ability Score Improvement (8th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 3, 1 + + + + + + Monk + 8 + Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth + + 2 + + + Starting Monk + As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: simple weapons, shortswords + • Tools: any one type of artisan's tools or any one musical instrument of your choice + • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a shortsword or (b) any simple weapon + • (a) a dungeoneer's pack or (b) an explorer's pack + • 10 darts + + Alternatively, you may start with 5d4 gp and choose your own equipment. + + Source: Player's Handbook, p. 76 + + + + + + Multiclass Monk + To multiclass as a Monk, you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • simple weapons, shortswords + + Source: Player's Handbook, p. 163 + + +nonesimple weapons, shortswordsany one type of artisan's tools or any one musical instrument of your choice5d4 + + + + Unarmored Defense + Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. + + Source: Player's Handbook, p. 78 + unarmored defense wisdom + + + + + + Martial Arts + At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. + You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield. + + • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. + + • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + + • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. + + Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5. + + Source: Player's Handbook, p. 78 + + + + + + Ki + Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level. + 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 + + Source: Player's Handbook, p. 78 + + + + + + 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. + + Source: Player's Handbook, p. 78 + + + + + + Patient Defense + You can spend 1 ki point to take the Dodge action as a bonus action on your turn. + + Source: Player's Handbook, p. 78 + + + + + + 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. + + Source: Player's Handbook, p. 78 + + + + + + Unarmored Movement + Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels — to 15 ft. at 6th level, to 20 ft. at 10th level, to 25 ft. at 14th level, and to 30 ft. at 18th level. + At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. + + Source: Player's Handbook, p. 78 + speed +10 + + + + + + Deflect Missiles + Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. + If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. + + Source: Player's Handbook, p. 78 + + + + + + Monastic Tradition + When 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. + + Source: Player's Handbook, p. 78 + + + + + + Monastic Tradition: Way of Shadow + Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. + + Source: Player's Handbook, p. 80 + + + + + + Shadow Arts (Way of Shadow) + Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. + + Source: Player's Handbook, p. 80 + + + + + + Monastic Tradition: Way of the Drunken Master + The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. + A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. + + Source: Xanathar's Guide to Everything, p. 33 + + + + + + Drunken Technique (Way of the Drunken Master) + At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Bonus Proficiencies (Way of the Drunken Master) + When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Monastic Tradition: Way of the Four Elements + You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. + Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. + + Source: Player's Handbook, p. 80 + + + + + + Disciple of the Elements (Way of the Four Elements) + When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. + You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the "Elemental Disciplines" section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. + Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. + + Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. + Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). + The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level. + + Source: Player's Handbook, p. 80 + + + + + + Monastic Tradition: Way of the Kensei + Monks of the Way of Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. + A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Path of the Kensei (Way of the Kensei) + When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction on the deft strokes of calligraphy or painting. + You gain the following benefits: + + Kensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. + + Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. + + Kensei Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. + + Way of the Brush: You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Monastic Tradition: Way of the Long Death + Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. + + Source: Sword Coast Adventurer's Guide, p. 130 + + + + + + Touch of Death (Way of the Long Death) + Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). + + Source: Sword Coast Adventurer's Guide, p. 130 + + + + + + Monastic Tradition: Way of the Open Hand + Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. + + Source: Player's Handbook, p. 79 + + + + + + Open Hand Technique (Way of the Open Hand) + Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. + + • It must succeed on a Dexterity saving throw or be knocked prone. + + • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. + + • It can’t take reactions until the end of your next turn. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 79 + + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + + Radiant Sun Bolt (Way of the Sun Soul) + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + When you use the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. + When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + + Monastic Tradition: Way of Tranquility + Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 1 + + + + + + Path of Tranquility (Way of Tranquility) + When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. + Once you cast the spell in this way, you can’t do so again for 1 minute. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Healing Hands (Way of Tranquility) + Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level _ 10. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. + Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. + When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. + This feature has no effect on undead and constructs. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Slow Fall + Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. + + Source: Player's Handbook, p. 78 + + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 79 + + + + + + Stunning Strike + Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Player's Handbook, p. 79 + + + + + + Ki-Empowered Strikes + Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook, p. 79 + + + + + + Shadow Step (Way of Shadow) + At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. + + Source: Player's Handbook, p. 80 + + + + + + Tipsy Sway (Way of the Drunken Master) + Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. + + Leap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. + + Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Additional Elemental Discipline (Way of the Four Elements) + At 6th level, you learn an additional elemental discipline of your choice. + + Source: Player's Handbook, p. 80 + + + + + + One with the Blade (Way of the Kensei) + At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. + + Magic Kensei Weapons: Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Deft Strike: When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Hour of Reaping (Way of the Long Death) + At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Sword Coast Adventurer's Guide, p. 130 + + + + + + Wholeness of Body (Way of the Open Hand) + At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. + + Source: Player's Handbook, p. 79 + + + + + + Searing Arc Strike (Way of the Sun Soul) + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. + You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + + Emissary of Peace (Way of Tranquility) + At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check. + You also gain proficiency in the Performance or Persuasion skill (choose one). + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Evasion + At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook, p. 79 + + + + + + Stillness of Mind + Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Purity of Body + At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. + + Source: Player's Handbook, p. 79 + + + + + + Cloak of Shadows (Way of Shadow) + By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 80 + + + + + + Drunkard’s Luck (Way of the Drunken Master) + Starting at 11th level, you always seem to get a lucky bounce at just the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Additional Elemental Discipline (Way of the Four Elements) + At 11th level, you learn an additional elemental discipline of your choice. + + Source: Player's Handbook, p. 80 + + + + + + Sharpen the Blade (Way of the Kensei) + At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. + + Source: Xanathar's Guide to Everything, p. 35 + + + + + + Mastery of Death (Way of the Long Death) + Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. + + Source: Sword Coast Adventurer's Guide, p. 131 + + + + + + Tranquility (Way of the Open Hand) + Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. + + Source: Player's Handbook, p. 80 + + + + + + Searing Sunburst (Way of the Sun Soul) + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + + Douse the Flames of War (Way of Tranquility) + At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. + This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Tongue of the Sun and Moon + Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. + + Source: Player's Handbook, p. 79 + + + + + + Diamond Soul + Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. + Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. + + Source: Player's Handbook, p. 79 + constitution, intelligence, wisdom, charisma + + + + + + Timeless Body + At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Opportunist (Way of Shadow) + At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. + + Source: Player's Handbook, p. 80 + + + + + + Intoxicated Frenzy (Way of the Drunken Master) + At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. + + Source: Xanathar's Guide to Everything, p. 34 + + + + + + Additional Elemental Discipline (Way of the Four Elements) + At 17th level, you learn an additional elemental discipline of your choice. + + Source: Player's Handbook, p. 80 + + + + + + Unerring Accuracy (Way of the Kensei) + At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything, p. 35 + + + + + + Touch of the Long Death (Way of the Long Death) + Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. + + Source: Sword Coast Adventurer's Guide, p. 131 + + + + + + Quivering Palm (Way of the Open Hand) + At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. + You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. + + Source: Player's Handbook, p. 80 + + + + + + Sun Shield (Way of the Sun Soul) + At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Sword Coast Adventurer's Guide, p. 131 + Xanathar's Guide to Everything, p. 35 + + + + + + Anger of a Gentle Soul (Way of Tranquility) + At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. + Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Monk Monastic Traditions, p. 2 + + + + + + Empty Body + Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. + Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Perfect Self + At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. + + Source: Player's Handbook, p. 79 + + + + + + + Mystic + 8 + Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion + Intelligence + 2 + + + Starting Mystic + As a 1st-level Mystic, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons + • Tools: none + • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a spear or (b) a mace + • (a) leather armor or (b) studded leather armor + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a scholar’s pack or (b) an explorer’s pack + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Mystic Class, p. 1 + + +light armorsimple weaponsnone5d4x10 + + + + Psionics + As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. + + Psionic Talents: + A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. You learn an additional talent at 3rd, 10th, and 17th level. + + Psionic Disciplines: + A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. + At 1st level, you know one psionic discipline of your choice. You learn an additional discipline of your choice at 3rd, 5th, 7th, 9th, 12th, 15th, and 18th level. + In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. + + Psi Points: + You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. + The number of psi points you have is based on your mystic level: 4 points at 1st level, 6 at 2nd, 14 at 3rd, 17 at 4th, 27 at 5th, 32 at 6th, 38 at 7th, 44 at 8th, 57 at 9th, 64 at 10th, and 71 at 18th.. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. + + Psi Limit: + Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level; at 1st level, your psi limit is 2, and it increases to 3 at 3rd, 5 at 5th, 6 at 7th, and 7 at 9th. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. + + Psychic Focus: + You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. + You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. + + Psionic Ability: + Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. + + Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier + + Discipline attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Unearthed Arcana: The Mystic Class, p. 3 + + + + + + Mystic Order + At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. + Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Mystic Order: Order of the Avatar + Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. + Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Bonus Disciplines (Order of the Avatar) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Armor Training (Order of the Avatar) + At 1st level, you gain proficiency with medium armor and shields. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Mystic Order: Order of the Awakened + Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. + The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Bonus Disciplines (Order of the Awakened) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Awakened Talent (Order of the Awakened) + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Mystic Order: Order of the Immortal + The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. + Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Bonus Disciplines (Order of the Immortal) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Immortal Durability (Order of the Immortal) + Starting at 1st level, your hit point maximum increases by 1 per mystic level. + In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + unarmored defense constitution + + + + + + Mystic Order: Order of the Nomad + Mystics of the Order of the Nomad keep their minds in a strange, rarefied state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. + Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Bonus Disciplines (Order of the Nomad) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Breadth of Knowledge (Order of the Nomad) + At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Mystic Order: Order of the Soul Knife + The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. + Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Martial Training (Order of the Soul Knife) + At 1st level, you gain proficiency with medium armor and martial weapons. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Soul Knife (Order of the Soul Knife) + Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. + For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. + As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Mystic Order: Order of the Wu Jen + The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. + In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Bonus Disciplines (Order of the Wu Jen) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Hermit’s Study (Order of the Wu Jen) + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Mystical Recovery + Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. + Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Telepathy + At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Battle (Order of the Avatar) + Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Psionic Investigation (Order of the Awakened) + Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. + You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. + Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Psionic Resilience (Order of the Immortal) + Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Memory of One Thousand Steps (Order of the Nomad) + At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Hone the Blade (Order of the Soul Knife) + Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent: 2 psi points for +1, 5 for +2, and 7 for +4. This bonus lasts for 10 minutes. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Elemental Attunement (Order of the Wu Jen) + Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Strength of Mind + Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. + Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Healing (Order of the Avatar) + Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Psionic Surge (Order of the Awakened) + Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. + You can’t use this feature if you can’t use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Surge of Health (Order of the Immortal) + Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. + You can’t use this feature if you can’t use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Superior Teleportation (Order of the Nomad) + At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Consumptive Knife (Order of the Soul Knife) + Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Arcane Dabbler (Order of the Wu Jen) + At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. + As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. A 1st-level slot cost 2 psi points, a 2nd costs 3, a 3rd costs 5, a 4th costs 6, and a 5th costs 7. The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. + Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Potent Psionics + At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. + In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Consumptive Power + At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. + Once you use this feature, you can’t use it again until you finish a long rest. + + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Psionic Mastery + Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. + If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. + At 15th level, the pool of psi points you gain from this feature increases to 11. + You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Speed (Order of the Avatar) + Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Spectral Form (Order of the Awakened) + At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Immortal Will (Order of the Immortal) + Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Effortless Journey (Order of the Nomad) + Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Phantom Knife (Order of the Soul Knife) + Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Elemental Mastery (Order of the Wu Jen) + Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Psionic Body + At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: + + • You gain resistance to bludgeoning, piercing, and slashing damage. + • You no longer age. + • You are immune to disease, poison damage, and the poisoned condition. + • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + + Paladin + 10 + Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion + Charisma + 2 + + + Starting Paladin + As a 1st-level Paladin, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, heavy armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a martial weapon and a shield or (b) two martial weapons + • (a) five javelins or (b) any simple melee weapon + • (a) a priest's pack or (b) an explorer's pack + • Chain mail and a holy symbol + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 82 + + + + + + Multiclass Paladin + To multiclass as a Paladin, you must meet the following prerequisites: + • Strength 13 and Charisma 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, heavy armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + + Divine Sense + The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. 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. + + Source: Player's Handbook, p. 84 + + + + + + Lay on Hands + Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. + Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. + This feature has no effect on undead and constructs. + + Source: Player's Handbook, p. 84 + + + + + 0,2 + + + + + Spellcasting + By 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. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Spellcasting Focus: + You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells. + + Source: Player's Handbook, p. 84 + + + + + + Divine Smite + Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. + + Source: Player's Handbook, p. 85 + + + + + + Fighting Style + At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: Defense, Dueling, Great Weapon Fighting, Mariner, or Protection. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook, p. 84 + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 84 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 84 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 84 + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 84 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + 0,3 + + + + + Divine Health + By 3rd level, the divine magic flowing through you makes you immune to disease. + + Source: Player's Handbook, p. 85 + + + + + + Sacred Oath + When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. + Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. 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. + + Source: Player's Handbook, p. 85 + + + + + + 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. + + Source: Player's Handbook, p. 85 + + + + + + Sacred Oath: Oath of Conquest + The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. + Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. + + Tenets of Conquest: A paladin who takes this oath has the tenets of conquest seared on the upper arm. + + Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. + + Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. + + Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. + + Oath Spells You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work. + 3rd — armor of Agathys, command + 5th — hold person, spiritual weapon + 9th — bestow curse, fear + 13th — dominate beast, stoneskin + 17th — cloudkill, dominate person. + + Source: Xanathar's Guide to Everything, p. 37 + + + + + + Channel Divinity: Conquering Presence (Oath of Conquest) + You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Channel Divinity: Guided Strike (Oath of Conquest) + You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Sacred Oath: Oath of Devotion + The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. + + Tenets of Devotion: + Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. + + Honesty: Don’t lie or cheat. Let your word be your promise. + + Courage: Never fear to act, though caution is wise. + + Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. + + Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. + + Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. + + Oath Spells: + You gain oath spells at the paladin levels listed. + 3rd — protection from evil and good, sanctuary + 5th — lesser restoration, zone of truth + 9th — beacon of hope, dispel magic + 13th — freedom of movement, guardian of faith + 17th — commune, flame strike + + Source: Player's Handbook, p. 85 + + + + + + Channel Divinity: Sacred Weapon (Oath of Devotion) + As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. + You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. + + Source: Player's Handbook, p. 86 + + + + + + Channel Divinity: Turn the Unholy (Oath of Devotion) + As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + + Source: Player's Handbook, p. 86 + + + + + + Sacred Oath: Oath of Redemption + The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. + While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. + + Tenets of Redemption: + The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. + + Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. + + Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. + + Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish. + + Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. + + Redemption Spells: + You gain oath spells at the paladin levels listed. + + 3rd — sanctuary, sleep + + 5th —calm emotions, hold person + + 9th — counterspell, hypnotic pattern + + 13th — Otiluke’s resilient sphere, stoneskin + + 17th — hold monster, wall of force + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Channel Divinity: Emissary of Peace (Oath of Redemption) + You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next 10 minutes. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Channel Divinity: Rebuke the Violent (Oath of Redemption) + You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful Save, it takes half as much damage. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Sacred Oath: Oath of the Ancients + The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world. + + Tenets of the Ancients: + The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple. + + Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. + + Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. + + Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world. + + Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — ensnaring strike, speak with animals + 5th — moonbeam, misty step + 9th — plant growth, protection from energy + 13th — ice storm, stoneskin + 17th — commune with nature, tree stride + + Source: Player's Handbook, p. 86 + + + + + + Channel Divinity: Nature's Wrath (Oath of the Ancients) + You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 87 + + + + + + Channel Divinity: Turn the Faithless (Oath of the Ancients) + You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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. + If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. + + Source: Player's Handbook, p. 87 + + + + + + Sacred Oath: Oath of the Crown + The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks. + + Tenets of the Crown: + The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. + + Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. + + Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless. + + Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? + + Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — command, compelled duel + 5th — warding bond, zone of truth + 9th — aura of vitality, spirit guardians + 13th — banishment, guardian of faith + 17th — circle of power, geas + + Source: Sword Coast Adventurer's Guide, p. 132 + + + + + + Channel Divinity: Champion Challenge (Oath of the Crown) + As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Channel Divinity: Turn the Tide (Oath of the Crown) + As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Sacred Oath: Oath of Treachery + The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. + Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery. + + Fallen Paladins: + The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master’s Guide. DMs are free to use either option to model villainous or fallen paladins. + If you switch to this oath from another one, replace all of the previous oath’s features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. + + Tenets of Treachery: + A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others. + + Oath Spells: + You gain oath spells at the paladin levels listed. + 3rd — charm person, expeditious retreat + 5th — invisibility, mirror image + 9th — gaseous form, haste + 13th — confusion, greater invisibility + 17th — dominate person, passwall + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Channel Divinity: Conjure Duplicate (Oath of Treachery) + As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Channel Divinity: Poison Strike (Oath of Treachery) + You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Sacred Oath: Oath of Vengeance + The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. + + Tenets of Vengeance: + The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. + + Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil. + + No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not. + + By Any Means Necessary: My qualms can’t get in the way of exterminating my foes. + + Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — bane, hunter’s mark + 5th — hold person, misty step + 9th — haste, protection from energy + 13th — banishment, dimension door + 17th — hold monster, scrying + + Source: Player's Handbook, p. 87 + + + + + + Channel Divinity: Abjure Enemy (Oath of Vengeance) + As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. + On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. + On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. + + Source: Player's Handbook, p. 88 + + + + + + Channel Divinity: Vow of Enmity (Oath of Vengeance) + As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 88 + + + + + + Sacred Oath: Oathbreaker + An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains. + A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. + + Oathbreaker Spells: + An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed. + + 3rd — hellish rebuke, inflict wounds + 5th — crown of madness, darkness + 9th — animate dead, bestow curse + 13th — blight, confusion + 17th — contagion, dominate person + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Control Undead (Oathbreaker) + As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Dreadful Aspect (Oathbreaker) + As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Dungeon Master's Guide, p. 97 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0,4,2 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 85 + + + + + 0,4,2 + + + + + Aura of Protection + Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3 + + + + + Aura of Conquest (Oath of Conquest) + Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, but not through total cover. + If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. + At 18th level, the range of this aura increases to 30 feet. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Aura of Devotion (Oath of Devotion) + Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 86 + + + + + + Aura of the Guardian (Oath of Redemption) + Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way + At 18th level, the range of this aura increases to 30 feet. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Aura of Warding (Oath of the Ancients) + Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 87 + + + + + + Divine Allegiance (Oath of the Crown) + Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Aura of Treachery (Oath of Treachery) + Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. + + Cull the Herd: + You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. + + Treacherous Strike: + If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. + You can use this ability three times. You regain expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 2 + + + + + + Relentless Avenger (Oath of Vengeance) + By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. + + Source: Player's Handbook, p. 88 + + + + + + Aura of Hate (Oathbreaker) + Starting at 7th level, the paladin, as well as any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. + At 18th level, the range of this aura increases to 30 feet. + + Source: Dungeon Master's Guide, p. 97 + + + + + 0,4,3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Aura of Courage + Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,3 + + + + + Improved Divine Smite + By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Cleansing Touch + Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. + You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. + + Source: Player's Handbook, p. 85 + + + + + 0, 4, 3, 3, 2 + + + + + Scornful Rebuke (Oath of Conquest) + Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Purity of Spirit (Oath of Devotion) + Beginning at 15th level, you are always under the effects of a protection from evil and good spell. + + Source: Player's Handbook, p. 86 + + + + + + Protective Spirit (Oath of Redemption) + Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Undying Sentinel (Oath of the Ancients) + Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. + Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. + + Source: Player's Handbook, p. 87 + + + + + + Unyielding Spirit (Oath of the Crown) + Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Blackguard's Escape (Oath of Treachery) + At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3 + + + + + + Soul of Vengeance (Oath of Vengeance) + Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. + + Source: Player's Handbook, p. 88 + + + + + + Supernatural Resistance (Oathbreaker) + At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Dungeon Master's Guide, p. 97 + + + + + 0, 4, 3, 3, 2 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0, 4, 3, 3, 3, 1 + + + + 0, 4, 3, 3, 3, 1 + + + + 0, 4, 3, 3, 3, 2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0, 4, 3, 3, 3, 2 + + + + + Invincible Conqueror (Oath of Conquest) + At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: + + • You have resistance to all damage. + + • When you take the Attack action on your turn, you can make one additional attack as part of that action. + + • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 38 + + + + + + Holy Nimbus (Oath of Devotion) + At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. + Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. + In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 86 + + + + + + Emissary of Redemption (Oath of Redemption) + At 20th level, you become an avatar of peace, which gives you two benefits: + + • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). + + • Whenever a creature damages you, it takes radiant damage equal to half the amount you take from the attack. + If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 39 + + + + + + Elder Champion (Oath of the Ancients) + At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. + Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. + + • At the start of each of your turns, you regain 10 hit points. + + • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. + + • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. + + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 87 + + + + + + Exalted Champion (Oath of the Crown) + At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: + + • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + • Your allies have advantage on death saving throws while within 30 feet of you. + + • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. + + This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Sword Coast Adventurer's Guide, p. 133 + + + + + + Icon of Deceit (Oath of Treachery) + At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: + + • You are invisible. + + • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. + + • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. + + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Paladin Sacred Oaths, p. 3 + + + + + + Avenging Angel (Oath of Vengeance) + At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits. + + • Wings sprout from your back and grant you a flying speed of 60 feet. + + • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. + + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 88 + + + + + + Dread Lord (Oathbreaker) + At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. + While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +the paladin’s Charisma modifier. + After activating the aura, the paladin can’t do so again until he or she finishes a long rest. + + Source: Dungeon Master's Guide, p. 97 + + + + + + + Ranger + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Wisdom + 3 + + + Starting Ranger + As a 1st-level Ranger, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of 20 arrows + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 89 + + + + + + Multiclass Ranger + To multiclass as a Ranger, you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. + + Source: Player's Handbook, p. 91 + + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, 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. + + Source: Player's Handbook, p. 91 + + + + + 0, 2 + + + + + Spellcasting + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + + 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. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Source: Player's Handbook, p. 91 + + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook, p. 91 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 91 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 91 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 91 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 91 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + 0,3 + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. + + Source: Player's Handbook, p. 92 + + + + + + Ranger Archetype + At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Source: Player's Handbook, p. 92 + + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Player's Handbook, p. 93 + + + + + + Ranger's Companion (Beast Master) + At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. + The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. + + Source: Player's Handbook, p. 93 + + + + + + Ranger Archetype: Gloom Stalker + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything, p. 41 + + + + + + Gloom Stalker Magic (Gloom Stalker) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + + 3rd—disguise self + 5th—rope trick + 9th—fear + 13th—greater invisibility + 17th—seeming + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Dread Ambusher (Gloom Stalker) + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Umbral Sight (Gloom Stalker) + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Archetype: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Horizon Walker Magic (Horizon Walker) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — misty step + 9th — haste + 13th — banishment + 17th — teleportation circle + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Detect Portal (Horizon Walker) + At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can’t use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Planar Warrior (Horizon Walker) + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey (Hunter) + At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter’s Prey option as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey: 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. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey: 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. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey: 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. + + Source: Player's Handbook, p. 93 + + + + + + Ranger Archetype: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Monster Slayer Magic (Monster Slayer) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — zone of truth + 9th — magic circle + 13th — banishment + 17th — hold monster + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Hunter's Sense (Monster Slayer) + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Slayer's Prey (Monster Slayer) + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Ranger Archetype: Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Magic (Primeval Guardian) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — entangle + 5th — enhance ability + 9th — conjure animals + 13th — giant insect + 17th — insect plague + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Soul (Primeval Guardian) + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + + • Your size becomes Large, unless you were larger. + + • Any speed you have becomes 5 feet, unless the speed was lower. + + • Your reach increases by 5 feet. + + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Piercing Thorns (Primeval Guardian) + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 2 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 2 + + + + 0, 4, 3 + + + + + Exceptional Training (Beast Master) + Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. + + Source: Player's Handbook, p. 93 + + + + + + Iron Mind (Gloom Stalker) + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything, p. 42 + Wisdom + + + + + + Ethereal Step (Horizon Walker) + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Defensive Tactics (Hunter) + At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics: 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. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics: Steel Will + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 93 + + + + + + Supernatural Defense (Monster Slayer) + At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Ancient Fortitude (Primeval Guardian) + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0, 4, 3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + + Land's Stride + Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 2 + + + + 0, 4, 3, 2 + + + + + Hide in Plain Sight + Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3 + + + + + Bestial Fury (Beast Master) + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Player's Handbook, p. 93 + + + + + + Stalker's Flurry (Gloom Stalker) + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Distant Strike (Horizon Walker) + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Multiattack (Hunter) + At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Multiattack: 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. + + Source: Player's Handbook, p. 93 + + + + + + Multiattack: 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. + + Source: Player's Handbook, p. 93 + + + + + + Magic-User's Nemesis (Monster Slayer) + At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Rooted Defense (Primeval Guardian) + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0, 4, 3, 3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 1 + + + + 0, 4, 3, 3, 1 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 2 + + + + + Share Spells (Beast Master) + Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. + + Source: Player's Handbook, p. 93 + + + + + + Shadowy Dodge (Gloom Stalker) + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Spectral Defense (Horizon Walker) + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Superior Hunter's Defense (Hunter) + At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter’s Defense as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense: 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. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense: 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. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense: 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. + + Source: Player's Handbook, p. 93 + + + + + + Slayer’s Counter (Monster Slayer) + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Guardian Aura (Primeval Guardian) + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0, 4, 3, 3, 2 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 3, 1 + + + + 0, 4, 3, 3, 3, 1 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. + You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 3, 2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 3, 2 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Player's Handbook, p. 92 + + + + + + + Ranger (Alternate) + 12 + Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + + 3 + + + Starting Ranger (Alternate) + As a 1st-level Ranger (Alternate), you begin play with 12+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, shields + • Weapons: simple weapons, martial weapons + • Tools: herbalism kit + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + + You begin play with the following equipment, in addition to any equipment provided by your background. + • Leather armor + • (a) two shortswords or (b) two martial melee weapons or (c) a martial weapon and a shield + • (a) a dungeoneer’s pack or (b) an explorer’s pack + • (a) a longbow and a quiver of 20 arrows or (b) a martial weapon + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: Ranger Options, p. 1 + + + + + + Multiclass Ranger (Alternate) + To multiclass as a Ranger (Alternate), you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Unearthed Arcana: Ranger Options, p. 1 + + +light armor, shieldssimple weapons, martial weaponsherbalism kit5d4x10 + + + + Ambuscade + Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. + If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. + If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. + + Source: Unearthed Arcana: Ranger Options, p. 2 + + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, 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. + + Source: Unearthed Arcana: Ranger Options, p. 2 + + + + + + Skirmisher's Stealth + Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. + At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Unearthed Arcana: Ranger Options, p. 3 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Ranger Options, p. 3 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Unearthed Arcana: Ranger Options, p. 3 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 5 minutes, 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. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Spirit Path + At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Spirit Companion: + All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest. + Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. + The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal’s stat block or half your hit point maximum, whichever is higher. + The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Spirit Path: Guardian + By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature’s bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-___cutting forests or hunting for sport rather than survival—risk your wrath. + When your spirit companion manifests, it takes the form of a brown bear. + + Source: Unearthed Arcana: Ranger Options, p. 3 + + + + + + Guardian's Shroud (Guardian) + Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6+your Wisdom modifier. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Spirit Path: Seeker + By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more. + When your spirit companion manifests, it takes the form of a giant eagle. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Seeker's Eye (Seeker) + Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Spirit Path: Stalker + As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature’s vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. + When your spirit companion manifests, it takes the form of a dire wolf. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Stalker's Fangs (Stalker) + Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6+your Wisdom modifier. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Ranger Options, p. 4 + + + + + + + Ranger (No Spells) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Dexterity + 3 + + + Starting Ranger (No Spells) + As a 1st-level Ranger (No Spells), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of 20 arrows + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: Modifying Classes, p. 5 + + + + + + Multiclass Ranger (No Spells) + To multiclass as a Ranger (No Spells), you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Unearthed Arcana: Modifying Classes, p. 5 + + +light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + 0,4 + + + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Combat Superiority + At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. + + Maneuvers: You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. + + Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. + + Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: + Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, 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. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Poultices + At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. + + If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). + + Source: Unearthed Arcana: Modifying Classes, p. 7 + + + + + + Ranger Archetype + At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger's Companion (Beast Master) + At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. + The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey (Hunter) + At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter’s Prey option as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Hunter's Prey: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Additional Maneuver + At 5th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + 0,4 + + + + + Exceptional Training (Beast Master) + Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics (Hunter) + At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Defensive Tactics: Steel Will + You have advantage on saving throws against being frightened. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0,4 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Land's Stride + Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Natural Antivenom + Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. + + Source: Unearthed Arcana: Modifying Classes, p. 7 + + + + + + Additional Maneuver + At 9th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Hide in Plain Sight + Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Bestial Fury (Beast Master) + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Multiattack (Hunter) + At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Multiattack: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Multiattack: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Call Natural Allies + Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups. + + • 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 + + These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. + After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call. + + Source: Unearthed Arcana: Modifying Classes, p. 7 + + + + + + Additional Maneuver + At 13th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 5 + + + + + Beastly Coordination (Beast Master) + Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense (Hunter) + At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter’s Defense as a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Superior Hunter's Defense: 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. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Relentless + Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + Additional Maneuver + At 17th level, you learn one additional Combat Superiority maneuver of your choice. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. + You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + 0, 6 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Unearthed Arcana: Modifying Classes, p. 6 + + + + + + + Ranger (Revised) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Wisdom + 3 + + + Starting Ranger (Revised) + As a 1st-level Ranger (Revised), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer’s pack or (b) an explorer’s pack + • A longbow and a quiver of 20 arrows + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Ranger, Revised, p. 1 + + + + + + Multiclass Ranger (Revised) + To multiclass as a Ranger (Revised), you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Player's Handbook, p. 163 + + +light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 + + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 2 + + + + + + Natural Explorer + You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: + + • You ignore difficult terrain. + + • You have advantage on initiative rolls. + + • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. + + In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: + + • 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + 0,2 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + fighting style archery + + + + + + Fighting Style: Close Quarters Shooter + You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + ranged attacks +1 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + fighting style dueling + + + + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures, p. 3 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + + Fighting Style: Tunnel Fighter + You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light, Dark, Underdark!, p. 1 + + + + + + Spellcasting + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + + 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. + At each odd level, you learn an additional ranger spell of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Source: Unearthed Arcana: The Ranger, Revised, p. 3 + + + + + 0,3 + + + + + Primeval Awareness + Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. + You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. + You cannot use this ability against a creature that you have attacked within the past 10 minutes. + Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. + If there are multiple groups of your favored enemies within range, you learn this information for each group. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + + Ranger Conclave + At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + + Ranger Conclave: Beast Conclave + Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Animal Companion (Beast Conclave) + At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. + With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. + At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. + If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. + If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Companion's Bond (Beast Conclave) + Your animal companion gains a variety of benefits while it is linked to you. + The animal companion loses its Multiattack action, if it has one. + The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. + When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. + Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. + Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. + For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. + Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. + Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” + Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. + + Trait: + 1. I’m dauntless in the face of adversity. + 2. Threaten my friends, threaten me. + 3. I stay on alert so others can rest. + 4. People see an animal and underestimate me. I use that to my advantage. + 5. I have a knack for showing up in the nick of time. + 6. I put my friends’ needs before my own in all things. + + Flaw: + 1. If there’s food left unattended, I’ll eat it. + 2. I growl at strangers, and all people except my ranger are strangers to me. + 3. Any time is a good time for a belly rub. + 4. I’m deathly afraid of water. + 5. My idea of hello is a flurry of licks to the face. + 6. I jump on creatures to tell them how much I love them. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + Ranger Conclave: Gloom Stalker Conclave + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything, p. 41 + + + + + + Gloom Stalker Magic (Gloom Stalker Conclave) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + + 3rd—disguise self + 5th—rope trick + 9th—fear + 13th—greater invisibility + 17th—seeming + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Dread Ambusher (Gloom Stalker Conclave) + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Umbral Sight (Gloom Stalker Conclave) + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Conclave: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Horizon Walker Magic (Horizon Walker Conclave) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — alter self + 9th — protection from energy + 13th — banishment + 17th — teleportation circle + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Detect Portal (Horizon Walker Conclave) + At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can’t use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Planar Warrior (Horizon Walker Conclave) + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Ranger Conclave: Hunter Conclave + Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey (Hunter Conclave) + At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Hunter's Prey: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Ranger Conclave: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Monster Slayer Magic (Monster Slayer Conclave) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. + + 3rd — protection from evil and good + 5th — zone of truth + 9th — magic circle + 13th — banishment + 17th — hold monster + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Hunter's Sense (Monster Slayer Conclave) + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Slayer's Prey (Monster Slayer Conclave) + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Ranger Conclave: Nightstalker + The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Shadow Familiar (Nightstalker Conclave) + At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral creature. You choose the form you can create when you first select this subclass. + When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls. Your shadow familiar cannot move farther than 120 feet away from you. + The three forms you can choose from are listed below: + + Cat: Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll. + As an action, you can expend a ranger spell slot to infuse the cat’s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st. + + Raven: Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage. + As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 20 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. + + Wolf: Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll. + As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Ranger Conclave: Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Magic (Primeval Guardian) + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + + 3rd — entangle + 5th — enhance ability + 9th — conjure animals + 13th — giant insect + 17th — insect plague + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Guardian Soul (Primeval Guardian) + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + + • Your size becomes Large, unless you were larger. + + • Any speed you have becomes 5 feet, unless the speed was lower. + + • Your reach increases by 5 feet. + + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + + Piercing Thorns (Primeval Guardian) + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,2 + + + + + Coordinated Attack (Beast Conclave) + Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Extra Attack (Gloom Stalker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Extra Attack (Horizon Walker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Extra Attack (Hunter Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Extra Attack (Monster Slayer Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Extra Attack (Nightstalker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Extra Attack (Primeval Guardian) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,2 + + + + + Greater Favored Enemy + At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. + Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3 + + + + + Beast's Defense (Beast Conclave) + At 7th level, while your companion can see you, it has advantage on all saving throws. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Iron Mind (Gloom Stalker Conclave) + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything, p. 42 + Wisdom + + + + + + Ethereal Step (Horizon Walker Conclave) + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Defensive Tactics (Hunter Conclave) + At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Defensive Tactics: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Defensive Tactics: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Defensive Tactics: Steel Will + You have advantage on saving throws against being frightened. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Supernatural Defense (Monster Slayer Conclave) + At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Shadowy Transposition (Nightstalker Conclave) + Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Ancient Fortitude (Primeval Guardian) + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + + Fleet of Foot + Beginning at 8th level, you can use the Dash action as a bonus action on your turn. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Hide in Plain Sight + Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. + When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a _10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. + If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3 + + + + + Storm of Claws and Fangs (Beast Conclave) + At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Stalker's Flurry (Gloom Stalker Conclave) + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Distant Strike (Horizon Walker Conclave) + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Multiattack (Hunter Conclave) + At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Multiattack: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Multiattack: Whirlwind Attack + You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Magic-User's Nemesis (Monster Slayer Conclave) + At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against you spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Master of the Dark (Nightstalker Conclave) + At 11th level, you can choose another form of shadow familiar that you can create, choosing from the same three forms described in the shadow familiar feature. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Rooted Defense (Primeval Guardian) + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + 0,4,3,3,2 + + + + + Superior Beast's Defense (Beast Conclave) + At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Shadowy Dodge (Gloom Stalker Conclave) + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything, p. 42 + + + + + + Spectral Defense (Horizon Walker Conclave) + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Superior Hunter's Defense (Hunter Conclave) + At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, and Uncanny Dodge. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Superior Hunter's Defense: Evasion + When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Superior Hunter's Defense: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Superior Hunter's Defense: 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. + + Source: Unearthed Arcana: The Ranger, Revised, p. 6 + + + + + + Slayer’s Counter (Monster Slayer Conclave) + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. + + Source: Xanathar's Guide to Everything, p. 43 + + + + + + Lord of the Night (Nightstalker Conclave) + When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action. + Additionally, once per long rest you can activate that action without expending a spell slot. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Guardian Aura (Primeval Guardian) + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger and Rogue, p. 2 + + + + + 0,4,3,3,2 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3,3,1 + + + + 0,4,3,3,3,1 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. + You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + 0,4,3,3,3,2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Ranger, Revised, p. 4 + + + + + 0,4,3,3,3,2 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Unearthed Arcana: The Ranger, Revised, p. 5 + + + + + + + Rogue + 8 + Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth + Intelligence + 4 + + + Starting Rogue + As a 1st-level Rogue, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords + • Tools: thieves' tools + • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a rapier or (b) a shortsword + • (a) a shortbow and quiver of 20 arrows or (b) a shortsword + • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack + • Leather armor, two daggers, and thieves' tools + + Alternatively, you may start with 4d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 94 + + + + + + Multiclass Rogue + To multiclass as a Rogue, you must meet the following prerequisites: + • Dexterity 13 + + You gain the following proficiencies: + • light armor, thieves' tools; choose one skill from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth + + Source: Player's Handbook, p. 163 + + +light armorsimple weapons, hand crossbows, longswords, rapiers, shortswordsthieves' tools4d4x10 + + + + Expertise + At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. + + Source: Player's Handbook, p. 96 + + + + + + Sneak Attack + Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. + You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. + The amount of the extra damage increases by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level. + + Source: Player's Handbook, p. 96 + + + + + + Thieves' Cant + During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes 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. + + Source: Player's Handbook, p. 96 + + + + + + Cunning Action + Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. + + Source: Player's Handbook, p. 96 + + + + + 3, 2 + + + + + Roguish Archetype + At 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. + + Source: Player's Handbook, p. 96 + + + + + + Roguish Archetype: Arcane Trickster + Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. + + Source: Player's Handbook, p. 97 + + + + + + Spellcasting (Arcane Trickster) + When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. + + Spell Slots: The Arcane Trickster Spellcasting 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. + + Spells Known of 1st-Level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. + You learn one additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass. you can learn one new spell of 1st or 2nd level. + The spells you learn at 8th. 14th, and 20th level can come from any school of magic. + Whenever you gain a level in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. + + Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Spell save DC = 8+your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Player's Handbook, p. 98 + + + + + + Mage Hand Legerdemain (Arcane Trickster) + Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it. + + • You can stow one object the hand is holding in a container worn or carried by another creature. + + • You can retrieve an object in a container worn or carried by another creature. + + • You can use thieves’ tools to pick locks and disarm traps at range. + + You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. + In addition, you can use the bonus action granted by your Cunning Action to control the hand. + + Source: Player's Handbook, p. 98 + + + + + + Roguish Archetype: Assassin + You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. + + Source: Player's Handbook, p. 97 + + + + + + Bonus Proficiencies (Assassin) + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. + + Source: Player's Handbook, p. 97 + + + + + + Assassinate (Assassin) + Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. + + Source: Player's Handbook, p. 97 + + + + + + Roguish Archetype: Inquisitive + As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. + + Source: Xanathar's Guide to Everything, p. 45 + + + + + + Ear for Deceit (Inquisitive) + When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, treat a roll of 7 or lower on the d20 as an 8. + + Source: Xanathar's Guide to Everything, p. 45 + + + + + + Eye for Detail (Inquisitive) + Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover and decipher clues. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Insightful Fighting (Inquisitive) + At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. + This benefit lasts for 1 minute or until you successfully use this feature against a different target. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master of Intrigue (Mastermind) + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Master of Tactics (Mastermind) + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Roguish Archetype: Scout + You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Skirmisher (Scout) + Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Survivalist (Scout) + When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. + + Source: Xanathar's Guide to Everything, p. 47 + nature, survival + Nature+%0 + survival + prof + + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Duelists and pirates typically belong to this archetype. + A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 47 + + + + + + Fancy Footwork (Swashbuckler) + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 47 + + + + + + Rakish Audacity (Swashbuckler) + Starting at 3rd level, your unmistakable confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. + You also gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Roguish Archetype: Thief + You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. + + Source: Player's Handbook, p. 97 + + + + + + Fast Hands (Thief) + Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. + + Source: Player's Handbook, p. 97 + + + + + + Second-Story Work (Thief) + When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. + In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. + + Source: Player's Handbook, p. 97 + + + + + 3, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 3, 3 + + + + + Uncanny Dodge + Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. + + Source: Player's Handbook, p. 96 + + + + + 3, 3 + + + + 3, 4, 2 + + + + + Evasion + Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook, p. 96 + + + + + 3, 4, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 3, 4, 2 + + + + + Magical Ambush (Arcane Trickster) + Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. + + Source: Player's Handbook, p. 98 + + + + + + Infiltration Expertise (Assassin) + Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. + Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. + + Source: Player's Handbook, p. 97 + + + + + + Steady Eye (Inquisitive) + Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Insightful Manipulator (Mastermind) + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + + At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Superior Mobility (Scout) + At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Source: Xanathar's Guide to Everything, p. 47 + speed + 10 + + + + + + Panache (Swashbuckler) + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Supreme Sneak (Thief) + Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. + + Source: Player's Handbook, p. 97 + + + + + 4, 4, 3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3 + + + + + Reliable Talent + By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 2 + + + + + Versatile Trickster (Arcane Trickster) + At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. + + Source: Player's Handbook, p. 98 + + + + + + Imposter (Assassin) + At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. + Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. + + Source: Player's Handbook, p. 97 + + + + + + Unerring Eye (Inquisitive) + Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Misdirection (Mastermind) + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Ambush Master (Scout) + Starting at 13th level, you excel at leading ambushes and acting first in a fight. + You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Elegant Maneuver (Swashbuckler) + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Use Magic Device (Thief) + By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. + + Source: Player's Handbook, p. 97 + + + + + 4, 4, 3, 2 + + + + + Blindsense + Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 2 + + + + + Slippery Mind + By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. + + Source: Player's Handbook, p. 96 + wisdom + + + + + 4, 4, 3, 3 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 3 + + + + + Spell Thief (Arcane Trickster) + At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. + Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 98 + + + + + + Death Strike (Assassin) + Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. + + Source: Player's Handbook, p. 97 + + + + + + Eye for Weakness (Inquisitive) + At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. + + Source: Xanathar's Guide to Everything, p. 46 + + + + + + Soul of Deceit (Mastermind) + Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic. + + Source: Sword Coast Adventurer's Guide, p. 135 + Xanathar's Guide to Everything, p. 46 + + + + + + Sudden Strike (Scout) + Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. + + Source: Xanathar's Guide to Everything, p. 47 + + + + + + Master Duelist (Swashbuckler) + Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 136 + Xanathar's Guide to Everything, p. 47 + + + + + + Thief's Reflexes (Thief) + When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. + + Source: Player's Handbook, p. 97 + + + + + 4, 4, 3, 3 + + + + + Elusive + Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 3, 1 + + + + + Ability Score Improvement (6th) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 3, 1 + + + + + Stroke of Luck + At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Player's Handbook, p. 97 + + + + + + + Rune Scribe + 8 + + + + + + Starting Rune Scribe + As a 1st-level Rune Scribe, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: + • Weapons: + • Tools: + • Skills: + + You begin play with the following equipment, in addition to any equipment provided by your background. + + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2 + + + + + + Multiclass Rune Scribe + To multiclass as a Rune Scribe, you must meet the following prerequisites: + • Dexterity 13: Rune scribes need agile fingers to master the intricate patterns of a rune. + • Intelligence 13: Rune lore requires intense study and knowledge. + • Proficiency in the Arcana skill: Rune mastery requires an understanding of arcane lore. + • Character level 5th: Rune magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the rune scribe prestige class. + • Complete a special task. You must find a rune and present it to an NPC rune scribe who accepts it in return for tutoring you in the ways of rune magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class. + + You gain the following proficiencies: + • Calligrapher’s supplies, mason’s tools, woodcarver’s tools + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 2 + + + + + + + + + Rune Lore + At 1st level, you learn the basics of scribing runes, and are able to activate a master rune’s full range of properties when you are properly attuned to it. + The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune’s secrets. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + Runic Magic + Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes. + For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + + + Runic Discovery + Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd, 3rd, and 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. + In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. + You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + + + + + + Living Rune + Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. + At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.) + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + + + Rune Mastery + At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune. + + Source: Unearthed Arcana: Prestige Classes and Rune Magic, p. 3 + + + + + + + Sorcerer + 6 + Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion + Charisma + 2 + + + Starting Sorcerer + As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: daggers, darts, slings, quarterstaffs, light crossbows + • Tools: none + • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a component pouch or (b) an arcane focus + • (a) a dungeoneer's pack or (b) an explorer's pack + • Two daggers + + Alternatively, you may start with 3d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 99 + + + + + + Multiclass Sorcerer + To multiclass as a Sorcerer, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • none + + Source: Player's Handbook, p. 163 + + +nonedaggers, darts, slings, quarterstaffs, light crossbowsnone3d4x10 + + + 4, 2 + + + + + Spellcasting + An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. 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. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Source: Player's Handbook, p. 101 + + + + + + Sorcerous Origin + Choose 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. + + Source: Player's Handbook, p. 101 + + + + + + Sorcerous Origin: Divine Soul + Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. + A Divine Soul, with a natural magnetism, is seen as a threat to some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. + In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Divine Magic (Divine Soul) + Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. + + Affinity—Spell: + Good—cure wounds + Evil—inflict wounds + Law—bless + Chaos—bane + Neutrality—protection from evil and good + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Favored by the Gods (Divine Soul) + Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Sorcerous Origin: Draconic Bloodline + Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. + + Source: Player's Handbook, p. 102 + + + + + + Black Dragon Ancestor (Black Draconic Bloodline) + You have a black dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Blue Dragon Ancestor (Blue Draconic Bloodline) + You have a blue dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Brass Dragon Ancestor (Brass Draconic Bloodline) + You have a brass dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Bronze Dragon Ancestor (Bronze Draconic Bloodline) + You have a bronze dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Copper Dragon Ancestor (Copper Draconic Bloodline) + You have a copper dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Gold Dragon Ancestor (Gold Draconic Bloodline) + You have a gold dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Green Dragon Ancestor (Green Draconic Bloodline) + You have a green dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Red Dragon Ancestor (Red Draconic Bloodline) + You have a red dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Silver Dragon Ancestor (Silver Draconic Bloodline) + You have a silver dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + White Dragon Ancestor (White Draconic Bloodline) + You have a white dragon ancestor. + 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. + + Source: Player's Handbook, p. 102 + + + + + + Draconic Resilience (Draconic Bloodline) + As 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. + + Source: Player's Handbook, p. 102 + ac +3 + hp +1 + + + + + + Sorcerous Origin: Phoenix Sorcery + Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you. + That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. + More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. + Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. + + Phoenix Soul Quirks + + 1 — You absentmindedly ignite small fires that quickly sputter out. + + 2 — You cackle like a fiend when you unleash your fire spells. + + 3 — You admire fire, even if it burns your friends. + + 4 — You are covered in burns that mark the first time your power manifested. + + 5 — You like your food charred. + + 6 — You are brave to the point of recklessness. + + Source: Unearthed Arcana: Sorcerer, p. 1 + + + + + + Ignite (Phoenix Sorcery) + At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Mantle of Flame (Phoenix Sorcery) + Starting at 1st level, you can unleash the phoenix fire that blazes within you. + As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: + + • You shed bright light in a 30-foot radius and dim light for an additional 30 feet. + + • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee +attack from within 5 feet of you or if it touches +you. + + • Whenever you roll fire damage on your turn, +the roll gains a bonus to equal to your Charisma modifier. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Sorcerous Origin: Sea Sorcery + The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. + Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Soul of the Sea (Sea Sorcery) + At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Curse of the Sea (Sea Sorcery) + When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. + When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. + Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies): + + Cold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater. + + Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. + + Forced Movement; If the target is moved by your spell, increase the distance it is moved by 15 feet. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Sorcerous Origin: Shadow Magic + You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. + The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character. + + d6—Quirk: + 1—You are always icy cold to the touch. + + 2—When you are asleep, you don’t appear to breathe (though you must still breathe to survive). + + 3—You don’t seem to bleed, even when badly injured. + + 4—Your heart beats once per minute. This event sometimes surprises you. + + 5—You have trouble remembering that living creatures and corpses should be treated differently. + + 6—You blinked. Once. Last week. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Eyes of the Dark (Shadow Magic) + Starting at 1st level, you have darkvision with a range of 120 feet. + When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Strength of the Grave (Shadow Magic) + Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5+the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. + After the saving throw succeeds, you can’t use this feature again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Sorcerous Origin: Stone Sorcery + Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. + Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Bonus Proficiencies (Stone Sorcery) + At 1st level, you gain proficiency with shields, simple weapons, and martial weapons. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Metal Magic (Stone Sorcery) + Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + + 1st — compelled duel + 1st — searing smite + 1st — thunderous smite + 1st — wrathful smite + 2nd — branding smite + 2nd — magic weapon + 3rd — blinding smite + 3rd — elemental weapon + 4th — staggering smite. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Stone’s Durability (Stone Sorcery) + At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. + As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being. + Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 51 + + + + + + Wind Speaker (Storm Sorcery) + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Tempestuous Magic (Storm Sorcery) + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Sorcerous Origin: Wild Magic + Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. + + Source: Player's Handbook, p. 103 + + + + + + Wild Magic Surge (Wild Magic) + Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. + + Wild Magic Surge: + d100 — Effect: + 01-02 — Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + + 03-04 — For the next minute, you can see any invisible creature if you have line of sight to it. + + 05-06 — A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. + + 07-08 — You cast fireball as a 3rd-level spell centered on yourself. + + 09-10 — You cast magic missile as a 5th-level spell. + + 11-12 — Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. + + 13-14 — You cast confusion centered on yourself. + + 15-16 — For the next minute, you regain 5 hit points at the start of each of your turns. + + 17-18 — You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. + + 19-20 — You cast grease centered on yourself. + + 21-22 — Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. + + 23-24 — Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. + + 25-26 — An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. + + 27-28 — For the next minute, all your spells with a casting time feet of 1 action have a casting time of 1 bonus action. + + 29-30 — You teleport up to 60 feet to an unoccupied space of your choice that you can see. + + 31-32 — You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. + + 33-34 — Maximize the damage of the next damaging spell you cast within the next minute. + + 35-36 — Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. + + 37-38 — 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. + + 39-40 — You regain 2d10 hit points. + + 41-42 — You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. + + 43-44 — For the next minute, you can teleport up to 20 feet as next minute. a bonus action on each of your turns. + + 45-46 — You cast levitate on yourself. + + 47-48 — A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. + + 49-50 — You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. + + 51-52 — A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. + + 53-54 — You are immune to being intoxicated by alcohol for the next 5d6 days. + + 55-56 — Your hair falls out but grows back within 24 hours. + + 57-58 — For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. + + 59-60 — You regain your lowest-level expended spell slot. + + 61-62 — For the next minute, you must shout when you speak. + + 63-64 — You cast fog cloud centered on yourself. + + 65-66 — Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. + + 67-68 — You are frightened by the nearest creature until the end of your next turn. + + 69-70 — Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. + + 71-72 — You gain resistance to all damage for the next minute. + + 73-74 — A random creature within 60 feet of you becomes poisoned for 1d4 hours. + + 75-76 — You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. + + 79-80 — Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. + + 77-78 — You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. + + 81-82 — You can take one additional action immediately. + + 83-84 — Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. + + 85-86 — You cast mirror image. + + 87-88 — You cast fly on a random creature within 60 feet of you. + + 89-90 — You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. + + 91-92 — If you die within the next minute, you immediately come back to life as if by the reincarnate spell. + + 93-94 — Your size increases by one size category for the next minute. + + 95-96 — You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + + 97-98 — You are surrounded by faint, ethereal music for the next minute. + + 99-100 — You regain all expended sorcery points. + + Source: Player's Handbook, p. 103 + + + + + + Tides of Chaos (Wild Magic) + Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. + Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. + + Source: Player's Handbook, p. 103 + + + + + 4, 3 + + + + + Font of Magic + At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. + + Sorcery Points: + You have a number of sorcery points equal to your sorcerer level. You can never have more sorcery points than your sorcerer level. You regain all spent sorcery points when you finish a long rest. + + Flexible Casting: + You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Spell slots you create using sorcery points are lost at the end of a long rest. + + Creating Spell Slots: + You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 to create a 2nd level slot, 5 for a 3rd level slot, 6 for a 4th level slot, or 7 for a 5th level slot. You can create spell slots no higher in level than 5th. + Any spell slot you create with this feature vanishes when you finish a long rest. + + 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. + + Source: Player's Handbook, p. 101 + + + + + 4, 4, 2 + + + + + Metamagic + At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. + You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. + + Source: Player's Handbook, p. 101 + + + + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook, p. 102 + + + + + 5, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 5, 4, 3, 2 + + + + 5, 4, 3, 3 + + + + + Empowered Healing (Divine Soul) + Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you roll dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Elemental Affinity (Black Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to acid damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Blue Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to lightning damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Brass Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Bronze Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to lightning damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Copper Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to acid damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Gold Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Green Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals poison damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to poison damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Red Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Silver Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to cold damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (White Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to cold damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Phoenix Spark (Phoenix Sorcery) + Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. + If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. + If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Watery Defense (Sea Sorcery) + At 6th level, you gain resistance to fire damage. + You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from +it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Hound of Ill Omen (Shadow Magic) + At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics with the following changes: + + • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. + + • It appears with a number of temporary hit points equal to half your sorcerer level. + + • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. + + • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. + + The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet if the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Stone Aegis (Stone Sorcery) + Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. + As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. + In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see +within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Heart of the Storm (Storm Sorcery) + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Storm Guide (Storm Sorcery) + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Bend Luck (Wild Magic) + Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. + + Source: Player's Handbook, p. 103 + + + + + 5, 4, 3, 3, 1 + + + + 5, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 5, 4, 3, 3, 3, 1 + + + + 6, 4, 3, 3, 3, 2 + + + + + Metamagic Option (3rd) + At 10th level, you learn an additional metamagic option. + + Source: Player's Handbook, p. 101 + + + + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 2, 1 + + + + 6, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 2, 1, 1 + + + + 6, 4, 3, 3, 3, 2, 1, 1 + + + + + Otherworldly Wings (Divine Soul) + Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. + The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Dragon Wings (Draconic Bloodline) + At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. + You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. + + Source: Player's Handbook, p. 103 + + + + + + Nourishing Fire (Phoenix Sorcery) + Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Shifting Form (Sea Sorcery) + Starting at 14th level, you gain the ability to enter a liquid state while moving. + When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there. + On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Shadow Walk (Shadow Magic) + At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Stone’s Edge (Stone Sorcery) + Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Storm's Fury (Storm Sorcery) + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Controlled Chaos (Wild Magic) + At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. + + Source: Player's Handbook, p. 103 + + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + + Metamagic Option (4th) + At 17th level, you learn an additional metamagic option. + + Source: Player's Handbook, p. 101 + + + + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + + Unearthly Recovery (Divine Soul) + At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 50 + + + + + + Draconic Presence (Draconic Bloodline) + Beginning 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 103 + + + + + + Form of the Phoenix (Phoenix Sorcery) + At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits: + + • You have a flying speed of 40 feet and can hover. + + • You have resistance to all damage. + + • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature. + + Source: Unearthed Arcana: Sorcerer, p. 2 + + + + + + Water Soul (Sea Sorcery) + Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: + + • You no longer need to eat, drink, or sleep. + + • A critical hit against you becomes a normal hit. + + • You have resistance to bludgeoning, piercing, and slashing damage. + + Source: Unearthed Arcana: Sorcerer, p. 3 + + + + + + Umbral Form (Shadow Magic) + Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. + You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. + + Source: Xanathar's Guide to Everything, p. 51 + + + + + + Earth Master’s Aegis (Stone Sorcery) + Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits. + + Source: Unearthed Arcana: Sorcerer, p. 4 + + + + + + Wind Soul (Storm Sorcery) + At 18th level, you gain immunity to lightning and thunder damage. + You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 137 + Xanathar's Guide to Everything p. 52 + + + + + + Spell Bombardment (Wild Magic) + Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. + + Source: Player's Handbook, p. 103 + + + + + 6, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Sorcerous Restoration + At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. + + Source: Player's Handbook, p. 102 + + + + + + + Warlock + 8 + Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion + Charisma + 2 + + + Starting Warlock + As a 1st-level Warlock, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons + • Tools: none + • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a component pouch or (b) an arcane focus + • (a) a scholar's pack or (b) a dungeoneer's pack + • Leather armor, any simple weapon, and two daggers + + Alternatively, you may start with 4d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 105 + + + + + + Multiclass Warlock + To multiclass as a Warlock, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • light armor, simple weapons + + Source: Player's Handbook, p. 163 + + +light armorsimple weaponsnone4d4x10 + + + 2, 1 + + + + + Pact Magic + Your 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 an additional warlock cantrip of your choice at 4th level, and another at 10th level. + + 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 witch bolt 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 an additional warlock spell at 2nd through 9th level, and at every odd level thereafter. 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. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Spellcasting Focus: + You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells. + + Source: Player's Handbook, p. 107 + + + + + + Otherworldly Patron + At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 107 + + + + + + Otherworldly Patron: The Archfey + Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. + + Expanded Spell List: + The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — faerie fire, sleep + 2nd — calm emotions, phantasmal force + 3rd — blink, plant growth + 4th — dominate beast, greater invisibility + 5th — dominate person, seeming + + + Source: Player's Handbook, p. 108 + + + + + + Fey Presence (The Archfey) + Starting 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 109 + + + + + + Otherworldly Patron: The Celestial + Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. + Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. + + Expanded Spell List: + The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — cure wounds, guiding bolt + 2nd — flaming sphere, lesser restoration + 3rd — daylight, revivify + 4th — guardian of faith, wall of fire + 5th — flame strike, greater restoration. + + Source: Xanathar's Guide to Everything, p. 54 + + + + + + Bonus Cantrips (The Celestial) + At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. + + Source: Xanathar's Guide to Everything, p. 54 + + + + + + Healing Light (The Celestial) + At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. + As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. + Your pool regains all expended dice when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 54 + + + + + + Otherworldly Patron: The Fiend + You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. + + Expanded Spell List: + The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — burning hands, command + 2nd — blindness/deafness, scorching ray + 3rd — fireball, stinking cloud + 4th — fire shield, wall of fire + 5th — flame strike, hallow + + Source: Player's Handbook, p. 109 + + + + + + Dark One's Blessing (The Fiend) + Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). + + Source: Player's Handbook, p. 109 + + + + + + Otherworldly Patron: The Great Old One + Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. + + Expanded Spell List: + The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — dissonant whispers, Tasha’s hideous laughter + 2nd — detect thoughts, phantasmal force + 3rd — clairvoyance, sending + 4th — dominate beast, Evard’s black tentacles + 5th — dominate person, telekinesis + + Source: Player's Handbook, p. 109 + + + + + + Awakened Mind (The Great Old One) + Starting 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. + + Source: Player's Handbook, p. 110 + + + + + + Otherworldly Patron: The Hexblade + You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. + Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. + + Expanded Spell List: + The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — shield, wrathful smite + 2nd — blur, branding smite + 3rd — blink, elemental weapon + 4th — phantasmal killer, staggering smite + 5th — Banishing smite, cone of cold + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Hexblade’s Curse (Hexblade) + Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: + + • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. + + • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. + + • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. + + You can’t use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Hex Warrior (Hexblade) + At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. + The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Otherworldly Patron: The Raven Queen + You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers. + The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes. + + Expanded Spell List: The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — false life, sanctuary + 2nd — silence, spiritual weapon + 3rd — feign death, speak with dead + 4th — ice storm, locate creature + 5th — commune, cone of cold. + + Source: Unearthed Arcana: Warlock & Wizard, p. 2 + + + + + + Sentinel Raven (The Raven Queen) + Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. + While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. + You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you. + In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. + The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. + The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. + At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you. + + Source: Unearthed Arcana: Warlock & Wizard, p. 2 + + + + + + Otherworldly Patron: The Seeker + Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. + Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role. + + Expanded Spell List: + The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — feather fall, jump + 2nd — levitate, locate object + 3rd — clairvoyance, sending + 4th — arcane eye, locate creature + 5th — legend lore, passwall + + Source: Unearthed Arcana: The Faithful, p. 1 + + + + + + Shielding Aurora (The Seeker) + Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Faithful, p. 1 + + + + + + Otherworldly Patron: The Undying + Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. + In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther. + + Expanded Spell List: + The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — false life, ray of sickness + 2nd — blindness/deafness, silence + 3rd — feign death, speak with dead + 4th — aura of life, death ward + 5th — contagion, legend lore + + Source: Sword Coast Adventurer's Guide, p. 139 + + + + + + Among the Dead (The Undying) + Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. + Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. + + Source: Sword Coast Adventurer's Guide, p. 139 + + + + + 2, 2 + + + + + Eldritch Invocations + In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. + At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. You gain an additional invocation at 5th, 7th, 9th, 12th, 15th, and 18th warlock level. + 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. + To select or change your invocations, add them as spells from the "Eldritch Invocations" spell list. + + Source: Player's Handbook, p. 107 + + + + + 2, 0, 2 + + + + + Pact Boon + At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice: Pact of the Chain, Pact of the Blade, or Pact of the tome. + + Source: Player's Handbook, p. 107 + + + + + + Pact Boon: Pact of the Blade + You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (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. + + Source: Player's Handbook, p. 107 + + + + + + Pact Boon: Pact of the Chain + You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. + When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, 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 with its reaction. + + Source: Player's Handbook, p. 107 + + + + + + Pact Boon: Pact of the Star Chain + At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. + The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. + Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. + If you lose your Star Chain, you can perform a 1 hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. + The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. + + Source: Unearthed Arcana: The Faithful, p. 1 + + + + + + Pact Boon: Pact of the Tome + Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. + If you 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. + + Source: Player's Handbook, p. 108 + + + + + 3, 0, 2 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 3, 0, 0, 2 + + + + + Additional Invocation + At 5th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 3, 0, 0, 2 + + + + + Misty Escape (The Archfey) + Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 109 + + + + + + Radiant Soul (The Celestial) + Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Dark One's Own Luck (The Fiend) + Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. + Once you use this feature, you can’t use it again until you finish a short or long rest + + Source: Player's Handbook, p. 109 + + + + + + Entropic Ward (The Great Old One) + At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before 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. + + Source: Player's Handbook, p. 110 + + + + + + Accursed Specter (Hexblade) + Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to attack equal to your Charisma modifier (minimum of +0). + The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. + Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 56 + + + + + + Soul of the Raven (The Raven Queen) + At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal. + + Source: Unearthed Arcana: Warlock & Wizard, p. 2 + + + + + + Astral Refuge (The Seeker) + At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. + + Source: Unearthed Arcana: The Faithful, p. 2 + + + + + + Defy Death (The Undying) + Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Sword Coast Adventurer's Guide, p. 140 + + + + + 3, 0, 0, 0, 2 + + + + + Additional Invocation + At 7th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 3, 0, 0, 0, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 3, 0, 0, 0, 0, 2 + + + + + Additional Invocation + At 9th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 2 + + + + + Beguiling Defenses (The Archfey) + Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 109 + + + + + + Celestial Resilience (The Celestial) + Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Fiendish Resilience (The Fiend) + Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. + + Source: Player's Handbook, p. 109 + + + + + + Thought Shield (The Great Old One) + Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. + + Source: Player's Handbook, p. 110 + + + + + + Armor of Hexes (Hexblade) + At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. + + Source: Xanathar's Guide to Everything, p. 56 + + + + + + Raven’s Shield (The Raven Queen) + At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + + + + Far Wanderer (The Seeker) + At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage. + + Source: Unearthed Arcana: The Faithful, p. 2 + + + + + + Undying Nature (The Undying) + Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. + In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. + + Source: Sword Coast Adventurer's Guide, p. 140 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Mystic Arcanum + At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + At higher levels, you gain more warlock spells 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 Arcanum when you finish a long rest. + + Source: Player's Handbook, p. 108 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + + Additional Invocation + At 12th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 3 + + + + 4, 0, 0, 0, 0, 3 + + + + + Dark Delirium (The Archfey) + Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. + Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. + You must finish a short or long rest before you can use this feature again. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 109 + + + + + + Searing Vengeance (The Celestial) + Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 55 + + + + + + Hurl Through Hell (The Fiend) + Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. + At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 109 + + + + + + Create Thrall (The Great Old One) + At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. + You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 110 + + + + + + Master of Hexes (Hexblade) + Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature + + Source: Xanathar's Guide to Everything, p. 56 + + + + + + Queen’s Right Hand (The Raven Queen) + Starting at 14th level, you can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + + + + Astral Sequestration (The Seeker) + Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. + By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. + During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. + Once you use this ability, you cannot use it again until you complete a long rest. + + + Source: Unearthed Arcana: The Faithful, p. 2 + + + + + + Indestructible Life (The Undying) + When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 140 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Additional Invocation + At 15th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 4, 0, 0, 0, 0, 4 + + + + 4, 0, 0, 0, 0, 4 + + + + + Additional Invocation + At 18th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + + Gift of the Depths + Prerequisite: The Archfey patron + The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. + You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + + + 4, 0, 0, 0, 0, 4 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 4, 0, 0, 0, 0, 4 + + + + + Eldritch Master + At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. + + Source: Player's Handbook, p. 108 + + + + + + + Wizard + 6 + Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion + Intelligence + 2 + + + Starting Wizard + As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: daggers, darts, slings, quarterstaffs, light crossbows + • Tools: none + • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a quarterstaff or (b) a dagger + • (a) a component pouch or (b) an arcane focus + • (a) a scholar's pack or (b) an explorer's pack + • A spellbook + + Alternatively, you may start with 4d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 112 + + + + + + Multiclass Wizard + To multiclass as a Wizard, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • none + + Source: Player's Handbook, p. 163 + + +nonedaggers, darts, slings, quarterstaffs, light crossbowsnone4d4x10 + + + 3, 2 + + + + + Spellcasting + As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: + At 1st level, you know three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 4th level, and another at 10th level. + + Spellbook: + At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. + + 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. + Spell save DC = 8 + your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your intelligence modifier + + Ritual Casting: + You can cast a wizard spell as a ritual if that spell has 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 (found in chapter 5) 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. 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. + + Source: Player's Handbook, p. 114 + + + + + + Spellbook + The spells of 1st level and higher that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. + + Copying a Spell into the Book: + When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. + Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. + For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. + + Replacing the Book: + You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. + If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. + + The Book’s Appearance: + Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. + + Source: Player's Handbook, p. 114 + + + + + + Arcane Recovery + You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. + For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. + + Source: Player's Handbook, p. 115 + + + + + 3, 3 + + + + + Arcane Tradition + When 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. + + Source: Player's Handbook, p. 115 + + + + + + Arcane Tradition: Artificer + When 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. + + Source: Unearthed Arcana: Eberron, p. 3 + + + + + + Infuse Potions (Artificer) + Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. + The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions. + + 1st — Climbing, growth, or healing + 2nd — Mind reading or greater healing + 3rd — Invisibility, superior healing, or water breathing + 4th — Resistance + + Source: Unearthed Arcana: Eberron, p. 3 + + + + + + Infuse Scrolls (Artificer) + At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. + You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest. + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Arcane Tradition: Bladesinging + Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. + + Source: Sword Coast Adventurer's Guide, p. 141 + + + + + + Restriction: Elves Only (Bladesinging) + Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging. + Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms. + + Source: Sword Coast Adventurer's Guide, p. 121 + + + + + + Training in War and Song (Bladesinging) + When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. + You also gain proficiency in the Performance skill if you don’t already have it. + + Source: Sword Coast Adventurer's Guide, p. 142 + Performance + + + + + + Bladesong (Bladesinging) + Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. + You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). + While your bladesong is active, you gain the following benefits: + + • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). + • Your walking speed increases by 10 feet. + • You have advantage on Dexterity (Acrobatics) checks. + • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). + + You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Arcane Tradition: Lore Mastery + Lore Mastery is an arcane tradition fixated on +understanding the underlying mechanics of +magic. It is the most academic of all arcane +traditions. The promise of uncovering new +knowledge or proving (or discrediting) a theory +of magic is usually required to rouse its +practitioners from their laboratories, academies, +and archives to pursue a life of adventure. + Known as savants, followers of this tradition +are a bookish lot who see beauty and mystery in +the application of magic. The results of a spell +are less interesting to them than the process that +creates it. Some savants take a haughty attitude +toward those who follow a tradition focused on a +single school of magic, seeing them as provincial +and lacking the sophistication needed to master +true magic. Other savants are generous teachers, knowledge and good humor. + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + + + + Lore Master (Lore Mastery) + Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. + In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice). + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Spell Secrets (Lore Mastery) + At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. + When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. + When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Arcane Tradition: School of Abjuration + When 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. + + Source: Player's Handbook, p. 115 + + + + + + Abjuration Savant (School of Abjuration) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. + + Source: Player's Handbook, p. 115 + + + + + + Arcane Ward (School of Abjuration) + Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. + While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. + Once you create the ward, you can’t create it again until you finish a long rest. + + Source: Player's Handbook, p. 115 + + + + + + Arcane Tradition: School of Conjuration + When 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. + + Source: Player's Handbook, p. 116 + + + + + + Conjuration Savant (School of Conjuration) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. + + Source: Player's Handbook, p. 116 + + + + + + Minor Conjuration (School of Conjuration) + Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. + The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. + + Source: Player's Handbook, p. 116 + + + + + + Arcane Tradition: School of Divination + When 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. + + Source: Player's Handbook, p. 116 + + + + + + Divination Savant (School of Divination) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. + + Source: Player's Handbook, p. 116 + + + + + + Portent (School of Divination) + Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. + Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. + + Source: Player's Handbook, p. 116 + + + + + + Arcane Tradition: School of Enchantment + When 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. + + Source: Player's Handbook, p. 117 + + + + + + Enchantment Savant (School of Enchantment) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. + + Source: Player's Handbook, p. 117 + + + + + + Hypnotic Gaze (School of Enchantment) + Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. + On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. + Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 117 + + + + + + Arcane Tradition: School of Evocation + When 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. + + Source: Player's Handbook, p. 117 + + + + + + Evocation Savant (School of Evocation) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. + + Source: Player's Handbook, p. 117 + + + + + + Sculpt Spells (School of Evocation) + Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. + + Source: Player's Handbook, p. 117 + + + + + + Arcane Tradition: School of Illusion + When 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. + + Source: Player's Handbook, p. 118 + + + + + + Illusion Savant (School of Illusion) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. + + Source: Player's Handbook, p. 118 + + + + + + Improved Minor Illusion (School of Illusion) + When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. + When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. + + Source: Player's Handbook, p. 118 + + + + + + Arcane Tradition: School of Invention + The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. + Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. + Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. + Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics. + + Source: Unearthed Arcana: Three Subclasses, p. 2 + + + + + + Tools of the Inventor (School of Invention) + At 2nd level, you gain proficiency with two tools of your choice. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcanomechanical Armor (School of Invention) + Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor. + Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. + The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. + You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Reckless Casting (School of Invention) + Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options: + + • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action. + + • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th- level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. + + If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature. + + d10 — Cantrip: + 1 — acid splash + 2 — chill touch + 3 — fire bolt + 4 — light + 5 — poison spray + 6 — ray of frost + 7 — shocking grasp + 8 — sacred flame + 9 — thorn whip + 10 — Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. + + d10 — 1st-Level Spell: + 1 — burning hands + 2 — chromatic orb + 3 — color spray + 4 — faerie fire + 5 — false life + 6 — fog cloud + 7 — jump + 8 — magic missile + 9 — thunderwave + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 2nd-Level Spell: + 1 — blur + 2 — darkness + 3 — enlarge/reduce + 4 — gust of wind + 5 — invisibility + 6 — levitate + 7 — Melf’s acid arrow + 8 — scorching ray + 9 — shatter + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 3rd-Level Spell: + 1 — blink + 2 — fear + 3 — feign death + 4 — fireball + 5 — fly + 6 — gaseous form + 7 — lightning bolt + 8 — sleet storm + 9 — stinking cloud + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 4th-Level Spell: + 1 — blight + 2 — confusion + 3 — Evard’s black tentacles + 4 — fire shield + 5 — greater invisibility + 6 — ice storm + 7 — phantasmal killer + 8 — stoneskin + 9 — wall of fire + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 — 5th-Level Spell: + 1 — cloudkill + 2 — cone of cold + 3 — destructive wave + 4 — flame strike + 5 — hold monster + 6 — insect plague + 7 — mass cure wounds + 8 — wall of force + 9 — wall of stone + 10 — Roll twice and cast each Spell:, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Arcane Tradition: School of Necromancy + When 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. + + Source: Player's Handbook, p. 118 + + + + + + Necromancy Savant (School of Necromancy) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. + + Source: Player's Handbook, p. 118 + + + + + + Grim Harvest (School of Necromancy) + At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. + + Source: Player's Handbook, p. 118 + + + + + + Arcane Tradition: School of Transmutation + When 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. + + Source: Player's Handbook, p. 119 + + + + + + Transmutation Savant (School of Transmutation) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. + + Source: Player's Handbook, p. 119 + + + + + + Minor Alchemy (School of Transmutation) + Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. + + Source: Player's Handbook, p. 119 + + + + + + Arcane Tradition: Theurgy + A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. + Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Divine Inspiration (Theurgy) + When you choose this tradition at 2nd level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Arcane Initiate (Theurgy) + Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. + If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. + Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Channel Arcana (Theurgy) + At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. + When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. + Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. + Beginning at 6th level, you can use your Channel Arcana 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. + If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Channel Arcana: Divine Arcana (Theurgy) + As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to abjure otherworldly creatures. + As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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. + After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold: + + Wizard level — Banishes Creature of CR: + 5th — 1/2 or lower + 8th — 1 or lower + 11th — 2 or lower + 14th — 3 or lower + 17th — 4 or lower + + Source: Sword Coast Adventurer's Guide, p. 125 + + + + + + Channel Arcana: Touch of Death (Death Domain) (Theurgy) + Starting at 2nd level, you can use Channel Arcana to destroy another creature’s life force by touch. + When you hit a creature with a melee attack, you can use Channel Arcana to deal extra necrotic damage to the target. The damage equals 5+twice your wizard level. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Arcana: Knowledge of the Ages (Knowledge Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. + + Source: Player's Handbook, p. 59 + + + + + + Channel Arcana: Preserve Life (Life Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana 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 wizard 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. + + Source: Player's Handbook, p. 60 + + + + + + Channel Arcana: Radiance of the Dawn (Light Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to harness sunlight, banishing darkness and dealing radiant damage to your foes. + As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. + + Source: Player's Handbook, p. 61 + + + + + + Channel Arcana: Charm Animals and Plants (Nature Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to charm animals and plants. + As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. + + Source: Player's Handbook, p. 62 + + + + + + Channel Arcana: Invoke Duplicity (Trickery Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to create an illusory duplicate of yourself. + As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. + + Source: Player's Handbook, p. 63 + + + + + + Channel Arcana: Destructive Wrath (Tempest Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to wield the power of the storm with unchecked ferocity. + When you roll lightning or thunder damage, you can use your Channel Arcana to deal maximum damage, instead of rolling. + + Source: Player's Handbook, p. 62 + + + + + + Channel Arcana: Guided Strike (War Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Arcana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: Artisan's Blessing (Forge Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Divinity to create simple items. + You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools. or another metal object (see chapter 5, "Equipment," in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. + The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. + The ritual can create an exact duplicate of a nonmagical item that contains metal, such as a copy of a key, if you possess the original during the ritual. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Channel Divinity: Path to the Grave (Grave Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. + As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn.. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of the attack’s damage, and then the curse ends. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Channel Divinity: Radiant Defense (Protection Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. + As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Arcane Tradition: War Magic + A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for a wizard to bolster their own defenses. + Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them. + In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?" + + Source: Xanathar's Guide to Everything, p. 59 + + + + + + Arcane Deflection (War Magic) + At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. + When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. + + Source: Xanathar's Guide to Everything, p. 59 + + + + + + Tactical Wit (War Magic) + Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + 3, 4, 2 + + + + 4, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 3, 4, 3, 2 + + + + 3, 4, 3, 3 + + + + + Infuse Weapons and Armor (Artificer) + Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. + The spell slot you expend determines the type of weapon, armor, or shield you can create. + + 2nd — +1 ammunition (20 pieces) + 3rd — +1 weapon or +1 shield + 4th — +1 armor + 5th — +2 weapon or +2 ammunition (20 pieces) + 6th — +2 armor + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Extra Attack (Bladesinging) + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Alchemical Casting (Lore Mastery) + At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend. + An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. + An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. + An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Projected Ward (School of Abjuration) + Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. + + Source: Player's Handbook, p. 115 + + + + + + Benign Transposition (School of Conjuration) + Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. + Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. + + Source: Player's Handbook, p. 116 + + + + + + Expert Divination (School of Divination) + Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. + + Source: Player's Handbook, p. 116 + + + + + + Instinctive Charm (School of Enchantment) + Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. + You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect. + + Source: Player's Handbook, p. 117 + + + + + + Potent Cantrip (School of Evocation) + Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. + + Source: Player's Handbook, p. 117 + + + + + + Malleable Illusions (School of Illusion) + Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion. + + Source: Player's Handbook, p. 118 + + + + + + Alchemical Casting (School of Invention) + At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend. + A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list. + A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Undead Thralls (School of Necromancy) + At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. + Whenever you create an undead using a necromancy spell, it has additional benefits. + + • The creature’s hit point maximum is increased by an amount equal to your wizard level. + + • The creature adds your proficiency bonus to its weapon damage rolls. + + Source: Player's Handbook, p. 119 + + + + + + Transmuter's Stone (School of Transmutation) + Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options. + + • Darkvision out to a range of 60 feet, as described in chapter 8 + + • An increase to speed of 10 feet while the creature is unencumbered + + • Proficiency in Constitution saving throws + + • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). + + Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. + If you create a new transmuter’s stone, the previous one ceases to function. + + Source: Player's Handbook, p. 119 + + + + + + Arcane Acolyte (Theurgy) + At 6th level, you gain your chosen domain’s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain. + + Source: Unearthed Arcana: Wizard Revisited, p. 1 + + + + + + Arcane Initiate (Arcana Domain) (Theurgy) + You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. + + Source: Sword Coast Adventurer's Guide, p. 125 + Arcana + + + + + + Reaper (Death Domain) (Theurgy) + You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. + + Source: Dungeon Master's Guide, p. 96 + + + + + + Blessings of Knowledge (Knowledge Domain) (Theurgy) + You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Player's Handbook, p. 59 + + + + + + Disciple of Life (Life Domain) (Theurgy) + 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. + + Source: Player's Handbook, p. 60 + + + + + + Bonus Cantrip (Light Domain) (Theurgy) + You gain the light cantrip if you don’t already know it. + + Source: Player's Handbook, p. 61 + + + + + + Warding Flare (Light Domain) (Theurgy) + You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook, p. 61 + + + + + + Acolyte of Nature (Nature Domain) (Theurgy) + You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. + + Source: Player's Handbook, p. 62 + + + + + + Wrath of the Storm (Tempest Domain) (Theurgy) + You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook, p. 62 + + + + + + Blessing of the Trickster (Trickery Domain) (Theurgy) + You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. + + Source: Player's Handbook, p. 63 + + + + + + War Priest (War Domain) (Theurgy) + Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook, p. 63 + + + + + + Blessing of the Forge (Forge Domain) (Theurgy) + At 6th level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Circle of Mortality (Grave Domain) (Theurgy) + At 6th level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. + In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Eyes of the Grave (Grave Domain) (Theurgy) + At 6th level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Shield of the Faithful (Protection Domain) (Theurgy) + Starting at 6th level, you gain the ability to hinder attacks intended for others. When a creature 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. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Power Surge (War Magic) + Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. + You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. + Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + 3, 4, 3, 3, 1 + + + + 3, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 3, 4, 3, 3, 3, 1 + + + + 5, 4, 3, 3, 3, 2 + + + + + Superior Artificer (Artificer) + Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. + You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls. + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Song of Defense (Bladesinging) + Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell’s slot level. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Prodigious Memory (Lore Mastery) + At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Improved Abjuration (School of Abjuration) + Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. + + Source: Player's Handbook, p. 115 + + + + + + Focused Conjuration (School of Conjuration) + Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage. + + Source: Player's Handbook, p. 116 + + + + + + The Third Eye (School of Divination) + Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. + + Darkvision: + You gain darkvision out to a range of 60 feet, as described in chapter 8. + + Ethereal Sight: + You can see into the Ethereal Plane within 60 feet of you. + + Greater Comprehension: + You can read any language. + + See Invisibility: + You can see invisible creatures and objects within 10 feet of you that are within line of sight. + + Source: Player's Handbook, p. 116 + + + + + + Split Enchantment (School of Enchantment) + Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. + + Source: Player's Handbook, p. 117 + + + + + + Empowered Evocation (School of Evocation) + Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. + + Source: Player's Handbook, p. 117 + + + + + + Illusory Step (School of Illusion) + Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Player's Handbook, p. 118 + + + + + + Prodigious Inspiration (School of Invention) + At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Inured to Undeath (School of Necromancy) + Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. + + Source: Player's Handbook, p. 119 + + + + + + Shapechanger (School of Transmutation) + At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. + Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. + + Source: Player's Handbook, p. 119 + + + + + + Arcane Priest (Theurgy) + At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets. + + Source: Unearthed Arcana: Wizard Revisited, p. 2 + + + + + + Spell Breaker (Arcana Domain) (Theurgy) + When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + + Inescapable Destruction (Death Domain) (Theurgy) + Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Read Thoughts (Knowledge Domain) (Theurgy) + You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. + As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. + If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. + During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. + + Source: Player's Handbook, p. 59 + + + + + + Blessed Healer (Life Domain) (Theurgy) + 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. + + Source: Player's Handbook, p. 60 + + + + + + Improved Flare (Light Domain) (Theurgy) + You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. + + Source: Player's Handbook, p. 61 + + + + + + Dampen Elements (Nature Domain) (Theurgy) + When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. + + Source: Player's Handbook, p. 62 + + + + + + Thunderbolt Strike (Tempest Domain) (Theurgy) + When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Cloak of Shadows (Trickery Domain) (Theurgy) + You can use your Channel Divinity to vanish. + As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: War God's Blessing (War Domain) (Theurgy) + When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + + Soul of the Forge (Forge Domain) (Theurgy) + Starting at 10th level, your mastery of the forge grants you special abilities: + • You gain resistance to fire damage. + • While wearing heavy armor, you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Sentinel at Death's Door (Grave Domain) (Theurgy) + At 10th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Blessed Healer (Protection Domain) (Theurgy) + Beginning at 10th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Durable Magic (War Magic) + Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + 5, 4, 3, 3, 3, 2, 1 + + + + 5, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + + Master Artificer (Artificer) + On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. + + Source: Unearthed Arcana: Eberron, p. 4 + + + + + + Song of Victory (Bladesinging) + Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. + + Source: Sword Coast Adventurer's Guide, p. 142 + + + + + + Master of Magic (Lore Mastery) + At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. + You can’t use this feature again until you finish a long rest. + + Source: Unearthed Arcana: Warlock & Wizard, p. 6 + + + + + + Spell Resistance (School of Abjuration) + Starting at 14th level, you have advantage on saving throws against spells. + Furthermore, you have resistance against the damage of spells. + + Source: Player's Handbook, p. 116 + + + + + + Durable Summons (School of Conjuration) + Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. + + Source: Player's Handbook, p. 116 + + + + + + Greater Portent (School of Divination) + Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. + + Source: Player's Handbook, p. 117 + + + + + + Alter Memories (School of Enchantment) + At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. + Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell. + + Source: Player's Handbook, p. 117 + + + + + + Overchannel (School of Evocation) + Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal 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. + + Source: Player's Handbook, p. 118 + + + + + + Illusory Reality (School of Illusion) + By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. + The object can’t deal damage or otherwise directly harm anyone. + + Source: Player's Handbook, p. 118 + + + + + + Controlled Chaos (School of Invention) + At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot. + + Source: Unearthed Arcana: Three Subclasses, p. 3 + + + + + + Command Undead (School of Necromancy) + Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. + Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. + + Source: Player's Handbook, p. 119 + + + + + + Master Transmuter (School of Transmutation) + Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest. + + Major Transformation: + You can transmute one nonmagical object — no larger than a 5-foot cube — into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. + + Panacea: + You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points. + + Restore Life: + You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook. + + Restore Youth: + You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan. + + Source: Player's Handbook, p. 119 + + + + + + Arcane High Priest (Theurgy) + At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. + + Source: Unearthed Arcana: Wizard Revisited, p. 2 + + + + + + Arcane Mastery (Arcana Domain) (Theurgy) + Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells are always prepared. + + Source: Sword Coast Adventurer's Guide, p. 126 + + + + + + Improved Reaper (Death Domain) (Theurgy) + When you cast a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Visions of the Past (Knowledge Domain) (Theurgy) + You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. + + Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. + + Source: Player's Handbook, p. 60 + + + + + + Supreme Healing (Life Domain) (Theurgy) + 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. + + Source: Player's Handbook, p. 60 + + + + + + Corona of Light (Light Domain) (Theurgy) + You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. + + Source: Player's Handbook, p. 61 + + + + + + Master of Nature (Nature Domain) (Theurgy) + You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. + + Source: Player's Handbook, p. 62 + + + + + + Stormborn (Tempest Domain) (Theurgy) + You have a flying speed equal to your current walking speed whenever you are not underground or indoors. + + Source: Player's Handbook, p. 62 + + + + + + Improved Duplicity (Trickery Domain) (Theurgy) + You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. + + Source: Player's Handbook, p. 63 + + + + + + Avatar of Battle (War Domain) (Theurgy) + You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Player's Handbook, p. 63 + + + + + + Saint of Forge and Fire (Forge Domain) (Theurgy) + At 14th level, your blessed affinity with fire and metal becomes more powerful: + • You gain immunity to fire damage. + • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 1 + + + + + + Keeper of Souls (Grave Domain) (Theurgy) + Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 2 + + + + + + Indomitable Defense (Protection Domain) (Theurgy) + At 14th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. + As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains, p, 3 + + + + + + Deflecting Shroud (War Magic) + At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. + + Source: Xanathar's Guide to Everything, p. 60 + + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + + Spell Mastery + At 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. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Signature Spell + When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You 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. + + Source: Player's Handbook, p. 115 + + + + + + Aberrant Dragon Mark + No existing dragonmark + You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • Increase your Constitution score by 1, to a maximum of 20.You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells. + + • Increase your Constitution score by 1, to a maximum of 20.You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit Dice to increase the spell’s level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to the number rolled. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + constitution +1 + + + Acrobat + + You become more nimble, gaining the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + acrobatics + dexterity +1 + + + Acrobat (Proficient) + + You become more nimble, gaining the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + dexterity +1 + Acrobatics+%0 + + + Actor + + Skilled at mimicry and dramatics, you gain the following benefits. + + • Increase your Charisma score by 1, to a maximum of 20. + + • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. + + • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. + + Source: Player's Handbook, p. 165 + charisma +1 + + + Alchemist + + You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. + + • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. + + • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. + + Source: Unearthed Arcana: Feats, p. 4 + intelligence +1 + + + Alert + + Always on the lookout for danger, you gain the following + + • You gain a +5 bonus to initiative. + + • You can't be surprised while you are conscious. + + • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. + + Source: Player's Handbook, p. 165 + initiative +5 + + + Animal Handler + + You master the techniques needed to train and handle animals. You gain the following benefits. + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + animal handling + wisdom +1 + + + Animal Handler (Proficient) + + You master the techniques needed to train and handle animals. You gain the following benefits. + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + wisdom +1 + Animal Handling+%0 + + + Arcanist + + You study the arcane arts, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + arcana + intelligence +1 + + + Arcanist (Proficient) + + You study the arcane arts, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + intelligence +1 + Arcana+%0 + + + Athlete (Dexterity) + + You have undergone extensive physical training to gain the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • When you are prone, standing up uses only 5 feet of your movement. + + • Climbing doesn't cost you extra movement. + + • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. + + Source: Player's Handbook, p. 165 + dexterity +1 + + + Athlete (Strength) + + You have undergone extensive physical training to gain the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • When you are prone, standing up uses only 5 feet of your movement. + + • Climbing doesn't cost you extra movement. + + • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. + + Source: Player's Handbook, p. 165 + strength +1 + + + Barbed Hide (Charisma) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + intimidation + charisma +1 + + + Barbed Hide (Charisma) (Proficient) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + charisma +1 + intimidation+%0 + + + Barbed Hide (Constitution) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + intimidation + constitution +1 + + + Barbed Hide (Constitution) (Proficient) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + Source: Unearthed Arcana: Feats for Races, p. 1 + constitution +1 + intimidation+%0 + + + Blade Mastery + + You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: + + • You gain a +1 bonus to attack rolls you make with the weapon. + + • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon. + + • When you make an opportunity attack with the weapon, you have advantage on the attack roll. + + Source: Unearthed Arcana: Feats, p. 2 + + + Bountiful Luck + Halfling + Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! + Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. + When you use this ability, you can't use your Lucky racial trait before the end of your next turn. + + Source: Xanathar's Guide to Everything, p. 73 + + + Brawny + + You become stronger, gaining the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You count as if you were one size larger for the purpose of determining your carrying capacity. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + athletics + strength +1 + + + Brawny (Proficient) + + You become stronger, gaining the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You count as if you were one size larger for the purpose of determining your carrying capacity. + + Source: Unearthed Arcana: Feats for Skills, p. 1 + strength +1 + Athletics+%0 + + + Burglar + + You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. + + Source: Unearthed Arcana: Feats, p. 4 + dexterity +1 + + + Charger + + When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. + If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). + + Source: Player's Handbook, p. 165 + + + Critter Friend + Gnome (forest) + Your friendship with animals mystically deepens. You gain the following benefits: + + • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Unearthed Arcana: Feats for Races, p. 1 + animal handling + + + Critter Friend (Proficient) + Gnome (forest) + Your friendship with animals mystically deepens. You gain the following benefits: + + • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. + + • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Unearthed Arcana: Feats for Races, p. 1 + animal handling+%0 + + + Crossbow Expert + + Thanks to extensive practice with the crossbow, you gain the following benefits. + + • You ignore the loading quality of crossbows with which you are proficient. + + • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. + + • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. + + Source: Player's Handbook, p. 165 + + + Defensive Duelist + Dexterity 13 or higher + When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. + + Source: Player's Handbook, p. 165 + + + Diplomat + + You master the arts of diplomacy, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. + + • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + persuasion + charisma +1 + + + Diplomat (Proficient) + + You master the arts of diplomacy, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. + + • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + charisma +1 + Persuasion+%0 + + + Dragon Fear (Charisma) + Dragonborn + When angered, you radiate menace. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Dragon Fear (Constitution) + Dragonborn + When angered, you radiate menace. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 74 + constitution +1 + + + Dragon Fear (Strength) + Dragonborn + When angered, you radiate menace. You gain the following benefits: + + • Increase your Strength score by 1, up to a maximum of 20. + + • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 74 + strength +1 + + + Dragon Hide (Charisma) + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Dragon Hide (Constitution) + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Xanathar's Guide to Everything, p. 74 + constitution +1 + + + Dragon Hide (Strength) + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: + + • Increase your Strength score by 1, up to a maximum of 20. + + • Your scales harden; while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Xanathar's Guide to Everything, p. 74 + strength +1 + + + Dragon Wings + Dragonborn + You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. + + Source: Unearthed Arcana: Feats for Races, p. 2 + + + Dragonmark of Detection + half-elf + Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Finding + half-orc or human + Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Handling + human + Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Healing + halfling + Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Hospitality + halfling + Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Making + human + Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Passage + human + Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Scribing + gnome + Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Sentinel + human + Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Shadow + elf + Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses. + You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Storm + half-elf + Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm + + Source: Unearthed Arcana - Eberron, p. 5 + + + Dragonmark of Warding + dwarf + Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house. + You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits. + + Least Dragonmark: + When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance + + Lesser Dragonmark: + At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock + + Greater Dragonmark: + At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle + + Source: Unearthed Arcana - Eberron, p. 5 + + + Drow High Magic + Elf (drow) + You learn more of the spells typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. + + Source: Xanathar's Guide to Everything, p. 74 + + + Dual Wielder + + You master fighting with two weapons, gaining the following benefits. + + • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. + + • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. + + • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. + + Source: Player's Handbook, p. 165 + + + Dungeon Delver + + Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits. + + • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. + + • You have advantage on saving throws made to avoid or resist traps. + + • You have resistance to the damage dealt by traps. + + • You can search for traps while traveling at a normal pace, instead of only at a slow pace. + + Source: Player's Handbook, p. 166 + + + Durable + + Hardy and resilient, you gain the following benefits. + + • Increase your Constitution score by 1, to a maximum of 20. + + • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). + + Source: Player's Handbook, p. 166 + constitution +1 + + + Dwarven Fortitude + Dwarf + You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). + + Source: Xanathar's Guide to Everything, p. 74 + constitution +1 + + + Elemental Adept (Acid) + The ability to cast at least one spell + Spells you cast ignore acid resistance. In addition, when you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2. + You can select this feat multiple times. Each time you do so, you must choose a different damage type. + + Source: Player's Handbook, p. 166 + + + Elemental Adept (Cold) + The ability to cast at least one spell + Spells you cast ignore cold resistance. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2. + You can select this feat multiple times. Each time you do so, you must choose a different damage type. + + Source: Player's Handbook, p. 166 + + + Elemental Adept (Fire) + The ability to cast at least one spell + Spells you cast ignore fire resistance. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. + You can select this feat multiple times. Each time you do so, you must choose a different damage type. + + Source: Player's Handbook, p. 166 + + + Elemental Adept (Lightning) + The ability to cast at least one spell + Spells you cast ignore lightning resistance. In addition, when you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2. + You can select this feat multiple times. Each time you do so, you must choose a different damage type. + + Source: Player's Handbook, p. 166 + + + Elemental Adept (Thunder) + The ability to cast at least one spell + Spells you cast ignore thunder resistance. In addition, when you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2. + You can select this feat multiple times. Each time you do so, you must choose a different damage type. + + Source: Player's Handbook, p. 166 + + + Elven Accuracy (Charisma) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Elven Accuracy (Dexterity) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + dexterity +1 + + + Elven Accuracy (Intelligence) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Elven Accuracy (Wisdom) + Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + Source: Xanathar's Guide to Everything, p. 74 + wisdom +1 + + + Empathic + + You possess keen insight into how other people think and feel. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + insight + wisdom +1 + + + Empathic (Proficient) + + You possess keen insight into how other people think and feel. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + wisdom +1 + Insight+%0 + + + Everybody's Friend + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + deception, persuasion + charisma +1 + + + Everybody's Friend (Proficient in Both) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + charisma +1 + Deception+%0 + Persuasion+%0 + + + Everybody's Friend (Proficient in Deception) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + persuasion + charisma +1 + Deception+%0 + + + Everybody's Friend (Proficient in Persuasion) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. + + Source: Unearthed Arcana: Feats for Races, p. 2 + persuasion + charisma +1 + Persuasion+%0 + + + Fade Away (Dexterity) + Gnome + You can draw on your magical heritage to escape danger. You gain the following benefits: + + • Increase your Dexterity score by 1, up to a maximum of 20. + + • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 74 + dexterity +1 + + + Fade Away (Intelligence) + Gnome + You can draw on your magical heritage to escape danger. You gain the following benefits: + + • Increase your Intelligence score by 1, up to a maximum of 20. + + • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Fell Handed + + You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: + + • You gain a +1 bonus to attack rolls you make with the weapon. + + • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. + + • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. + + • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: Feats, p. 2 + + + Fey Teleportation (Charisma) + Elf (high) + Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You learn to speak, read, and write Sylvan. + + • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Fey Teleportation (Intelligence) + Elf (high) + Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You learn to speak, read, and write Sylvan. + + • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Flail Mastery + + The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. + + • You gain a +1 bonus to attack rolls you make with a flail. + + • As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. + + • When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: Feats, p. 3 + + + Flames of Phlegethos (Charisma) + Tiefling + You learn to call on hellfire to serve your commands. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. + + • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. + + Source: Xanathar's Guide to Everything, p. 74 + charisma +1 + + + Flames of Phlegethos (Intelligence) + Tiefling + You learn to call on hellfire to serve your commands. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. + + • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. + + Source: Xanathar's Guide to Everything, p. 74 + intelligence +1 + + + Gourmand + + You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. + + • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. + + • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. + + Source: Unearthed Arcana: Feats, p. 4 + constitution +1 + + + Grappler + Strength 13 or higher + You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits. + + • You have advantage on attack rolls against a creature you are grappling. + + • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 167 + + + Great Weapon Master + + You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits. + + • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. + + • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. + + Source: Player's Handbook, p. 167 + + + Greater Mark of Detection + 8th level, must possess Mark of Detection + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Charisma or Intelligence by 1, to a maximum of 20. + + • You learn see invisibility and true seeing, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Finding + 8th level, must possess Mark of Finding + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Dexterity, Strength, or Wisdom by 1, to a maximum of 20. + + • You learn locate creature and find the path, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Handling + 8th level, must possess Mark of Handling + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Dexterity or Wisdom by 1, to a maximum of 20. + + • You learn beast sense and dominate beast, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Healing + 8th level, must possess Mark of Healing + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Dexterity or Wisdom by 1, to a maximum of 20. + + • You learn mass healing word and greater restoration, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Hospitality + 8th level, must possess Mark of Hospitality + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Charisma or Dexterity by 1, to a maximum of 20. + + • You learn sanctuary and Mordenkainen's magnificent mansion, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Making + 8th level, must possess Mark of Making + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Dexterity or Intelligence by 1, to a maximum of 20. + + • You learn fabricate and creation, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Passage + 8th level, must possess Mark of Passage + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Dexterity or Constitution by 1, to a maximum of 20. + + • You learn blink and teleportation circle, each of which you can cast once without expending a spell slot or using a material component. Constitution is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Scribing + 8th level, must possess Mark of Scribing + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Intelligence or Charisma by 1, to a maximum of 20. + + • You learn sending and tongues, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long or short rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Sentinel + 8th level, must possess Mark of Sentinel + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Strength or Wisdom by 1, to a maximum of 20. + + • You learn compelled duel and warding bond, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long or short rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Shadow + 8th level, must possess Mark of Shadow + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Charisma or Dexterity by 1, to a maximum of 20. + + • You learn nondetection and mislead, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Storm + 8th level, must possess Mark of Storm + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Charisma or Dexterity by 1, to a maximum of 20. + + • You learn control water and control winds, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Greater Mark of Warding + 8th level, must possess Mark of Warding + Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: + + • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). + + • Increase either your Dexterity or Intelligence by 1, to a maximum of 20. + + • You learn knock, glyph of warding, and Leomund's secret chest, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Grudge-Bearer (Constitution) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. + + • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. + + Source: Unearthed Arcana: Feats for Races, p. 3 + constitution +1 + + + Grudge-Bearer (Strength) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. + + • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. + + Source: Unearthed Arcana: Feats for Races, p. 3 + strength +1 + + + Grudge-Bearer (Wisdom) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. + + • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient. + + Source: Unearthed Arcana: Feats for Races, p. 3 + wisdom +1 + + + Healer + + You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits. + + • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. + + • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. + + Source: Player's Handbook, p. 167 + + + Heavily Armored + Proficiency with medium armor + You have trained to master the use of heavy armor, gaining the following benefits. + + • Increase your Strength score by 1, to a maximum of 20. + + • You gain proficiency with heavy armor. + + Source: Player's Handbook, p. 167 + strength +1 + + + Heavy Armor Master + Proficiency with heavy armor + You can use your armor to deflect strikes that would kill others. You gain the following benefits. + + • Increase your Strength score by 1, to a maximum of 20. + + • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. + + Source: Player's Handbook, p. 167 + strength +1 + + + Historian + + Your study of history rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + history + intelligence +1 + + + Historian (Proficient) + + Your study of history rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + intelligence +1 + History+%0 + + + Human Determination (Charisma) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + charisma +1 + + + Human Determination (Constitution) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + constitution +1 + + + Human Determination (Dexterity) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + dexterity +1 + + + Human Determination (Intelligence) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + intelligence +1 + + + Human Determination (Strength) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + strength +1 + + + Human Determination (Wisdom) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Feats for Races, p. 3 + wisdom +1 + + + Infernal Constitution + Tiefling + Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • You have resistance to cold and poison damage. + + • You have advantage on saving throws against being poisoned. + + Source: Xanathar's Guide to Everything, p. 75 + constitution +1 + + + Inspiring Leader + Charisma 13 or higher + You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. + + Source: Player's Handbook, p. 167 + + + Investigator + + You have an eye for detail and can pick out the smallest clues. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can take the Search action as a bonus action. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + investigation + intelligence +1 + + + Investigator (Proficient) + + You have an eye for detail and can pick out the smallest clues. You gain the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You can take the Search action as a bonus action. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + intelligence +1 + Investigation+%0 + + + Keen Mind + + You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You always know which way is north. + + • You always know the number of hours left before the next sunrise or sunset. + + • You can accurately recall anything you have seen or heard within the past month. + + Source: Player's Handbook, p. 167 + intelligence +1 + + + Lightly Armored (Dexterity) + + You have trained to master the use of light armor, gaining the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with light armor. + + Source: Player's Handbook, p. 167 + dexterity +1 + + + Lightly Armored (Strength) + + You have trained to master the use of light armor, gaining the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with light armor. + + Source: Player's Handbook, p. 167 + strength +1 + + + Linguist + + You have studied languages and codes, gaining the following benefits. + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You learn three languages of your choice. + + • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. + + Source: Player's Handbook, p. 167 + intelligence +1 + + + Lucky + + You have inexplicable luck that seems to kick in at just the right moment. + You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. + You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. + You regain your expended luck points when you finish a long rest. + + Source: Player's Handbook, p. 167 + + + Mage Slayer + + You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits. + + • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. + + • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. + + • You have advantage on saving throws against spells cast by creatures within 5 feet of you. + + Source: Player's Handbook, p. 168 + + + Magic Initiate (Bard) + + You learn two bard cantrips of your choice. + In addition, choose one 1st-level bard spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. + Your spellcasting ability for these spells is Charisma. + + Source: Player's Handbook, p. 168 + + + Magic Initiate (Cleric) + + You learn two cleric cantrips of your choice. + In addition, choose one 1st-level cleric spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. + Your spellcasting ability for these spells is Wisdom. + + Source: Player's Handbook, p. 168 + + + Magic Initiate (Druid) + + You learn two druid cantrips of your choice. + In addition, choose one 1st-level druid spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. + Your spellcasting ability for these spells is Wisdom. + + Source: Player's Handbook, p. 168 + + + Magic Initiate (Sorcerer) + + You learn two sorcerer cantrips of your choice. + In addition, choose one 1st-level sorcerer spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. + Your spellcasting ability for these spells is Charisma. + + Source: Player's Handbook, p. 168 + + + Magic Initiate (Warlock) + + You learn two warlock cantrips of your choice. + In addition, choose one 1st-level warlock spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. + Your spellcasting ability for these spells is Charisma. + + Source: Player's Handbook, p. 168 + + + Magic Initiate (Wizard) + + You learn two wizard cantrips of your choice. + In addition, choose one 1st-level wizard spell to learn. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. + Your spellcasting ability for these spells is Intelligence. + + Source: Player's Handbook, p. 168 + + + Martial Adept + + You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: + + • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). + + • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. + + Source: Player's Handbook, p. 168 + + + Master of Disguise + + You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it. + + • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. + + Source: Unearthed Arcana: Feats, p. 4 + charisma +1 + + + Medic + + You master the physician’s arts, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + medicine + wisdom +1 + + + Medic (Proficient) + + You master the physician’s arts, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + wisdom +1 + Medicine+%0 + + + Medium Armor Master + Proficiency with medium armor + You have practiced moving in medium armor to gain the following benefits. + + • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. + + • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. + + Source: Player's Handbook, p. 168 + + + Menacing + + You become fearsome to others, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + intimidation + charisma +1 + + + Menacing (Proficient) + + You become fearsome to others, gaining the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 2 + charisma +1 + Intimidation+%0 + + + Mobile + + You are exceptionally speedy and agile. You gain the following benefits. + + • Your speed increases by 10 feet. + + • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. + + • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. + + Source: Player's Handbook, p. 168 + speed +10 + + + Moderately Armored (Dexterity) + Proficiency with light armor + You have trained to master the use of medium armor and shields, gaining the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with medium armor and shields. + + Source: Player's Handbook, p. 168 + dexterity +1 + + + Moderately Armored (Strength) + Proficiency with light armor + You have trained to master the use of medium armor and shields, gaining the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with medium armor and shields. + + Source: Player's Handbook, p. 168 + strength +1 + + + Mounted Combatant + + You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits. + + • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. + + • You can force an attack targeted at your mount to target you instead. + + • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + Source: Player's Handbook, p. 168 + + + Naturalist + + Your extensive study of nature rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + nature + intelligence +1 + + + Naturalist (Proficient) + + Your extensive study of nature rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + intelligence +1 + Nature+%0 + + + Observant (Intelligence) + + Quick to notice details of your environment, you gain the following benefits. + + • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. + + • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. + + • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. + + Source: Player's Handbook, p. 168 + passive wisdom +5 + intelligence +1 + + + Observant (Wisdom) + + Quick to notice details of your environment, you gain the following benefits. + + • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. + + • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. + + • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. + + Source: Player's Handbook, p. 168 + passive wisdom +5 + wisdom +1 + + + Orcish Aggression + Half-Orc + As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. + + Source: Unearthed Arcana: Feats for Races, p. 3 + + + Orcish Fury (Constitution) + Half-Orc + Your fury burns tirelessly. You gain the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. + + • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. + + Source: Xanathar's Guide to Everything, p. 75 + constitution +1 + + + Orcish Fury (Strength) + Half-Orc + Your fury burns tirelessly. You gain the following benefits: + + • Increase your Strength score by 1, up to a maximum of 20. + + • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. + + • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. + + Source: Xanathar's Guide to Everything, p. 75 + strength +1 + + + Perceptive + + You hone your senses until they become razor sharp. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + perception + wisdom +1 + + + Perceptive (Proficient) + + You hone your senses until they become razor sharp. You gain the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + wisdom +1 + Perception+%0 + + + Performer + + You master performance so that you can command any stage. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + performance + charisma +1 + + + Performer (Proficient) + + You master performance so that you can command any stage. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + charisma +1 + Performance+%0 + + + Polearm Master + + You can keep your enemies at bay with reach weapons. You gain the following benefits. + + • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. + + • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. + + Source: Player's Handbook, p. 168 + + + Prodigy + Half-Elf or Human + You have a knack for learning new things. You gain the following benefits: + + • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. + + • Choose one skill in which you have proficiency. You gain expertise in that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefitting from a feature, such as Expertise, that doubles your proficiency bonus. + + Source: Xanathar's Guide to Everything, p. 75 + + + Quick-Fingered + + Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + sleight of hand + dexterity +1 + + + Quick-Fingered (Proficient) + + Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + dexterity +1 + Sleight of Hand+%0 + + + Resilient (Charisma) + + Choose one ability score. You gain the following benefits. + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + + Source: Player's Handbook, p. 168 + charisma + charisma +1 + + + Resilient (Constitution) + + Choose one ability score. You gain the following benefits. + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + + Source: Player's Handbook, p. 168 + constitution + constitution +1 + + + Resilient (Dexterity) + + Choose one ability score. You gain the following benefits. + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + + Source: Player's Handbook, p. 168 + dexterity + dexterity +1 + + + Resilient (Intelligence) + + Choose one ability score. You gain the following benefits. + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + + Source: Player's Handbook, p. 168 + intelligence + intelligence +1 + + + Resilient (Strength) + + Choose one ability score. You gain the following benefits. + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + + Source: Player's Handbook, p. 168 + strength + strength +1 + + + Resilient (Wisdom) + + Choose one ability score. You gain the following benefits. + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + + Source: Player's Handbook, p. 168 + wisdom + wisdom +1 + + + Revenant Blade + Elf + You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits: + + • Increase your Dexterity or Strength score by 1, to a maximum of 20. + + • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC. + + • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Ritual Caster (Bard) + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. + When you choose this feat, you acquire a ritual book holding two 1st-level bard spells of your choice. The spells you choose must have the ritual tag. Charisma is your spellcasting ability for these spells. + If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the bard spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. + + Source: Player's Handbook, p. 169 + + + Ritual Caster (Cleric) + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. + When you choose this feat, you acquire a ritual book holding two 1st-level cleric spells of your choice. The spells you choose must have the ritual tag. Wisdom is your spellcasting ability for these spells. + If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the cleric spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. + + Source: Player's Handbook, p. 169 + + + Ritual Caster (Druid) + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. + When you choose this feat, you acquire a ritual book holding two 1st-level druid spells of your choice. The spells you choose must have the ritual tag. Wisdom is your spellcasting ability for these spells. + If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the druid spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. + + Source: Player's Handbook, p. 169 + + + Ritual Caster (Sorcerer) + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. + When you choose this feat, you acquire a ritual book holding two 1st-level sorcerer spells of your choice. The spells you choose must have the ritual tag. Charisma is your spellcasting ability for these spells. + If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the sorcerer spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. + + Source: Player's Handbook, p. 169 + + + Ritual Caster (Warlock) + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. + When you choose this feat, you acquire a ritual book holding two 1st-level warlock spells of your choice. The spells you choose must have the ritual tag. Charisma is your spellcasting ability for these spells. + If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the warlock spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. + + Source: Player's Handbook, p. 169 + + + Ritual Caster (Wizard) + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. + When you choose this feat, you acquire a ritual book holding two 1st-level wizard spells of your choice. The spells you choose must have the ritual tag. Intelligence is your spellcasting ability for these spells. + If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the wizard spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. + + Source: Player's Handbook, p. 169 + + + Savage Attacker + + Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. + + Source: Player's Handbook, p. 169 + + + Second Chance (Charisma) + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 75 + charisma +1 + + + Second Chance (Constitution) + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 75 + constitution +1 + + + Second Chance (Dexterity) + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 75 + dexterity +1 + + + Sentinel + + You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. + + • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. + + • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. + + • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. + + Source: Player's Handbook, p. 169 + + + Sharpshooter + + You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits. + + • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. + + • Your ranged weapon attacks ignore half cover and three-quarters cover. + + • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. + + Source: Player's Handbook, p. 170 + + + Shield Master + + You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield. + + • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. + + • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. + + • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. + + Source: Player's Handbook, p. 170 + + + Silver-Tongued + + You develop your conversational skill to better deceive others. You gain the following benefits: + + + + • Increase your Charisma score by 1, to a maximum of 20. + + + + • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + + + • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + deception + charisma +1 + + + Silver-Tongued (Proficient) + + You develop your conversational skill to better deceive others. You gain the following benefits: + + + + • Increase your Charisma score by 1, to a maximum of 20. + + + + • You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + + + • When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. + + Source: Unearthed Arcana: Feats for Skills, p. 3 + charisma +1 + Deception+%0 + + + Skilled + + You gain proficiency in any combination of three skills or tools of your choice. + + Source: Player's Handbook, p. 170 + + + Skulker + Dexterity 13 or higher + You are expert at slinking through shadows. You gain the following benefits. + + • You can try to hide when you are lightly obscured from the creature from which you are hiding. + + • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. + + • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. + + Source: Player's Handbook, p. 170 + + + Spear Mastery + + Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits. + + • You gain a +1 bonus to attack rolls you make with a spear. + + • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) + + • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving. + + • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. + + Source: Unearthed Arcana: Feats, p. 3 + + + Spell Sniper + The ability to cast at least one spell + You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits. + + • When you cast a spell that requires you to make an attack roll, the spell's range is doubled. + + • Your ranged spell attacks ignore half cover and three-quarters cover. + + • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. + + Source: Player's Handbook, p. 170 + + + Squat Nimbleness (Dexterity) + Dwarf or a Small race + You are uncommonly nimble for your race. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • Increase your walking speed by 5 feet. + + • You gain proficiency in the Acrobatics or Athletics skill (your choice). + + • You have advantage on any Strength 9Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled. + + Source: Xanathar's Guide to Everything, p. 75 + dexterity +1 + speed + 5 + + + Squat Nimbleness (Strength) + Dwarf or a Small race + You are uncommonly nimble for your race. You gain the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • Increase your walking speed by 5 feet. + + • You gain proficiency in the Acrobatics or Athletics skill (your choice). + + • You have advantage on any Strength 9Athletics) or Dexterity (Acrobatics) check you makes to escape from being grappled. + + Source: Xanathar's Guide to Everything, p. 75 + strength +1 + speed + 5 + + + Stealthy + + You know how best to hide. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + stealth + dexterity +1 + + + Stealthy (Proficient) + + You know how best to hide. You gain the following benefits: + + • Increase your Dexterity score by 1, to a maximum of 20. + + • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + dexterity +1 + Stealth+%0 + + + Survivalist + + You master wilderness lore, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + survival + wisdom +1 + + + Survivalist (Proficient) + + You master wilderness lore, gaining the following benefits: + + • Increase your Wisdom score by 1, to a maximum of 20. + + • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + wisdom +1 + Survival+%0 + + + Svirfneblin Magic + Gnome (deep gnome) + You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. + Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 114 + + + Tavern Brawler + + Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits. + + • Increase your Strength or Constitution score by 1, to a maximum of 20. + + • You are proficient with improvised weapons. + + • Your unarmed strike uses a d4 for damage. + + • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. + + Source: Player's Handbook, p. 170 + + + Theologian + + Your extensive study of religion rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + religion + intelligence +1 + + + Theologian (Proficient) + + Your extensive study of religion rewards you with the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. + + • You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Feats for Skills, p. 4 + intelligence +1 + Religion+%0 + + + Tough + + Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. + + Source: Player's Handbook, p. 170 + + + War Caster + The ability to cast at least one spell + You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits. + + • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. + + • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. + + • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. + + Source: Player's Handbook, p. 170 + + + Weapon Master (Dexterity) + + You have practiced extensively with a variety of weapons, gaining the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. + + Source: Player's Handbook, p. 170 + dexterity +1 + + + Weapon Master (Strength) + + You have practiced extensively with a variety of weapons, gaining the following benefits. + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. + + Source: Player's Handbook, p. 170 + strength +1 + + + Wonder Maker (Dexterity) + Gnome (rock) + You master the tinker techniques of your people. You gain the following benefits: + + • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. + + • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. + + • When you make a device with your Tinker trait, you have the following additional options for what you make: + + Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. + + Calculator: This device makes doing sums easy. + + Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. + + Timekeeper: This pocket watch keeps accurate time. + + Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. + + Source: Unearthed Arcana: Feats for Races, p. 4 + dexterity +1 + + + Wonder Maker (Intelligence) + Gnome (rock) + You master the tinker techniques of your people. You gain the following benefits: + + • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. + + • When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check. + + • When you make a device with your Tinker trait, you have the following additional options for what you make: + + Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. + + Calculator: This device makes doing sums easy. + + Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. + + Timekeeper: This pocket watch keeps accurate time. + + Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. + + Source: Unearthed Arcana: Feats for Races, p. 4 + intelligence +1 + + + Wood Elf Magic + Elf (wood) + You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. + + Source: Xanathar's Guide to Everything, p. 75 + + + + Acolyte + Insight, Religion + + Description + You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. + Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Religion + + Languages: any two of your choice + + Tools: none + + + Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. + You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + Source: Player's Handbook, p. 127 + + + Equipment + A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I idolize a particular hero of my faith and constantly refer to that person's deeds and example. + + 2. I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. + + 3. I see omens in every event and act around me. The gods try to speak to us, we just need to listen. + + 4. Nothing can shake my optimistic attitude + + 5. I quote (or misquote) sacred texts and proverbs in almost every situation. + + 6. I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. + + 7. I enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. + + 8. I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + + + Ideal + Choose or randomly determine + + + 1. Tradition: The ancient tradition of worship and sacrifice must be preserved and upheld. (Lawful) + + 2. Charity: I always try to help those in need, no matter what the personal cost. (Good) + + 3. Change: We must help bring about the changes the gods are consistently working in the world. (Chaotic) + + 4. Power: I hope on day to rise to the top of my faith's religious hierarchy (Lawful) + + 5. Faith: I trust my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) + + 6. Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + + + Bond + Choose or randomly determine + + + 1. I would die to recover an ancient relic of my faith that was lost long ago. + + 2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. + + 3. I owe my life to the priest who took me in when my parents died. + + 4. Everything I do is for the common people. + + 5. I will do anything to protect the temple where I served. + + 6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + + + Flaw + Choose or randomly determine + + + 1. I judge others harshly, and myself even more severely. + + 2. I put too much trust in those who wield power within my temple's hierarchy. + + 3. My piety sometimes leads me to blindly trust those that profess faith to my god. + + 4. I am inflexible in my thinking. + + 5. I am suspicious of anyone not of part of my own temple and adventuring party and expect the worst of them. + + 6. Once I choose a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + Anthropologist + Insight, Religion + + Description + You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures’ customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through first-hand observation — by visiting far-flung settlements and exploring local histories and customs. + + + Cultural Chameleon + Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you’ve adopted, or roll on the Adopted Culture table. + + d8 — Culture + 1 — Aarakocra + 2 — Dwarf + 3 — Elf + 4 — Goblin + 5 — Halfling + 6 — Human + 7 — Lizardfolk + 8 — Orc + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Religion + + Languages: any two of your choice + + Tools: none + + + Adept Linguist + You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures — enough to communicate on a rudimentary level. + + Source: Tomb of Annihilation, p. 191 + + + Equipment + A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I prefer the company of those who aren’t like me, including people of other races. + + 2. I’m a stickler when it comes to observing proper etiquette and local customs. + + 3. I would rather observe than meddle. + + 4. By living among violent people, I have become desensitized to violence. + + 5. I would risk life and limb to discover a new culture or unravel the secrets of a dead one. + + 6. When I arrive at a new settlement for the first time, I must learn all its customs. + + + Ideal + Choose or randomly determine + + + 1. Discovery. I want to be the first person to discover a lost culture. (Any) + + 2. Distance. One must not interfere with the affairs of another culture — even one in need of aid. (Lawful) + + 3. Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any) + + 4. Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful) + + 5. Protection. I must do everything possible to save a society facing extinction. (Good) + + 6. Indifferent. Life is cruel. What’s the point in saving people if they’re going to die anyway? (Chaotic) + + + Bond + Choose or randomly determine + + + 1. My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me. + + 2. Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring. + + 3. Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them. + + 4. I want to learn more about a particular humanoid culture that fascinates me. + + 5. I seek to avenge a clan, tribe, kingdom, or empire that was wiped out. + + 6. I have a trinket that I believe is the key to finding a long-lost society. + + + Flaw + Choose or randomly determine + + + 1. Boats make me seasick. + + 2. I talk to myself, and I don’t make friends easily. + + 3. I believe that I’m intellectually superior to people from other cultures and have much to teach them. + + 4. I’ve picked up some unpleasant habits living among goblins, lizardfolk, or orcs. + + 5. I complain about everything. + + 6. I wear a tribal mask and never take it off. + + + + + Archaeologist + History, Survival + + Description + An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms. + + + Dust Digger + Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table. + + d8 — Item + 1 — 10-foot pole + 2 — Crowbar + 3 — Hat + 4 — Hooded lantern + 5 — Medallion + 6 — Shovel + 7 — Sledgehammer + 8 — Whip + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, Survival + + Languages: any one of your choice + + Tools: cartographer's tools or navigator's tools + + + Historical Knowledge + When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. + + Source: Tomb of Annihilation, p. 192 + + + Equipment + A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp + + + Personality Trait + Choose or randomly determine + + + 1. I love a good puzzle or mystery. + + 2. I’m a pack rat who never throws anything away. + + 3. Fame is more important to me than money. + + 4. I have no qualms about stealing from the dead. + + 5. I’m happier in a dusty old tomb than I am in the centers of civilization. + + 6. Traps don’t make me nervous. Idiots who trigger traps make me nervous. + + 8. I might fail, but I will never give up. 8 You might think I’m a scholar, but I love a good brawl. These fists were made for punching. + + + Ideal + Choose or randomly determine + + + 1. Preservation. That artifact belongs in a museum. (Good) + + 2. Greed. I won’t risk my life for nothing. I expect some kind of payment. (Any) + + 3. Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic) + + 4. Dignity. The dead and their belongings deserve to be treated with respect. (Lawful) + + 5. Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any) + + 6. Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any) + + + Bond + Choose or randomly determine + + + 1. Ever since I was a child, I’ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. + + 2. I want to find my mentor, who disappeared on an expedition some time ago. + + 3. I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me. + + 4. I won’t sell an art object or other treasure that has historical significance or is one of a kind. + + 5. I’m secretly in love with the wealthy patron who sponsors my archaeological exploits. + + 6. I hope to bring prestige to a library, a museum, or a university. + + + Flaw + Choose or randomly determine + + + 1. I have a secret fear of some common wild animal — and in my work, I see them everywhere. + + 2. I can’t leave a room without searching it for secret doors. + + 3. When I’m not exploring dungeons or ruins, I get jittery and impatient. + + 4. I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition. + + 5. When given the choice of going left or right, I always go left. + + 6. I can’t sleep except in total darkness. + + + + + Black Fist Double Agent + Deception, Insight + + Description + You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you’ve been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace. + In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other phlan insurgents. + Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Insight + + Languages: none + + Tools: disguise kit and one type of artisan's tools or gaming set + + + Double Agent + You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. + + Source: Curse of Strahd: Optional Backgrounds, p. 2 + + + Equipment + Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan’s tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered). + + + Personality Trait + Choose or randomly determine + + + 1. People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around. + + 2.My eloquence and sophistication are tools I use to avoid arousing suspicion myself. + + 3. I am a thrill-seeker, excited by covert and dangerous missions. + + 4. I live by my wits and always check every lock twice, just to be certain. + + 5. I never admit to my mistakes lest they be used against me. + + 6. I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look. + + 7. I am prepared for any eventuality; including the day my usefulness as a spy comes to an end. + + 8. I always make certain to know my enemy before acting, lest I bite off more than I can chew. + + + Ideal + Choose or randomly determine + + + 1. Suspicious: In my experience, everybody has something to hide, and what they hide can usually hurt me (Any). + + 2. Secretive: I trade in secrets, and am not about to let any of mine slip (Any). + + 3. Hedonist: Life is short. I live my life to the fullest, as I know any day could be my last (Chaotic). + + 4. Selfless: I use my position to help the downtrodden avoid persecution from the authorities (Good). + + 5. Patriotic: I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful) + + 6. Manipulative: I use my knowledge to blackmail and manipulate others to my own benefit (Evil). + + + Bond + Choose or randomly determine + + + 1. I was framed for a crime I did not commit, and seek to bring the true culprit to justice. + + 2. I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities. + + 3. I miss the glory days of Phlan, before the coming of the dragon. + + 4. I seek to prove myself worthy of joining the Black Fist as a member of their order. + + 5. My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible. + + 6. My family was wrongly imprisoned, and I act as an informant in order to secure their release. + + + Flaw + Choose or randomly determine + + + 1. I think too highly of myself, and have an exaggerated sense of self-importance. + + 2. I have difficulty trusting strangers. I see spies and informants everywhere. + + 3. Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station. + + 4. Years of seeing innocent people suffer have left me despondent and pessimistic for the future. + + 5. My desire for vengeance often gets me into trouble + + 6. I am spendthrift, and share my wealth with the patrons of my favorite tavern. + + + + + Caravan Specialist + Animal Handling, Survival + + Description + You are used to life on the road. You pride yourself at having traveled every major tradeway in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Animal Handling, Survival + + Languages: any one of your choice + + Tools: land vehicles + + + Wagonmaster + You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. + + Source: Mulmaster Bonds, p. 2 + + + Equipment + A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. Any group is only as strong as its weakest link. Everyone has to pull their own weight. + + 2. There's always someone out there trying to take what I've got. Always be vigilant. + + 3. Anything can be learned if you have the right teacher. Most folks just need a chance. + + 4. Early to bed and early to rise; this much at least is under my control. + + 5. You can listen to me or don't and wish you had. Everyone ends up on one side of that fence. + + 6. Eventually my hard work will be rewarded. Maybe that time has finally come. + + 7. A strong ox or horse is more reliable than most people I've met. + + 8. I never had time for books, but wish I had. I admire folks who have taken the time to learn. + + + Ideal + Choose or randomly determine + + + 1. Service: Using my talents to help others is the best way of helping myself. (Good) d6 Ideal + + 2. Selfish: What people don't know WILL hurt them, but why is that my problem? (Evil) + + 3. Wanderer: I go where the road takes me. Sometimes that's a good thing... (Chaotic) + + 4. Fittest: On the open road, the law of nature wins. Victims are the unprepared. (Lawful) + + 5. Focused: I simply have a job to do, and I'm going to do it. (Neutral) + + 6. Motivated: There's a reason I'm good at what I do, I pay attention to the details. (Any) + + + Bond + Choose or randomly determine + + + 1. My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people. + + 2. A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter. + + 3. The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine. + + 4. The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful. + + 5. There's always a road I haven't traveled before. I'm always looking for new places to explore. + + 6. Wealth and power mean little without the freedom to go where and when you want. + + + Flaw + Choose or randomly determine + + + 1. I have trouble trusting people I've just met. + + 2. I enjoy the open road. Underground and tight spaces make me very nervous. + + 3. I expect others to heed my orders and have little respect or sympathy if they don't. + + 4. I am very prideful and have trouble admitting when I'm wrong. + + 5. Once I decide on a course of action, I do not waiver. + + 6. I like to explore, and my curiosity will sometimes get me into trouble. + + + + + Charlatan + Deception, Sleight of Hand + + Description + You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. !t's a useful talent, and one that you're perfectly willing to use for your advantage. + You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal. + + + Favorite Schemes + Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll 1d6. + + 1. I cheat at games of chance. + + 2. I shave coins or forge documents. + + 3. I insinuate myself into people's lives to prey on their weakness and secure their fortunes. + + 4. I put on new identities like clothes. + + S. I run sleight-of-hand cons on street corners. + + 6. I convince people that worthless junk is worth their hard-earned money. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Sleight of Hand + + Languages: none + + Tools: disguise kits, forgery kits + + + False Identity + You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + Source: Player's Handbook, p. 128 + + + Equipment + A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I fall in and out of love easily, and am always pursuing someone. + + 2. I have a joke for every occasion, especially occasions where humor is inappropriate. + + 3. Flattery is my preferred trick for getting what I want. + + 4. I'm a born gambler who can't resist taking a risk for a potential payoff. + + 5. I lie about almost everything, even when there's no good reason to. + + 6. Sarcasm and insults are my weapons of choice. + + 7. I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. + + 8. I pocket anything I see that might have some value. + + + Ideal + Choose or randomly determine + + + 1. Independence: I am a free spirit — no one tells me what to do. (Chaotic) + + 2. Fairness: I never target people who can't afford to lose a few coins. (Lawful) + + 3. Charity: I distribute the money I acquire to the people who really need it. (Good) + + 4. Creativity: I never run the same con twice. (Chaotic) + + 5. Friendship: Material goods come and go. Bonds of friendship last forever. (Good) + + 6. Aspiration: I'm determined to make something of myself. (Any) + + + Bond + Choose or randomly determine + + + 1. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. + + 2. I owe everything to my mentor - a horrible person who's probably rotting in jail somewhere. + + 3. Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. + + 4. I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. + + 5. A powerful person killed someone I love. Some day soon, I'll have my revenge. + + 6. I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. + + + Flaw + Choose or randomly determine + + + 1. I can't resist a pretty face. + + 2. I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. + + 3. I'm convinced that no one could ever fool me the way I fool others. + + 4. I'm too greedy for my own good. I can't resist taking a risk if there's money involved. + + 5. I can't resist swindling people who are more powerful than me. + + 6. I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. + + + + + City Watch + Athletics, Insight + + Description + You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. + You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard. + Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands. + Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community. + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. + + Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Insight + + Languages: any two of your choice + + Tools: none + + + Watcher's Eye + Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. + + Source: Sword Coast Adventurer's Guide, p. 145 + + + Equipment + A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I'm always polite and respectful. + + 2. I'm haunted by memories of war. I can't get the images of violence out of my mind. + + 3. I've lost too many friends, and I'm slow to make new ones. + + 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. + + 5. I can stare down a hell hound without flinching. + + 6. I enjoy being strong and like breaking things. + + 7. I have a crude sense of humor. + + 8. I face problems head-on. A simple, direct solution is the best path to success. + + + Ideal + Choose or randomly determine + + + 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good). + + 2. Responsibility: I do what I must and obey just authority. (Lawful). + + 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic). + + 4. Might: In life as in war, the stronger force wins. (Evil). + + 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral). + + 6. Nation: My city, nation, or people are all that matter. (Any). + + + Bond + Choose or randomly determine + + + 1. I would still lay down my life for the people I served with. + + 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind. + + 3. My honor is my life. + + 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + 5. Those who fight beside me are those worth dying for. + + 6. I fight for those who cannot fight for themselves. + + + Flaw + Choose or randomly determine + + + 1. The monstrous enemy we faced in battle still leaves me quivering with fear. + + 2. I have little respect for anyone who is not a proven warrior. + + 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret. + + 4. My hatred of my enemies is blind and unreasoning. + + 5. I obey the law, even if the law causes misery. + + 6. I'd rather eat my armor than admit when I'm wrong. + + + + + Clan Crafter + History, Insight + + Description + The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. + You are most likely a dwarf, but not necessarily — particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation + + + Suggested Characteristics + Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.) + + Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, Insight + + Languages: Dwarvish or one of your choice if you already speak Dwarvish + + Tools: one type of artisan's tools + + + Respect of the Stout Folk + As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance. + + Source: Sword Coast Adventurer's Guide, p. 145 + + + Equipment + A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist. + + 2. I'm a snob who looks down on those who can't appreciate fine art. + + 3. I always want to know how things work and what makes people tick. + + 4. I'm full of witty aphorisms and have a proverb for every occasion. + + 5. I'm rude to people who lack my commitment to hard work and fair play. + + 6. I like to talk at length about my profession. + + 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible. + + 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + + + Ideal + Choose or randomly determine + + + 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful). + + 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good). + + 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic). + + 4. Greed: I'm only in it for the money. (Evil). + + 5. People: I'm committed to the people I care about, not to ideals. (Neutral). + + 6. Aspiration: I work hard to be the best there is at my craft. + + + Bond + Choose or randomly determine + + + 1. The workshop where I learned my trade is the most important place in the world to me. + + 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. + + 3. I owe my guild a great debt for forging me into the person I am today. + + 4. I pursue wealth to secure someone's love. + + 5. One day I will return to my guild and prove that I am the greatest artisan of them all. + + 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + + + Flaw + Choose or randomly determine + + + 1. I'll do anything to get my hands on something rare or priceless. + + 2. I'm quick to assume that someone is trying to cheat me. + + 3. No one must ever learn that I once stole money from guild coffers. + + 4. I'm never satisfied with what I have- I always want more. + + 5. I would kill to acquire a noble title. + + 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + Cloistered Scholar + History + + Description + As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home — not to abandon it, but to quest for new lore to add to its storehouse of knowledge. + The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. + + + Suggested Characteristics + Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar. + + Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth — perhaps as a worthy goal in itself, or maybe as a means to a desirable end. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, plus your choice of one from among Arcana, Nature, and Religion + + Languages: any two of your choice + + Tools: none + + + Library Access + Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library,, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. + You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. + Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar. + + Source: Sword Coast Adventurer's Guide, p. 146 + + + Equipment + The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I use polysyllabic words that convey the impression of great erudition. + + 2. I've read every book in the world's greatest libraries-or I like to boast that I have. + + 3. I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. + + 4. There's nothing I like more than a good mystery. + + 5. I'm willing to listen to every side of an argument before I make my own judgment. + + 6. I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. + + 7. I am horribly, horribly awkward in social situations. + + 8. I'm convinced that people are always trying to steal my secrets. + + + Ideal + Choose or randomly determine + + + 1. Knowledge: The path to power and self-improvement is through knowledge. (Neutral). + + 2. Beauty: What is beautiful points us beyond itself toward what is true. (Good). + + 3. Logic: Emotions must not cloud our logical thinking. (Lawful). + + 4. No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic). + + 5. Power: Knowledge is the path to power and domination. (Evil). + + 6. Self-Improvement: The goal of a life of study is the betterment of oneself. (Any). + + + Bond + Choose or randomly determine + + + 1. It is my duty to protect my students. + + 2. I have an ancient text that holds terrible secrets that must not fall into the wrong hands. + + 3. I work to preserve a library, university, scriptorium, or monastery. + + 4. My life's work is a series of tomes related to a specific field of lore. + + 5. I've been searching my whole life for the answer to a certain question. + + 6. I sold my soul for knowledge. I hope to do great deeds and win it back. + + + Flaw + Choose or randomly determine + + + 1. I am easily distracted by the promise of information. + + 2. Most people scream and run when they see a demon. I stop and take notes on its anatomy. + + 3. Unlocking an ancient mystery is worth the price of a civilization. + + 4. I overlook obvious solutions in favor of complicated ones. + + 5. I speak without really thinking through my words, invariably insulting others. + + 6. I can't keep a secret to save my life, or anyone else's. + + + + + Cormanthor Refugee + Nature, Survival + + Description + You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non- humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Nature, Survival + + Languages: Elvish + + Tools: one type of artisan's tools + + + Shelter of the Elven Clergy + The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. + + Source: Hillsfar Character Backgrounds and Bonds, p. 4 + + + Equipment + A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch, 5 gp + + + Personality Trait + Choose or randomly determine + + + 1. I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor. + + 2. Though I am not an elf, I am a fervent, radical worshipper of the elven gods. + + 3. I live in the moment, knowing my life could be turned upside down any day. + + 4. I appreciate beauty in all of its forms. + + 5. I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past. + + 6. I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life. + + 7. I was raised alongside children of many other races. I harbor no racial prejudices at all. + + 8. The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings + + + Ideal + Choose or randomly determine + + + 1. Patient: The elves have taught me to think and plan for the long-term. (Lawful) + + 2. Rebellious: Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic) + + 3. Self-Absorbed: I've had to look out for number one so long that it has become second nature. (Any) + + 4. Wanderlust: I want to see as much of the world beyond the camps as I can. (Any) + + 5. Generous: I give everything I can to help those in need, regardless of who they are. (Good) + + 6. To the Abyss with Them: The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil) + + + Bond + Choose or randomly determine + + + 1. The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need. + + 2. I seek revenge against the people of Hillsfar for driving my family into the forest. + + 3. My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune. + + 4. The forest has provided me with food and shelter. In return, I protect forests and those who dwell within. + + 5. I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine. + + 6. Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly. + + + Flaw + Choose or randomly determine + + + 1. I am very uncomfortable indoors and underground. + + 2. I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison. + + 3. Elf this, elf that. I am sick and tired of the elves. + + 4. I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly. + + 5. I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it. + + 6. I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you! + + + + + Courtier + Insight, Persuasion + + Description + In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer. + + + Suggested Characteristics + Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. + + The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Persuasion + + Languages: any two of your choice + + Tools: none + + + Court Functionary + Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. + + Source: Sword Coast Adventurer's Guide, p. 146 + + + Equipment + A set of fine clothes and a pouch containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist. + + 2. I'm a snob who looks down on those who can't appreciate fine art. + + 3. I always want to know how things work and what makes people tick. + + 4. I'm full of witty aphorisms and have a proverb for every occasion. + + 5. I'm rude to people who lack my commitment to hard work and fair play. + + 6. I like to talk at length about my profession. + + 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible. + + 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + + + Ideal + Choose or randomly determine + + + 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful). + + 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good). + + 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic). + + 4. Greed: I'm only in it for the money. (Evil). + + 5. People: I'm committed to the people I care about, not to ideals. (Neutral). + + 6. Aspiration: I work hard to be the best there is at my craft. + + + Bond + Choose or randomly determine + + + 1. The workshop where I learned my trade is the most important place in the world to me. + + 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. + + 3. I owe my guild a great debt for forging me into the person I am today. + + 4. I pursue wealth to secure someone's love. + + 5. One day I will return to my guild and prove that I am the greatest artisan of them all. + + 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + + + Flaw + Choose or randomly determine + + + 1. I'll do anything to get my hands on something rare or priceless. + + 2. I'm quick to assume that someone is trying to cheat me. + + 3. No one must ever learn that I once stole money from guild coffers. + + 4. I'm never satisfied with what I have- I always want more. + + 5. I would kill to acquire a noble title. + + 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + Criminal + Deception, Stealth + + Description + You are an experienced criminal with a history of breaking the law. you have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. + + + Criminal Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. + + Choose the role you played in your criminal life, or roll 1d8. + + 1. Blackmailer + 2. Burglar + 3. Enforcer + 4. Fence + 5. Highway Robber + 6. Hired Killer + 7. Pickpocket + 8. Smuggler + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Stealth + + Languages: none + + Tools: one type of gaming set, thieves' tools + + + Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + Source: Player's Handbook, p. 129 + + + Equipment + A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I always have a plan for what to do when things go wrong. + + 2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. + + 3. The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden. + + 4. I would rather make a new friend than a new enemy. + + 5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide. + + 6. I don't pay attention to the risks in a situation. Never tell me the odds. + + 7. The best way to get me to do something is to tell me I can't do it. + + 8. I blow up at the slightest insult. + + + Ideal + Choose or randomly determine + + + 1. Honor: I don't steal from others in the trade. (Lawful). + + 2. Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic). + + 3. Charity: I steal from the wealthy so that I can help people in need. (Good). + + 4. Greed: I will do whatever it takes to become wealthy. (Evil). + + 5. People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral). + + 6. Redemption; There's a spark of good in everyone. (Good). + + + Bond + Choose or randomly determine + + + 1. I'm trying to pay off an old debt I owe to a generous benefactor. + + 2. My ill - gotten gains go to support my family. + + 3. Something important was taken from me, and I aim to steal it back. + + 4. I will become the greatest thief that ever lived. + + 5. I'm guilty of a terrible crime. I hope I can redeem myself for it. + + 6. Someone I loved died because of a mistake I made. That will never happen again. + + + Flaw + Choose or randomly determine + + + 1. When I see something valuable, I can't think about anything but how to steal it. + + 2. When faced with a choice between money and my friends, I usually choose the money. + + 3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. + + 4. I have a "tell" that reveals when I'm lying. + + 5. I turn tail and run when things look bad. + + 6. An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + Dragon Casualty + Intimidation, Survival + + Description + When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. + While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured. + What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death. + + + Origin + Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. + Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background. + + 1. Dockworker/Fisherman — Vehicles (Water) + + 2. Tradesperson / Merchant — Artisans' Tools + + 3. Black Fist Soldier — Gaming set or Vehicles (Land) + + 4. Adventurer / Visitor — Vehicles (Land) + + 5. Entertainer — Musical Instrument + + 6. Scholar / Healer — Alchemists Supplies or Herbalism Kit + + 7. Criminal — Thieves' Tools, Forgery Kit, or Disguise Kit + + 8. Unskilled laborer — Gaming Set + + + Disfigurement (Optional) + In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon. + + 1. Small non-functional wing(s) or alternately - misshapen, wing-like membranes along one or both arms + + 2. Elongated, claw-like hand(s) and/or feet + + 3. Painful green scales randomly embedded in skin + + 4. Bulbous, reptilian eye(s) + + 5. Enlarged dorsal spines + + 6. Hair replaced with small irregular spines + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Intimidation, Survival + + Languages: Draconic + + Tools: special (see origin below) + + + Dragonscarred + Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharax and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. + This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. + However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. + + Source: Curse of Strahd: Optional Backgrounds, p. 3 + + + Equipment + A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax - the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan) + + + Personality Trait + Choose or randomly determine + + + 1. I am driven to escape my past, and rarely stay in one place long. + + 2. I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them. + + 3. Speaking of my ordeal helps sooth the still open wounds in my soul. + + 4. My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future. + + 5. I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable. + + 6. I am haunted my tortured past, and wake at night screaming at half-remembered horrors. + + 7. I sleep with my back to a wall or tree, and a weapon within arm’s reach. + + 8. I am slow to trust, but incredibly loyal to those who have earned it. + + + Ideal + Choose or randomly determine + + + 1. Survivor: No matter the cost, I will take any action necessary to survive (any) + + 2. Independence: When in trouble, the only person I can rely on is myself (Chaotic) + + 3. Compassionate: I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others (Good) + + 4. Secretive: I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention (Chaotic). + + 5. Justice: I have been wronged, and will not allow the same fate to befall others (Lawful). + + 6. Sycophant: During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf (evil) + + + Bond + Choose or randomly determine + + + 1. I have sworn vengeance on the Maimed Virulence and those that follow him. + + 2. I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them. + + 3. While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself! + + 4. I seek to reclaim and rebuild my former life to the best of my ability. + + 5. I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor. + + 6. I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor. + + + Flaw + Choose or randomly determine + + + 1. I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied. + + 2. I secretly believe others are plotting to harm me. + + 3. I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat. + + 4. Anyone who refuses to celebrate my celebrity does not deserve my company. + + 5. I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence. + + 6. Once I make up my mind, I follow my chosen course of action regardless of the consequences. + + + + + Earthspur Miner + Athletics, Survival + + Description + You are a down-on-your-luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich... yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Survival + + Languages: Dwarvish, Undercommon + + Tools: none + + + Deep Miner + You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. + + Source: Mulmaster Bonds, p. 3 + + + Equipment + A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. Nothing bothers me for long. + + 2. I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me. + + 3. Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals. + + 4. I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time. + + 5. I'd rather be mining. This is okay; mining is better. + + 6. I think that I will stumble upon great riches if I just keep looking. + + 7. People who don't work with their hands and who live in houses are soft and weak. + + 8. I wish I were more educated. I look up to people who are. + + + Ideal + Choose or randomly determine + + + 1. Generosity: The riches of the earth are to be shared by all. (Good) + + 2. Greed: Gems and precious metals, I want them all for myself. (Evil) + + 3. Mooch: Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic) + + 4. Boundaries: Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful) + + 5. Let it Be: I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral) + + 6. Materialist: I want riches to improve my life. (Any) + + + Bond + Choose or randomly determine + + + 1. The people of the Earthspur mines are my family. I will do anything to protect them. + + 2. A deep gnome saved my life when I was injured and alone. I owe his people a great debt. + + 3. I must behold and preserve the natural beauty of places below the earth. + + 4. Gems hold a special fascination for me, more than gold, land, magic, or power. + + 5. I want to explore new depths and scale new heights. + + 6. Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury. + + + Flaw + Choose or randomly determine + + + 1. I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground. + + 2. I'm not used to being around other people much and sometimes get grouchy about it. + + 3. Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger. + + 4. I jealously guard my secrets, because I think others will take advantage of me if they learn what I know. + + 5. I am obsessed with getting rich. I always have a scheme brewing for making it big. + + 6. I'm afraid of the dark. + + + + + Entertainer + Acrobatics, Performance + + Description + You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. + + + Entertainer Routines + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll 1d10 to define your expertise as an entertainer. + + 1.Actor + 2.Dancer + 3.Fire-eater + 4.Jester + 5.Juggler + 6 Instrumentalist + 7.Poet + 8.Singer + 9. Storyteller + 10. Tumbler + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Acrobatics, Performance + + Languages: none + + Tools: disguise kits, one type of musical instrument + + + By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + Source: Player's Handbook, p. 130 + + + Equipment + A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I know a story relevant to almost every situation. + + 2. Whenever I come to a new place, I collect local rumors and spread gossip. + + 3. I'm a hopeless romantic, always searching for that "special someone". + + 4. Nobody stays angry at me or around me for long, since I can defuse any amount of tension. + + 5. I love a good insult, even one directed at me. + + 6. I get bitter if I'm not the center of attention. + + 7. I'll settle for nothing less than perfection. + + 8. I change my mood or my mind as quickly as I change key in a song. + + + Ideal + Choose or randomly determine + + + 1. Beauty: When I perform, I make the world better than it was. (Good). + + 2. Tradition: The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful). + + 3. Creativity: The world is in need of new ideas and bold action. (Chaotic). + + 4. Greed: I'm only in it for the money and fame. (Evil). + + 5. People: I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral). + + 6. Honesty: Art should reflect the soul; it should come from within and reveal who we really are. (Any). + + + Bond + Choose or randomly determine + + + 1. My instrument is my most treasured possession, and it reminds me of someone I love. + + 2. Someone stole my precious instrument, and someday I'll get it back. + + 3. I want to be famous, whatever it takes. + + 4. I idolize a hero of the old tales and measure my deeds against that person's. + + 5. I will do anything to prove myself superior to my hated rival. + + 6. I would do anything for the other members of my old troupe. + + + Flaw + Choose or randomly determine + + + 1. I'll do anything to win fame and renown. + + 2. I'm a sucker for a pretty face. + + 3. A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. + + 4. I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. + + 5. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. + + 6. Despite my best efforts, I am unreliable to my friends. + + + + + Faction Agent + Insight + + Description + Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. + As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction + + + Factions of the Sword Coast + The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities. + + The Harpers: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals. + + The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods. + + The Emerald Enclave: Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature. + + The Lords' Alliance: On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals. + + The Zhentarim: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim. + + + Suggested Characteristics + Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.) + + Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction + + Languages: any two of your choice + + Tools: none + + + Safe Haven + As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. + + Source: Sword Coast Adventurer's Guide, p. 147 + + + Equipment + Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I idolize a particular hero of my faith and constantly refer to that person's deeds and example. + + 2. I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. + + 3. I see omens in every event and act around me. The gods try to speak to us, we just need to listen. + + 4. Nothing can shake my optimistic attitude + + 5. I quote (or misquote) sacred texts and proverbs in almost every situation. + + 6. I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. + + 7. I enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. + + 8. I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + + + Ideal + Choose or randomly determine + + + 1. Tradition: The ancient tradition of worship and sacrifice must be preserved and upheld. (Lawful) + + 2. Charity: I always try to help those in need, no matter what the personal cost. (Good) + + 3. Change: We must help bring about the changes the gods are consistently working in the world. (Chaotic) + + 4. Power: I hope on day to rise to the top of my faith's religious hierarchy (Lawful) + + 5. Faith: I trust my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) + + 6. Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + + + Bond + Choose or randomly determine + + + 1. I would die to recover an ancient relic of my faith that was lost long ago. + + 2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. + + 3. I owe my life to the priest who took me in when my parents died. + + 4. Everything I do is for the common people. + + 5. I will do anything to protect the temple where I served. + + 6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + + + Flaw + Choose or randomly determine + + + 1. I judge others harshly, and myself even more severely. + + 2. I put too much trust in those who wield power within my temple's hierarchy. + + 3. My piety sometimes leads me to blindly trust those that profess faith to my god. + + 4. I am inflexible in my thinking. + + 5. I am suspicious of anyone not of part of my own temple and adventuring party and expect the worst of them. + + 6. Once I choose a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + Far Traveler + Insight, Perception + + Description + Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. + You aren't one of those folk. + You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. + Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go. + + + Why Are You Here? + A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll 1d6 or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location. + + 1. Emissary + 2. Exile + 3. Fugitive + 4. Pilgrim + 5. Sightseer + 6. Wanderer + + + Where Are You From? + The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background. + + Evermeet: The fabled elven is lands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland. + + Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society. + + Halruaa: Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic. + + Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic. + + Kara-Tur: The continent of Kara-Tur, far to the east of Faen1n, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin. + + The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over. + + Mulhorand: From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn. + + Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home. + + Sossal: Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white. + + Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important. + + Zakhara: As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have. + + You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities. + + The Underdark: Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child. + + If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Perception + + Languages: any one of your choice + + Tools: any one musical instrument or gaming set of your choice, likely something native to your homeland + + + All Eyes on You + Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. + You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. + + Source: Sword Coast Adventurer's Guide, p. 148 + + + Equipment + One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. + + 2. I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. + + 3. I have a strong code of honor or sense of propriety that others don't comprehend. + + 4. I express affection or contempt in ways that are unfamiliar to others. + + 5. I honor my deities through practices that are foreign to this land . + + 6. I begin or end my day with small traditional rituals that are unfamiliar to those around me. + + + Ideal + Choose or randomly determine + + + 1. Open: I have much to learn from the kindly folk I meet along my way. (Good) + + 2. Reserved: As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) + + 3. Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic) + + 4. Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) + + 5. Inquisitive: Everything is new, but I have a thirst to learn. (Neutral) + + 6. Suspicious: I must be careful, for I have no way of telling friend from foe here. (Any) + + + Bond + Choose or randomly determine + + + 1. So long as I have this token from my homeland, I can face any adversity in this strange land. + + 2. The gods of my people are a comfort to me so far from home. + + 3. I hold no greater cause than my service to my people. + + 4. My freedom is my most precious possession. I'll never let anyone take it from me again. + + 5. I'm fascinated by the beauty and wonder of this new land. + + 6. Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. + + + Flaw + Choose or randomly determine + + + 1. I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. + + 2. I pretend not to understand the local language in order to avoid interactions I would rather not have. + + 3. I have a weakness for the new intoxicants and other pleasures of this land. + + 4. I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. + + 5. I consider the adherents of other gods to be deluded innocents at best, or ignorant foo ls at worst. + + 6. I have a weakness for the exotic beauty of the people of these lands. + + + + + Fisher + History, Survival + + Description + You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end- a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. + + + Feature: Harvest the Water + You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day. + + + Fishing Tale + You can tell a compelling tale. whether tall or true. to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your OM to create your own fishing tale. + + 1. Lobster Wrestling: You fought in hand-to-hand combat with an immense lobster. + + 2. It Dragged the Boat: You nearly caught a fish of monstrous size that pulled your boat for miles. + + 3. Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it. + + 4. Ghost Fish: You are haunted by a ghostly fish that only you can see. + + 5. Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam. + + 6. It Swallowed the Sun. You once saw a fish leap from the water and turn day into night. + + 7. Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since. + + 8. Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically. + + + + Starting Proficiencies + Your background grants you the following proficiencies + + Skills: History, Survival + + Languages: One of your choice + + Tools: none + + + Fisher + Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood. + + Source: Ghosts of Saltmarsh p. 30 + + + Equipment + Fishing tackle. a net. a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp + + + Personality + Choose one or randomly determine + + + 1. I am unmoved by the wrath of nature. + + 2. My friends are my crew; we sink or float together. + + 3. I need long stretches of quiet to clear my head. + + 4. Rich folk don't know the satisfaction of hard work. + + 5. I laugh heartily, feel deeply, and fear nothing. + + 6. I work hard; nature offers no handouts. + + 7. I dislike bargaining; state your price and mean it. + + 8. Luck favors me, and l take risks others might not. + + + Ideals + Choose or randomly determine + + + 1. Camaraderie. Good people make even the longest voyage bearable. (Good) + + 2. Luck. Our luck depends on respecting its rules-now throw this salt over your shoulder. (Lawful) + + 3. Daring. The richest bounty goes to those who risk everything. (Chaotic) + + 4. Plunder. Take all that you can and leave nothing for the scavengers. (Evil) + + 5. Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral) + + 6. Hard Work. No wave can move a soul hard at work. (Any) + + + Bond + Choose or randomly determine + + + 1. I lost something important in the deep sea, and I intend to find it. + + 2. Someone else's greed destroyed my livelihood, and I will be compensated. + + 3. I will fish the many famous waters of this land. + + 4. The gods saved me during a terrible storm, and I will honor their gift. + + 5. My destiny awaits me at the bottom of a particular pond in the Feywild. + + 6. I must repay my village's debt. + + + Flaw + Choose or randomly determine + + + 1. l am judgmental, especially of those I deem homebodies or otherwise lazy. + + 2. I become depressed and anxious if I'm away from the sea too long. + + 3. l have lived a hard life and find it difficult to empathize with others. + + 4. I am inclined to tell long-winded stones at inopportune times. + + 5. I work hard, but l play harder. + + 6. l am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits. + + + + + Folk Hero + Animal Handling, Survival + + Description + You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. + + + Defining Event + You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. + + 1. I stood up to a tyrant's agents. + + 2. I saved people during a natural disaster. + + 3. I stood alone against a terrible monster. + + 4. I stole from a corrupt merchant to help the poor. + + 5. I led a militia to fight off an invading army. + + 6. I broke into a tyrant's castle and stole weapons to arm the people. + + 7. I trained the peasantry to use farm implements as weapons against a tyrant's soldiers. + + 8. A lord rescinded an unpopular decree after I led a symbolic act of protect against it. + + 9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. + + 10. Recruited into a lord's army, I rose to leadership and was commended for my heroism. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Animal Handling, Survival + + Languages: none + + Tools: one type of artisan's tools, land vehicles + + + Rustic Hospitality + Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. + + Source: Player's Handbook, p. 131 + + + Equipment + A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I judge people by their actions, not their words. + + 2. If someone is in trouble, I'm always ready to lend help. + + 3. When I set my mind to something, I follow through no matter what gets in my way. + + 4. I have a strong sense of fair play and always try to find the most equitable solution to arguments. + + 5. I'm confident in my own abilities and do what I can to instil confidence in others. + + 6. Thinking is for other people. I prefer action. + + 7. I misuse long words in an attempt to sound smarter. + + 8. I get bored easily. When am I going to get on with my destiny? + + + Ideal + Choose or randomly determine + + + 1. Respect: People deserve to be treated with dignity and respect. (Good). + + 2. Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful). + + 3. Freedom: Tyrants must not be allowed to oppress the people. (Chaotic). + + 4. Might: If I become strong, I can take what I want — what I deserve. (Evil). + + 5. Sincerity: There's no good in pretending to be something I'm not. (Neutral). + + 6. Destiny: Nothing and no one can steer me away from my higher calling. (Any). + + + Bond + Choose or randomly determine + + + 1. I have a family, but I have no idea where they are. One day, I hope to see them again. + + 2. I worked the land, I love the land, and I will protect the land. + + 3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. + + 4. My tools are symbols of my past life, and I carry them so that I will never forget my roots. + + 5. I protect those who cannot protect themselves. + + 6. I wish my childhood sweetheart had come with me to pursue my destiny. + + + Flaw + Choose or randomly determine + + + 1. The tyrant who rules my land will stop at nothing to see me killed. + + 2. I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. + + 3. The people who knew me when I was young know my shameful secret, so I can never go home again. + + 4. I have a weakness for the vices of the city, especially hard drink. + + 5. Secretly, I believe that things would be better if I were a tyrant lording over the land. + + 6. I have trouble trusting in my allies. + + + + + Gate Urchin + Deception, Sleight of Hand + + Description + All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Sleight of Hand + + Languages: none + + Tools: thieves' tools, one type of musical instrument + + + Red Plume and Mage Guild Contacts + You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. + + Source: Hillsfar Character Backgrounds and Bonds, p. 5 + + + Equipment + A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I appreciate the simple things in life: a song, a warm meal, a sunny day. I don't need any more. + + 2.My problems are always caused by others. I'm never to blame. + + 3. I am afraid I could wind up back on the streets any day. + + 4.I get along with everyone. + + 5. I see people as marks for a con and have difficulty feeling true empathy for them. + + 6.I have a real flair for matchmaking. I can find anyone a spouse! + + 7. I think money is the true measure of appreciation and affection. Everything else is talk or an act. + + 8.I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore. + + + Ideal + Choose or randomly determine + + + 1. Loyal: I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful) + + 2.Adventurous: I don't like doing the same thing every day. I crave variety. (Chaotic) + + 3. Strong: Only the strong survive. I respect those who are strong and powerful. (Any) + + 4.Witty: Brains are better than brawn. I rely on my wits and respect others who do the same. (Any) + + 5. Honest: Others can do what they want, but I won't lie or steal, even to feed my family. (Good) + + 6.Ungrateful: Those who give, only do it to make themselves feel better. I steal from them. (Evil) + + + Bond + Choose or randomly determine + + + 1. The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that. + + 2.Busking has taught me to love music above all else. + + 3. The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt. + + 4.I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world. + + 5. I will be wealthy some day. My descendants will live in comfort and style. + + 6.I know how hard life on the streets is. I do everything I can for those who have less than me. + + + Flaw + Choose or randomly determine + + + 1. Though I no longer live at the Gate, I am still always concerned about where I will get my next meal. + + 2.Years of thieving have become habit. I sometimes steal from strangers without thinking about it. + + 3. I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth. + + 4.I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so. + + 5. I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food. + + 6.I do not trust anyone who has not had a hard life. + + + + + Gladiator + Acrobatics, Performance + + Description + A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Acrobatics, Performance + + Languages: none + + Tools: disguise kits, one type of musical instrument + + + By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + Source: Player's Handbook, p. 131 + + + Equipment + An inexpensive but unusual weapon such as a trident or net, the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I know a story relevant to almost every situation. + + 2. Whenever I come to a new place, I collect local rumors and spread gossip. + + 3. I'm a hopeless romantic, always searching for that "special someone". + + 4. Nobody stays angry at me or around me for long, since I can defuse any amount of tension. + + 5. I love a good insult, even one directed at me. + + 6. I get bitter if I'm not the center of attention. + + 7. I'll settle for nothing less than perfection. + + 8. I change my mood or my mind as quickly as I change key in a song. + + + Ideal + Choose or randomly determine + + + 1. Beauty: When I perform, I make the world better than it was. (Good). + + 2. Tradition: The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful). + + 3. Creativity: The world is in need of new ideas and bold action. (Chaotic). + + 4. Greed: I'm only in it for the money and fame. (Evil). + + 5. People: I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral). + + 6. Honesty: Art should reflect the soul; it should come from within and reveal who we really are. (Any). + + + Bond + Choose or randomly determine + + + 1. My instrument is my most treasured possession, and it reminds me of someone I love. + + 2. Someone stole my precious instrument, and someday I'll get it back. + + 3. I want to be famous, whatever it takes. + + 4. I idolize a hero of the old tales and measure my deeds against that person's. + + 5. I will do anything to prove myself superior to my hated rival. + + 6. I would do anything for the other members of my old troupe. + + + Flaw + Choose or randomly determine + + + 1. I'll do anything to win fame and renown. + + 2. I'm a sucker for a pretty face. + + 3. A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. + + 4. I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. + + 5. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. + + 6. Despite my best efforts, I am unreliable to my friends. + + + + + Guild Artisan + Insight, Persuasion + + Description + You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Persuasion + + Languages: any one of your choice + + Tools: one type of artisan's tools + + + Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. + Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. + You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + Source: Player's Handbook, p. 132 + + + Equipment + A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist. + + 2. I'm a snob who looks down on those who can't appreciate fine art. + + 3. I always want to know how things work and what makes people tick. + + 4. I'm full of witty aphorisms and have a proverb for every occasion. + + 5. I'm rude to people who lack my commitment to hard work and fair play. + + 6. I like to talk at length about my profession. + + 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible. + + 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + + + Ideal + Choose or randomly determine + + + 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful). + + 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good). + + 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic). + + 4. Greed: I'm only in it for the money. (Evil). + + 5. People: I'm committed to the people I care about, not to ideals. (Neutral). + + 6. Aspiration: I work hard to be the best there is at my craft. + + + Bond + Choose or randomly determine + + + 1. The workshop where I learned my trade is the most important place in the world to me. + + 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. + + 3. I owe my guild a great debt for forging me into the person I am today. + + 4. I pursue wealth to secure someone's love. + + 5. One day I will return to my guild and prove that I am the greatest artisan of them all. + + 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + + + Flaw + Choose or randomly determine + + + 1. I'll do anything to get my hands on something rare or priceless. + + 2. I'm quick to assume that someone is trying to cheat me. + + 3. No one must ever learn that I once stole money from guild coffers. + + 4. I'm never satisfied with what I have- I always want more. + + 5. I would kill to acquire a noble title. + + 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + Guild Merchant + Insight, Persuasion + + Description + Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Persuasion + + Languages: any one of your choice + + Tools: navigator's tools + + + Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. + Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. + You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + Source: Player's Handbook, p. 133 + + + Equipment + A mule and a cart, a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist. + + 2. I'm a snob who looks down on those who can't appreciate fine art. + + 3. I always want to know how things work and what makes people tick. + + 4. I'm full of witty aphorisms and have a proverb for every occasion. + + 5. I'm rude to people who lack my commitment to hard work and fair play. + + 6. I like to talk at length about my profession. + + 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible. + + 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + + + Ideal + Choose or randomly determine + + + 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful). + + 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good). + + 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic). + + 4. Greed: I'm only in it for the money. (Evil). + + 5. People: I'm committed to the people I care about, not to ideals. (Neutral). + + 6. Aspiration: I work hard to be the best there is at my craft. + + + Bond + Choose or randomly determine + + + 1. The workshop where I learned my trade is the most important place in the world to me. + + 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. + + 3. I owe my guild a great debt for forging me into the person I am today. + + 4. I pursue wealth to secure someone's love. + + 5. One day I will return to my guild and prove that I am the greatest artisan of them all. + + 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + + + Flaw + Choose or randomly determine + + + 1. I'll do anything to get my hands on something rare or priceless. + + 2. I'm quick to assume that someone is trying to cheat me. + + 3. No one must ever learn that I once stole money from guild coffers. + + 4. I'm never satisfied with what I have- I always want more. + + 5. I would kill to acquire a noble title. + + 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + Harborfolk + Athletics, Sleight of Hand + + Description + You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Sleight of Hand + + Languages: none + + Tools: one type of gaming set, water vehicles + + + Harborfolk + You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). + + Source: Mulmaster Bonds, p. 4 + + + Equipment + Fishing tackle, dice set, playing card set, or Three Dragon Ante set, a set of common clothes, rowboat, and a belt containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I am curious. I want to know why things are the way they are and why people do the things that they do. + + 2. I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty! + + 3. I think the High Blade is doing a terrific job, don't you? + + 4. I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen. + + 5. I am quite superstitious. I see portents in everyday occurrences. + + 6. I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways. + + 7. I have a sea story to fit every occasion. + + 8. I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it. + + + Ideal + Choose or randomly determine + + + 1. Calm: For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful) + + 2. Windblown: I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic) + + 3. Aspiring: I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any) + + 4. Salty: I want people to look to me as an expert on plying Mulmaster Harbor. (Any) + + 5. Selfless: We are all children of the sea. I help everyone in peril afloat and ashore. (Good) + + 6. Let them Drown: I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil) + + + Bond + Choose or randomly determine + 1. I once lost everything but my rowboat. I'll do anything to protect it. + + 2. My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve. + + 3. The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday. + + 4. The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life. + + 5. I was robbed in the Zhent ghetto once. It will not happen again. + + 6. I would do anything to protect the other harborfolk. They are my family. + + + Flaw + Choose or randomly determine + + + 1. I drink too much, which causes me to miss the tide. + + 2. I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out. + + 3. I oversell myself and make promises I can't keep when I want to impress someone. + + 4. Book learning is a waste of time. I have no patience for people who don't speak from experience. + + 5. I almost always cheat. I can't help myself. + + 6. I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to. + + + + + Haunted One + + + Description + You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it, to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you. + + + Harrowing Event + Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll 1d10. + + 1. A monster that slaughtered dozens of innocent people spared your life, and you don’t know why. + + 2. You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. + + 3. An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone. + + 4. Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you ed in terror. + + 5. An oni took your sibling one cold, dark night, and you were unable to stop it. + + 6. You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. + + 7. A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. + + 8. You opened an eldritch tome and saw things un t for a sane mind. You burned the book, but its words and images are burned into your psyche. + + 9. A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away. + + 10. You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Choose two from Arcana, Investigation, Religion, or Survival + + Languages: any one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) of your choice + + Tools: none + + + Heart of Darkness + Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. + + Source: Curse of Strahd, p. 209 + + + Equipment + Monster hunter’s pack, one trinket of special significance (choose one or roll on the Gothic Trinkets table) + + + Personality Trait + Choose or randomly determine + + + 1. I don’t run from evil. Evil runs from me. + + 2. I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. + + 3. I spend money freely and live life to the fullest, knowing that tomorrow I might die. + + 4. I live for the thrill of the hunt. + + 5. I don’t talk about the thing that torments me. I’d rather not burden others with my curse. + + 6. I expect danger around every corner. + + 7. I refuse to become a victim, and I will not allow others to be victimized. + + 8. I put no trust in divine beings. + + + Ideal + Choose or randomly determine + + + 1. I try to help those in need, no matter what the personal cost. (Good) + + 2. I’ll stop the spirits that haunt me or die trying. (Any) + + 3. I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) + + 4. I have a dark calling that puts me above the law. (Chaotic) + + 5. I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) + + 6. I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil) + + + Bond + Choose or randomly determine + + + 1. I keep my thoughts and discoveries in a journal. My journal is my legacy. + + 2. I would sacrifice my life and my soul to protect the innocent. + + 3. My torment drove away the person I love. I strive to win back the love I’ve lost. + + 4. A terrible guilt consumes me. I hope that I can find redemption through my actions. + + 5. There’s evil in me, I can feel it. It must never be set free. + + 6. I have a child to protect. I must make the world a safer place for him (or her). + + + Flaw + Choose or randomly determine + + + 1. I have certain rituals that I must follow every day. I can never break them. + + 2. I assume the worst in people. + + 3. I feel no compassion for the dead. They're the lucky ones. + + 4. I have an addiction. + + 5. I am a purveyor of doom and gloom who lives in a world without hope. + + 6. I talk to spirits that no one else can see. + + + + + Hermit + Medicine, Religion + + Description + You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. + + + Life of Seclusion + What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll 1d8 to determine the reason behind your seclusion. + + 1. I was searching for spiritual enlightenment. + + 2. I was partaking of communal living in accordance with the dictates of a religious order. + + 3. I was exiled for a crime I didn't commit. + + 4. I retreated from society after a life-altering event. + + 5. I needed a quiet place to work on my art, literature, music, or manifesto. + + 6. I needed to commune with nature, far from civilization. + + 7. I was the caretaker of an ancient ruin or relic. + + 8. I was a pilgrim in search of a person, place, or relic of spiritual significance. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Medicine, Religion + + Languages: any one of your choice + + Tools: herbalism kits + + + Discovery + The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. + Work with your DM to determine the details of your discovery and its impact on the campaign. + + Source: Player's Handbook, p. 134 + + + Equipment + A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp + + + Personality Trait + Choose or randomly determine + + + 1. I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. + + 2. I am utterly serene, even in the face of disaster. + + 3. The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. + + 4. I feel tremendous empathy for all who suffer. + + 5. I'm oblivious to etiquette and social expectations. + + 6. I connect everything that happens to me to a grand, cosmic plan. + + 7. I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. + + 8. I am working on a grand philosophical theory and love sharing my ideas. + + + Ideal + Choose or randomly determine + + + 1. Greater Good: My gifts are meant to be shared with all, not used for my own benefit. (Good). + + 2. Logic: Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful). + + 3. Free Thinking: Inquiry and curiosity are the pillars of progress. (Chaotic). + + 4. Power: Solitude and contemplation are paths toward mystical or magical power. (Evil). + + 5. Live and Let Live: Meddling in the affairs of others only causes trouble. (Neutral). + + 6. Self-Knowledge: If you know yourself, there's nothing left to know. (Any). + + + Bond + Choose or randomly determine + + + 1. Nothing is more important than the other members of my hermitage, order, or association. + + 2. I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. + + 3. I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. + + 4. I entered seclusion because I loved someone I could not have. + + 5. Should my discovery come to light, it could bring ruin to the world. + + 6. My isolation gave me great insight into a great evil that only I can destroy. + + + Flaw + Choose or randomly determine + + + 1. Now that I've returned to the world, I enjoy its delights a little too much. + + 2. I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. + + 3. I am dogmatic in my thoughts and philosophy. + + 4. I let my need to win arguments overshadow friendships and harmony. + + 5. I'd risk too much to uncover a lost bit of knowledge. + + 6. I like keeping secrets and won't share them with anyone. + + + + + Hillsfar Merchant + Insight, Persuasion + + Description + Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer. + + + Alternate Feature: Trade Contract + You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Persuasion + + Languages: none + + Tools: land vehicles, water vehicles + + + Factor + Although you’ve left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. + + Source: Hillsfar Character Backgrounds and Bonds, p. 6 + + + Equipment + A fine set of clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I fill my evenings with wine or mead and song. + + 2.I greatly admire gladiators and enjoy the Arena. + + 3. I take my wealth for granted. It seldom occurs to me that others aren't rich themselves. + + 4.I leave broken hearts all around the Moonsea and up and down the Sword Coast. + + 5. I work hard and seldom make time for fun. + + 6.I am a particularly devout and pray often. + + 7. The Red Plumes caught me once. I hate them. + + 8.I ask a lot of questions to get information about those with whom I am working and dealing. + + + Ideal + Choose or randomly determine + + + 1. Frugal: I spend my money very carefully. (Lawful) + + 2.Profligate: I tend to spend extravagantly. (Chaotic) + + 3. Honest: I deal with others above board. (Any) + + 4.Sharp: I seek to make the best deal possible. (Any) + + 5. Charitable: I give generously to others. (Good) + + 6.Greedy: I do not share my wealth with others. (Evil) + + + Bond + Choose or randomly determine + + + 1. I am fiercely loyal to those with whom I work. + + 2.I must uphold the good name of my family. + + 3. I will prove myself to my family as an adventurer. + + 4.Deals are sacrosanct. I never go back on my word. + + 5. I love making deals and negotiating agreements. + + 6.I guard my wealth jealously. + + + Flaw + Choose or randomly determine + + + 1. I am a braggart. I promote myself shamelessly. + + 2.I am vain. I always wear the latest fashions. + + 3. I am a glutton. I eat and drink to excess. + + 4.I am a snob. I want only the finest things in life. + + 5. I am lazy. I want others to take care of everything. + + 6.I am overconfident. I overestimate my abilities. + + + + + Hillsfar Smuggler + Perception, Stealth + + Description + Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non- humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs. + Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non- humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Perception, Stealth + + Languages: one racial language + + Tools: forgery kit + + + Secret Passage + You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. + + Source: Hillsfar Character Backgrounds and Bonds, p. 7 + + + Equipment + A forgery kit, a set of common clothes, a belt pouch, and 5 gp + + + Personality Trait + Choose or randomly determine + + + 1. When I'm not smuggling, I gamble. + + 2.I just love Halfling cooking and baking! + + 3. I party with dwarves whenever I can. + + 4.I'm a terrible singer, but I love to do it. + + 5. I was raised to honor Chauntea and still do. + + 6.The blood sports of the Arena sicken me. + + 7. I think non-humans are really interesting. + + 8.I exaggerate the tales of my exploits. + + + Ideal + Choose or randomly determine + + + 1. Fair: I think everyone deserves to be treated fairly. I don't play favorites. (Lawful) + + 2.Impulsive: Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic) + + 3. Curious: I want to learn as much as I can about the people and places I encounter. (Any) + + 4.Prepared: I think success depends on preparing as much as possible in advance. (Any) + + 5. Respectful: I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good) + + 6.Corrupt: I will break the law or act dishonestly if the money is right. (Evil) + + + Bond + Choose or randomly determine + + + 1. I am loyal to the Rogues Guild and would do anything for them. + + 2.I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems. + + 3. I admire the elves. I help them whenever I can. + + 4.A gnome helped me once. I pay the favor forward. + + 5. I enjoy tricking the Red Plumes at every opportunity. + + 6.I smuggled agricultural goods for non-human farmers. I try to help them when I can. + + + Flaw + Choose or randomly determine + + + 1. My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them. + + 2.The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire. + + 3. I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity. + + 4.I have difficulty trusting strangers. Anyone could be a spy for the authorities. + + 5. I am greedy. There Isn't much I won't do for money. + + 6.I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar. + + + + + House Cannith Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: alchemist's supplies and tinker's tools + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Deneith Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: one gaming set and vehicles (land) + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Ghallanda Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: brewer's supplies and cook's utensils + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Jorasco Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: alchemist's supplies and herbalism kit + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Kundarak Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: tinker's tools and thieves' tools + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Lyrandar Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: vehicles (sea/air) and navigator's tools + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Medani Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: thieves' tools and disguise kit + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Orien Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: vehicles (land) and one gaming set + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Phiarlan Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: disguise kit and one musical instrument + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Sivis Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: calligrapher's tools and forgery kit + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Tharashk Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: thieves' tools and one gaming set + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Thuranni Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: poisoner's kit and one musical instrument + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + House Vadalis Agent + Investigation, Persuasion + + Description + You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: + + Tools: vehicles (land) and herbalism kit + + + House Connections + + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Equipment + A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I never let emotion complicate work. + + 2. I’m always looking to improve efficiency. + + 3. I share trivia about my house’s business (medicine, ships, warforged). + + 4. I hold myself and anyone I work with to extremely high standards. + + 5. I never forget an insult made against myself or my house. + + 6. I’m very excited and enthusiastic about everything my house does. + + 7. I’m representing my house and take great pride in my personal appearance. + + 8. I’m critical of monarchies and opposed to any restrictions on the houses. + + + Ideal + Choose or randomly determine + + + 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + + 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + + 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + + 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + + 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + + 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + + Bond + Choose or randomly determine + + + 1. My house is my family, and I would do anything for my family. + + 2. I love someone from another house, but such relationships are forbidden. + + 3. Someone I love was killed by a rival faction within my house, and I will have revenge. + + 4. I don’t care about the house as a whole, but I would do anything for my old mentor. + + 5. I believe my house needs to evolve to survive, and I need to lead that change. + + 6. I am determined to impress the leaders of my house, and to become a leader myself. + + + Flaw + Choose or randomly determine + + + 1. I’m overly concerned with following established procedures and protocols. + + 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. + + 3. I believe that my house and bloodline makes me better than everyone else. + + 4. I’m concealing a secret that could get me driven from my house. + + 5. I have strong religious beliefs that aren’t shared by others in my house. + + 6. I’m working for a hidden faction in my house that gives me secret assignments. + + + + + Inheritor + Survival + + Description + You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be. + + + Inheritance + Choose or randomly determine your inheritance from the possibilities below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. + + The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. + + When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. + + 1 - A document such as a map, a letter, or a journal + + 2-3 - a trinket (see "Trinkets" in chapter 5 of the Player's Handbook) + + 4 - an article of clothing + + 5 - a piece of jewelry + + 6 - an arcane book or formulary + + 7 - a written story, song, poem, or secret + + 8 - a tattoo or other body marking + + + Suggested Characteristics + Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. + + Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Survival, plus one from among Arcana, History, and Religion + + Languages: any one of your choice + + Tools: your choice of a gaming set or a musical instrument + + + Inheritance + Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. + The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. + When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. + + d8 — Object or item: + 1 — A document such as a map, a letter, or a journal + 2-3 — a trinket (see "Trinkets" in chapter 5 of the Player's Handbook) + 4 — an article of clothing + 5 — a piece of jewelry + 6 — an arcane book or formulary + 7 — a written story, song, poem, or secret + 8 — a tattoo or other body marking + + Source: Sword Coast Adventurer's Guide, p. 150 + + + Equipment + Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency, and a pouch containing 15 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I judge people by their actions, not their words. + + 2. If someone is in trouble, I'm always ready to lend help. + + 3. When I set my mind to something, I follow through no matter what gets in my way. + + 4. I have a strong sense of fair play and always try to find the most equitable solution to arguments. + + 5. I'm confident in my own abilities and do what I can to instil confidence in others. + + 6. Thinking is for other people. I prefer action. + + 7. I misuse long words in an attempt to sound smarter. + + 8. I get bored easily. When am I going to get on with my destiny? + + + Ideal + Choose or randomly determine + + + 1. Respect: People deserve to be treated with dignity and respect. (Good). + + 2. Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful). + + 3. Freedom: Tyrants must not be allowed to oppress the people. (Chaotic). + + 4. Might: If I become strong, I can take what I want — what I deserve. (Evil). + + 5. Sincerity: There's no good in pretending to be something I'm not. (Neutral). + + 6. Destiny: Nothing and no one can steer me away from my higher calling. (Any). + + + Bond + Choose or randomly determine + + + 1. I have a family, but I have no idea where they are. One day, I hope to see them again. + + 2. I worked the land, I love the land, and I will protect the land. + + 3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. + + 4. My tools are symbols of my past life, and I carry them so that I will never forget my roots. + + 5. I protect those who cannot protect themselves. + + 6. I wish my childhood sweetheart had come with me to pursue my destiny. + + + Flaw + Choose or randomly determine + + + 1. The tyrant who rules my land will stop at nothing to see me killed. + + 2. I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. + + 3. The people who knew me when I was young know my shameful secret, so I can never go home again. + + 4. I have a weakness for the vices of the city, especially hard drink. + + 5. Secretly, I believe that things would be better if I were a tyrant lording over the land. + + 6. I have trouble trusting in my allies. + + + + + Investigator + Insight, Investigation + + Description + Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. + + Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Investigation + + Languages: any two of your choice + + Tools: none + + + Watcher's Eye + Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. + + Source: Sword Coast Adventurer's Guide, p. 145 + + + Equipment + A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I'm always polite and respectful. + + 2. I'm haunted by memories of war. I can't get the images of violence out of my mind. + + 3. I've lost too many friends, and I'm slow to make new ones. + + 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. + + 5. I can stare down a hell hound without flinching. + + 6. I enjoy being strong and like breaking things. + + 7. I have a crude sense of humor. + + 8. I face problems head-on. A simple, direct solution is the best path to success. + + + Ideal + Choose or randomly determine + + + 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good). + + 2. Responsibility: I do what I must and obey just authority. (Lawful). + + 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic). + + 4. Might: In life as in war, the stronger force wins. (Evil). + + 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral). + + 6. Nation: My city, nation, or people are all that matter. (Any). + + + Bond + Choose or randomly determine + + + 1. I would still lay down my life for the people I served with. + + 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind. + + 3. My honor is my life. + + 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + 5. Those who fight beside me are those worth dying for. + + 6. I fight for those who cannot fight for themselves. + + + Flaw + Choose or randomly determine + + + 1. The monstrous enemy we faced in battle still leaves me quivering with fear. + + 2. I have little respect for anyone who is not a proven warrior. + + 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret. + + 4. My hatred of my enemies is blind and unreasoning. + + 5. I obey the law, even if the law causes misery. + + 6. I'd rather eat my armor than admit when I'm wrong. + + + + + Iron Route Bandit + Stealth, Animal Handling + + Description + The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan’s recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people’s mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Stealth, Animal Handling + + Languages: none + + Tools: one type of gaming set, land vehicles + + + Black-Market Breeder + You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. + + Source: Curse of Strahd: Optional Backgrounds, p. 5 + + + Equipment + A set of dark common clothes, pack saddle, burglar’s pack and a belt pouch containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. If people leave their gear unsecured, they must not want it very much. + + 2. I feel more comfortable sleeping under the open sky. + + 3. I always pre-plan my escape should things go bad; I always like to have an exit strategy. + + 4. I tend to give animal owners breeding and care advice whether or not they want it. + + 5. I lost a pet as a child and sadly reflect on it to this day. + + 6. I always form a powerful, emotional bond with my mount. + + 7. I recoil at the thought of killing someone else’s pet or mount. + + 8. I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me. + + + Ideal + Choose or randomly determine + + + 1. Loyalty: Never bite the hand that feeds. (Good) + + 2. Unpredictability: Keep your enemy guessing and off-balance like a confused deer. (Chaotic) + + 3. Power: I strive to become leader of the pack at all costs. (Lawful) + + 4. Freedom: I bow to no one I don’t respect. (Chaotic) + + 5. Resourcefulness: Our wits are our most valuable resource in troubled times. (Any) + + 6. Unity: Lone wolves fail where the pack succeeds. (Any) + + + Bond + Choose or randomly determine + + + 1. I cannot leave a harmed animal behind; I must save it or put it out of its misery. + + 2. I leave behind my own personal calling cards when I do a job. + + 3. I do not trust people who do not have a pet, mount, or furry companion. + + 4. The pelt I wear on my back was from an animal that died saving my life, I will always cherish it. + + 5. If my pet does not like you, I do not like you! + + 6. Once you’ve ridden with me and fought by my side, I’ll be there for you, odds be damned. + + + Flaw + Choose or randomly determine + + + 1. I growl at and bite anyone who gets too close to my food while I am eating. + + 2. I growl at and bite anyone who gets too close to my food while I am eating. + + 3. I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them. + + 4. I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge. + + 5. I’m an inveterate gambler. + + 6. I judge people based on how well they stand their ground in a fight. I got no time for cowards... + + + + + Knight + History, Persuasion + + Description + A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). + As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.) + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, Persuasion + + Languages: any one of your choice + + Tools: one type of gaming set + + + Retainer + You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. + + Source: Player's Handbook, p. 136 + + + Equipment + A set of fine clothes, a signet ring, a scroll of pedigree, a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion, and a purse containing 25 gp + + + Personality Trait + Choose or randomly determine + + + 1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. + + 2. The common folk love me for my kindness and generosity. + + 3. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. + + 4. I take great pains to always look my best and follow the latest fashions. + + 5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. + + 6. Despite my noble birth, I do not place myself above other folk. We all have the same blood. + + 7. My favor, once lost, is lost forever. + + 8. If you do me an injury, I will crush you, ruin your name, and salt your fields. + + + Ideal + Choose or randomly determine + + + 1. Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good). + + 2. Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful). + + 3. Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic). + + 4. Power: If I can attain more power, no one will tell me what to do. (Evil). + + 5. Family: Blood runs thicker than water. (Any). + + 6. Noble Obligation: It is my duty to protect and care for the people beneath me. (Good). + + + Bond + Choose or randomly determine + + + 1. I will face any challenge to win the approval of my family. + + 2. My house's alliance with another noble family must be sustained at all costs. + + 3. Nothing is more important than the other members of my family. + + 4. I am in love with the heir of a family that my family despises. + + 5. My loyalty to my sovereign is unwavering. + + 6. The common folk must see me as a hero of the people. + + + Flaw + Choose or randomly determine + + + 1. I secretly believe that everyone is beneath me. + + 2. I hide a truly scandalous secret that could ruin my family forever. + + 3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. + + 4. I have an insatiable desire for carnal pleasures. + + 5. In fact, the world does revolve around me. + + 6. By my words and actions, I often bring shame to my family. + + + + + Knight of the Order + Persuasion + + Description + You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause. + + + Knightly Orders of Faerûn + Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations. + + Knights of the Unicorn: The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriarch families in Baldur's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses. + + Knights of Myth Drannor: Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falcon hand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest. + + Knights of the Silver Chalice: The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown. + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. + + Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order + + Languages: any one of your choice + + Tools: your choice of a gaming set or a musical instrument + + + Knightly Regard + Your receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community — whether a lone settlement or a great nation — that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals. + This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. + + Source: Sword Coast Adventurer's Guide, p. 151 + + + Equipment + One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I'm always polite and respectful. + + 2. I'm haunted by memories of war. I can't get the images of violence out of my mind. + + 3. I've lost too many friends, and I'm slow to make new ones. + + 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. + + 5. I can stare down a hell hound without flinching. + + 6. I enjoy being strong and like breaking things. + + 7. I have a crude sense of humor. + + 8. I face problems head-on. A simple, direct solution is the best path to success. + + + Ideal + Choose or randomly determine + + + 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good). + + 2. Responsibility: I do what I must and obey just authority. (Lawful). + + 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic). + + 4. Might: In life as in war, the stronger force wins. (Evil). + + 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral). + + 6. Nation: My city, nation, or people are all that matter. (Any). + + + Bond + Choose or randomly determine + + + 1. I would still lay down my life for the people I served with. + + 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind. + + 3. My honor is my life. + + 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + 5. Those who fight beside me are those worth dying for. + + 6. I fight for those who cannot fight for themselves. + + + Flaw + Choose or randomly determine + + + 1. The monstrous enemy we faced in battle still leaves me quivering with fear. + + 2. I have little respect for anyone who is not a proven warrior. + + 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret. + + 4. My hatred of my enemies is blind and unreasoning. + + 5. I obey the law, even if the law causes misery. + + 6. I'd rather eat my armor than admit when I'm wrong. + + + + + Marine + Athletics, Survival + + Description + You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry. + + + Feature: Steady + You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. + + + Hardship Endured + Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character. + + + 1. Nearly Drowned: You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. + + 2. Captured: You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke. + + 3. Sacrifice: You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead. + + 4. Juggernaut: No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory. + + 5. Stowaway: For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own. + + 6. Leave None Behind: You carried an injured marine for miles to avoid capture and death. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Survival + + Languages: none + + Tools: Vehicles (water, land) + + + Marine Life + Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant. marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals. + + Source: Ghosts of Saltmarsh p. 31 + + + Equipment + A dagger that belonged to a fallen comrade, a folded Rag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I speak rarely but mean every word I say. + + 2. laugh loudly and see the humor in stressful situations. + + 3. I prefer to solve problems without violence, but I finish fights decisively. + + 4. I enjoy being out in nature; poor weather never sours my mood. + + 5. I am dependable. + + 6. I am always working on some project or other. + + 7. I become cantankerous and quiet in the rain. + + 8. When the sea is within my sight, my mood is jovial and optimistic. + + + Ideal + Choose or randomly determine + + + 1. Teamwork: Success depends on cooperation and communication. {Good) + + 2. Code: The marines' code provides a solution for every problem, and following it is imperative. {Lawful) + + 3. Embracing: Lafe is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic) + + 4. Might: The strong train so that they might rule those who are weak. (Evil) + + 5. Bravery: To act when others quake in fear- this is the essence of the warrior. (Any) + + 6. Perseverance: No injury or obstacle can turn me from my goal. (Any) + + + Bond + Choose or randomly determine + + + 1. I face danger and evil to offset an unredeemable act in my past. + + 2. I. Will. Finish. The. job. + + 3. I must set an example of hope for those who have given up. + + 4. I'm searching for a fellow marine captured by an elusive enemy. + + 5. Fear leads to tyranny, and both must be eradicated. + + 6. My commander betrayed my unit, and I will have revenge. + + + Flaw + Choose or randomly determine + + + 1. I grow combative and unpredictable when I drink. + + 2. I find civilian life difficult and struggle to say the right thing in social situations. + + 3. My intensity can drive others away. + + 4. I hold grudges and have difficulty forgiving others. + + 5. I become irrational when innocent people are hurt. + + 6. I sometimes stay up all night listening to the ghosts of my fallen enemies. + + + + + Mercenary Veteran + Athletics, Persuasion + + Description + As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. + Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way. + + + Mercenaries of the North + Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below. + + The Chill: The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization. + + Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested. + + The Bloodaxes: Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Persuasion + + Languages: none + + Tools: one type of gaming set, land vehicles + + + Mercenary Life + You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). + + Source: Sword Coast Adventurer's Guide, p. 152 + + + Equipment + A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp). + + + Personality Trait + Choose or randomly determine + + + 1. I'm always polite and respectful. + + 2. I'm haunted by memories of war. I can't get the images of violence out of my mind. + + 3. I've lost too many friends, and I'm slow to make new ones. + + 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. + + 5. I can stare down a hell hound without flinching. + + 6. I enjoy being strong and like breaking things. + + 7. I have a crude sense of humor. + + 8. I face problems head-on. A simple, direct solution is the best path to success. + + + Ideal + Choose or randomly determine + + + 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good). + + 2. Responsibility: I do what I must and obey just authority. (Lawful). + + 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic). + + 4. Might: In life as in war, the stronger force wins. (Evil). + + 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral). + + 6. Nation: My city, nation, or people are all that matter. (Any). + + + Bond + Choose or randomly determine + + + 1. I would still lay down my life for the people I served with. + + 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind. + + 3. My honor is my life. + + 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + 5. Those who fight beside me are those worth dying for. + + 6. I fight for those who cannot fight for themselves. + + + Flaw + Choose or randomly determine + + + 1. The monstrous enemy we faced in battle still leaves me quivering with fear. + + 2. I have little respect for anyone who is not a proven warrior. + + 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret. + + 4. My hatred of my enemies is blind and unreasoning. + + 5. I obey the law, even if the law causes misery. + + 6. I'd rather eat my armor than admit when I'm wrong. + + + + + Mulmaster Aristocrat + Deception, Performance + + Description + From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. + None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Performance + + Languages: none + + Tools: one type of artistic artisan's tools and one musical instrument + + + Highborn + Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. + + Source: Mulmaster Bonds, p. 5 + + + Equipment + One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. My ambitions are boundless. I will be a Zor or Zora one day! + + 2. I must always look my best. + + 3. Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy. + + 4. Decorum must be preserved at all costs. + + 5. I will not admit I am wrong if I can avoid it. + + 6. I am extremely well-educated and frequently remind others of that fact. + + 7. I take what I can today, because I do not know what tomorrow holds. + + 8. My life is full of dance, song, drink, and love. + + + Ideal + Choose or randomly determine + + + 1. Generous: I have a responsibility to help and protect the less fortunate. (Good) + + 2. Loyal: My word, once given, is my bond. (Lawful) + + 3. Callous: I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil) + + 4. Impulsive: I follow my heart. (Chaotic) + + 5. Ignorant: Explanations bore me. (Neutral) + + 6. Isolationist: I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any) + + + Bond + Choose or randomly determine + + + 1. I have dedicated my wealth and my talents to the service of one of the city's many temples. + + 2. My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her. + + 3. Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret. + + 4. My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power. + + 5. Wealth and power are nothing. Fulfilment can only be found in artistic expression. + + 6. It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous. + + + Flaw + Choose or randomly determine + + + 1. I have difficulty caring about anyone or anything other than myself. + + 2. Having grown up with wealth, I am careless with my finances. I overspend and am overly generous. + + 3. The ends (my advancement) justify any means. + + 4. I must have what I want and will brook no delay. + + 5. My family has lost everything. I must keep up appearances, lest we become a laughingstock. + + 6. I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter. + + + + + Noble + History, Persuasion + + Description + You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. + Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own — it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. + Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family? + Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? + These details help establish your family and your title as features of the world of the campaign. + + + Variant Feature: Retainers + You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, Persuasion + + Languages: any one of your choice + + Tools: one type of gaming set + + + Position of Privilege + Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. + + Source: Player's Handbook, p. 135 + + + Equipment + A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp + + + Personality Trait + Choose or randomly determine + + + 1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. + + 2. The common folk love me for my kindness and generosity. + + 3. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. + + 4. I take great pains to always look my best and follow the latest fashions. + + 5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. + + 6. Despite my noble birth, I do not place myself above other folk. We all have the same blood. + + 7. My favor, once lost, is lost forever. + + 8. If you do me an injury, I will crush you, ruin your name, and salt your fields. + + + Ideal + Choose or randomly determine + + + 1. Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good). + + 2. Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful). + + 3. Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic). + + 4. Power: If I can attain more power, no one will tell me what to do. (Evil). + + 5. Family: Blood runs thicker than water. (Any). + + 6. Noble Obligation: It is my duty to protect and care for the people beneath me. (Good). + + + Bond + Choose or randomly determine + + + 1. I will face any challenge to win the approval of my family. + + 2. My house's alliance with another noble family must be sustained at all costs. + + 3. Nothing is more important than the other members of my family. + + 4. I am in love with the heir of a family that my family despises. + + 5. My loyalty to my sovereign is unwavering. + + 6. The common folk must see me as a hero of the people. + + + Flaw + Choose or randomly determine + + + 1. I secretly believe that everyone is beneath me. + + 2. I hide a truly scandalous secret that could ruin my family forever. + + 3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. + + 4. I have an insatiable desire for carnal pleasures. + + 5. In fact, the world does revolve around me. + + 6. By my words and actions, I often bring shame to my family. + + + + + Outlander + Athletics, Survival + + Description + You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. + + + Origin + You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll 1d10 to determine your occupation during your time in the wild, or choose one that best fits your character. + + 1. Forester + 2. Trapper + 3. Homesteader + 4. Guide + 5. Exile or outcast + 6. Bounty Hunter + 7. Pilgrim + 8. Tribal nomad + 9. Hunter-gatherer + 10. Tribal marauder + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Survival + + Languages: any one of your choice + + Tools: one type of musical instrument + + + Wanderer + You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. + + Source: Player's Handbook, p. 136 + + + Equipment + A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I'm driven by a wanderlust that led me away from home. + + 2. I watch over my friends as if they were a litter of newborn pups. + + 3. I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. + + 4. I have a lesson for every situation, drawn from observing nature. + + 5. I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. + + 6. I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. + + 7. I feel far more comfortable around animals than people. + + 8. I was, in fact, raised by wolves. + + + Ideal + Choose or randomly determine + + + 1. Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic). + + 2. Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good). + + 3. Honor: If I dishonor myself, I dishonor my whole clan. (Lawful). + + 4. Might: The strongest are meant to rule. (Evil). + + 5. Nature: The natural world is more important than all the constructs of civilization. (Neutral). + + 6. Glory: I must earn glory in battle, for myself and my clan. (Any). + + + Bond + Choose or randomly determine + + + 1. My family, clan, or tribe is the most important thing in my life, even when they are far from me. + + 2. An injury to the unspoiled wilderness of my home is an injury to me. + + 3. I will bring terrible wrath down on the evildoers who destroyed my homeland. + + 4. I am the last of my tribe, and it is up to me to ensure their names enter legend. + + 5. I suffer awful visions of a coming disaster and will do anything to prevent it. + + 6. It is my duty to provide children to sustain my tribe. + + + Flaw + Choose or randomly determine + + + 1. I am too enamored of ale, wine, and other intoxicants. + + 2. There's no room for caution in a life lived to the fullest. + + 3. I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. + + 4. I am slow to trust members of other races, tribes, and societies. + + 5. Violence is my answer to almost any challenge. + + 6. Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + Phlan Insurgent + Stealth, Survival + + Description + The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped. + Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying. + + + Origin + Removed from your life as a townsperson, you’ve adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both). + + General: + 1. Fisher + 2. Hunter + 3. Craftsperson + 4. Priest/Priestess + 5. Cook + 6. City Watch + 7. Servant + 8. Unskilled laborer + + Specific: + 1. Stojanow river worker + 2. Twilight Marsh worker + 3. Mantor’s Library scribe + 4. Clergy of Ilmater + 5. Laughing Goblin server + 6. Black Fist guard + 7. House Sokol retainer + 8. Bay of Phlan dockworker + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Stealth, Survival + + Languages: none + + Tools: one type of artisan's tools, land vehicles + + + Guerilla + You’ve come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge—or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. + + Source: Curse of Strahd: Optional Backgrounds, p. 6 + + + Equipment + A bag of caltrops (20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. My patience knows no bounds, so long as my goal is in sight. + + 2. In life and in struggle, the ends justify my actions. + + 3. If you aren’t helping me, you’d best at least stay out of my way. + + 4. I long for the life that was taken away from me. + + 5. Friends and family perished, tragically, before my eyes. I hope never to undergo that again. + + 6. Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well. + + 7. I can never allow my foes to get the drop on me. + + 8. Time is a precious resource that I must spend wisely. + + + Ideal + Choose or randomly determine + + + 1. Leadership: The oppressed need someone to inspire them to courageous acts. (Good) + + 2. Unpredictability: Keeping the enemy guessing and off-balance is my tactical strength. (Chaos) + + 3. Determination: Threats to my home must be eliminated at all costs. (Any) + + 4. Freedom: Those who are enslaved and unjustly imprisoned deserve my aid. (Good) + + 5. Resourcefulness: Our wits are our most valuable resource in troubled times. (Any) + + 6. Unity: Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any) + + + Bond + Choose or randomly determine + + + 1. I’ll never let my fellow insurgents down. They are my only remaining friends. + + 2. I was separated from a loved one during my escape from town. I will find them. + + 3. One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions. + + 4. An item I hold close is my last remaining connection to the family I lost during the fall. + + 5. The dragon who took my past life away from me will feel the full extent of my vengeance. + + 6. The knowledge in Mantor’s Library is an irreplaceable treasure that must be protected. + + + Flaw + Choose or randomly determine + + + 1. I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan. + + 2. Ale is the only way I can escape the desperation of my circumstances. + + 3. It doesn’t take much to get me into a fight. + + 4. Being an insurgent means doing things that aren’t always ethical. I’m still learning to live with that. + + 5. My desire to liberate Phlan oftentimes clouds my judgement, despite my best efforts. + + 6. I relentlessly despise the Maimed Virulence and his allies. I’d abandon other goals in order to strike out at them. + + + + + Phlan Refugee + Insight, Athletics + + Description + Gone are the happier days of walking into the Laughing Goblin Inn after a hard day’s labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count 2 yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Insight, Athletics + + Languages: any one of your choice + + Tools: one type of artisan's tools + + + Phlan Survivor + Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. + + Source: Mulmaster Bonds, p. 6 + + + Equipment + A set of artisan’s tools (one of your choice), a token of the life you once knew, a set of traveler’s clothes, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past. + + 2. I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding. + + 3. I protect those around me, you never know when one of them will be useful. + + 4. I have always gotten ahead by giving, why change now? + + 5. I prepare for everything, it paid off in Phlan and it will pay off again. + + 6. I will reclaim my home, though the path may be long, I will never give up hope. + + 7. I never cared for personal hygiene, and am amazed that It bothers others. + + 8. I am always willing to volunteer my services, just as long as don’t have to do anything. + + + Ideal + Choose or randomly determine + + + 1. Justice: Corruption brought Phlan down, I will not tolerate that any longer. (Lawful) + + 2. Acceptance: Stability is a myth, to think you can control your future is futile. (Chaotic) + + 3. Hope: I am guided by a higher power and I trust that everything will be right in the end. (Good) + + 4. Restraint: I hate those who caused my loss. It is all I can do not to lash out at them. (Any) + + 5. Strength: As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil) + + 6. Openness: I am always willing to share my life story with anyone who will listen. (Any) + + + Bond + Choose or randomly determine + + + 1. I have the chance at a new life and this time I am going to do things right. + + 2. The Lord Regent brought this suffering upon his people. I will see him brought to justice. + + 3. I await the day I will be able to return to my home in Phlan. + + 4. I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon. + + 5. There was someone I cared about in Phlan, I will find out what happened to them. + + 6. Some say my life wasn't worth saving, I will prove them wrong. + + + Flaw + Choose or randomly determine + + + 1. I used the lives of children to facilitate my escape from Phlan. + + 2. I am a sucker for the underdog, and always bet on the loosing team. + + 3. I am incapable of standing up for myself. + + 4. I will borrow money from friends with no intention to repay it. + + 5. I am unable to keep secrets. A secret is just an untold story. + + 6. When something goes wrong, it’s never my fault. + + + + + Pirate + Athletics, Perception + + Description + You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. + + + Variant Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Perception + + Languages: none + + Tools: navigator's tools, water vehicles + + + Bad Reputation + No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. + + Source: Player's Handbook, p. 139 + + + Equipment + A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. My friends know they can rely on me, no matter what. + + 2. I work hard so that I can play hard when the work is done. + + 3. I enjoy sailing into new ports and making new friends over a flagon of ale. + + 4. I stretch the truth for the sake of a good story. + + 5. To me, a tavern brawl is a nice way to get to know a new city. + + 6. I never pass up a friendly wager. + + 7. My language is as foul as an otyugh nest. + + 8. I like a job well done, especially if I can convince someone else to do it. + + + Ideal + Choose or randomly determine + + + 1. Respect: The thing that keeps a ship together is mutual respect between captain and crew. (Good). + + 2. Fairness: We all do the work, so we all share in the rewards. (Lawful). + + 3. Freedom: The sea is freedom — the freedom to go anywhere and do anything. (Chaotic). + + 4. Mastery: I'm a predator, and the other ships on the sea are my prey. (Evil). + + 5. People: I'm committed to my crewmates, not to ideals. (Neutral). + + 6. Aspiration: Someday I'll own my own ship and chart my own destiny. (Any). + + + Bond + Choose or randomly determine + + + 1. I'm loyal to my captain first, everything else second. + + 2. The ship is most important-crewmates and captains come and go. + + 3. I'll always remember my first ship. + + 4. In a harbor town, I have a paramour whose eyes nearly stole me from the sea. + + 5. I was cheated out of my fair share of the profits, and I want to get my due. + + 6. Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + + + Flaw + Choose or randomly determine + + + 1. I follow orders, even if I think they're wrong. + + 2. I'll say anything to avoid having to do extra work. + + 3. Once someone questions my courage, I never back down no matter how dangerous the situation. + + 4. Once I start drinking, it's hard for me to stop. + + 5. I can't help but pocket loose coins and other trinkets I come across. + + 6. My pride will probably lead to my destruction. + + + + + Sage + Arcana, History + + Description + You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. + + + Specialty + To determine the nature of your scholarly training, roll 1d8 or choose from the options below. + + 1. Alchemist + + 2. Astronomer + + 3. Discredited academic + + 4. Librarian + + 5. Professor + + 6. Researcher + + 7. Wizard's apprentice + + 8. Scribe + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Arcana, History + + Languages: any two of your choice + + Tools: none + + + Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + Source: Player's Handbook, p. 137 + + + Equipment + A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I use polysyllabic words that convey the impression of great erudition. + + 2. I've read every book in the world's greatest libraries-or I like to boast that I have. + + 3. I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. + + 4. There's nothing I like more than a good mystery. + + 5. I'm willing to listen to every side of an argument before I make my own judgment. + + 6. I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. + + 7. I am horribly, horribly awkward in social situations. + + 8. I'm convinced that people are always trying to steal my secrets. + + + Ideal + Choose or randomly determine + + + 1. Knowledge: The path to power and self-improvement is through knowledge. (Neutral). + + 2. Beauty: What is beautiful points us beyond itself toward what is true. (Good). + + 3. Logic: Emotions must not cloud our logical thinking. (Lawful). + + 4. No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic). + + 5. Power: Knowledge is the path to power and domination. (Evil). + + 6. Self-Improvement: The goal of a life of study is the betterment of oneself. (Any). + + + Bond + Choose or randomly determine + + + 1. It is my duty to protect my students. + + 2. I have an ancient text that holds terrible secrets that must not fall into the wrong hands. + + 3. I work to preserve a library, university, scriptorium, or monastery. + + 4. My life's work is a series of tomes related to a specific field of lore. + + 5. I've been searching my whole life for the answer to a certain question. + + 6. I sold my soul for knowledge. I hope to do great deeds and win it back. + + + Flaw + Choose or randomly determine + + + 1. I am easily distracted by the promise of information. + + 2. Most people scream and run when they see a demon. I stop and take notes on its anatomy. + + 3. Unlocking an ancient mystery is worth the price of a civilization. + + 4. I overlook obvious solutions in favor of complicated ones. + + 5. I speak without really thinking through my words, invariably insulting others. + + 6. I can't keep a secret to save my life, or anyone else's. + + + + + Sailor + Athletics, Perception + + Description + You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. + Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? + What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run? + + + Variant Feature: Bad Reputation + If your character has a sailor background, you may select this background feature instead of Ship's Passage. + No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Perception + + Languages: none + + Tools: navigator's tools, water vehicles + + + Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + Source: Player's Handbook, p. 139 + + + Equipment + A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. My friends know they can rely on me, no matter what. + + 2. I work hard so that I can play hard when the work is done. + + 3. I enjoy sailing into new ports and making new friends over a flagon of ale. + + 4. I stretch the truth for the sake of a good story. + + 5. To me, a tavern brawl is a nice way to get to know a new city. + + 6. I never pass up a friendly wager. + + 7. My language is as foul as an otyugh nest. + + 8. I like a job well done, especially if I can convince someone else to do it. + + + Ideal + Choose or randomly determine + + + 1. Respect: The thing that keeps a ship together is mutual respect between captain and crew. (Good). + + 2. Fairness: We all do the work, so we all share in the rewards. (Lawful). + + 3. Freedom: The sea is freedom — the freedom to go anywhere and do anything. (Chaotic). + + 4. Mastery: I'm a predator, and the other ships on the sea are my prey. (Evil). + + 5. People: I'm committed to my crewmates, not to ideals. (Neutral). + + 6. Aspiration: Someday I'll own my own ship and chart my own destiny. (Any). + + + Bond + Choose or randomly determine + + + 1. I'm loyal to my captain first, everything else second. + + 2. The ship is most important-crewmates and captains come and go. + + 3. I'll always remember my first ship. + + 4. In a harbor town, I have a paramour whose eyes nearly stole me from the sea. + + 5. I was cheated out of my fair share of the profits, and I want to get my due. + + 6. Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + + + Flaw + Choose or randomly determine + + + 1. I follow orders, even if I think they're wrong. + + 2. I'll say anything to avoid having to do extra work. + + 3. Once someone questions my courage, I never back down no matter how dangerous the situation. + + 4. Once I start drinking, it's hard for me to stop. + + 5. I can't help but pocket loose coins and other trinkets I come across. + + 6. My pride will probably lead to my destruction. + + + + + Secret Identity + Deception, Stealth + + Description + Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. + If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. + Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Stealth + + Languages: none + + Tools: disguise kit, forgery kit + + + Secret Identity + You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + Source: Hillsfar Character Backgrounds and Bonds, p. 8 + + + Equipment + A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp + + + Personality Trait + Choose or randomly determine + + + 1. Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me. + + 2.I move from place to place, never staying anywhere long and leaving nothing behind. + + 3. I think flattery is the best way to direct attention away from me. + + 4.I don't make friends easily. They're a liability I cannot afford. + + 5. Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush. + + 6.The First Lord is right, humans are superior. I really admire them, despite the atrocities. + + 7. I avoid people of my own race, as well as things associated with my race, lest they give me away. + + 8.I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands! + + + Ideal + Choose or randomly determine + + + 1. Quisling: Supporting the rulers of the land and following the laws is the road to salvation. (Lawful) + + 2.Scofflaw: The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic) + + 3. Optimist: Everyone Is basically good. Though the government is misguided it will all be okay. (Any) + + 4.Secretive: I am in the habit of not talking about myself. My business is none of yours. (Any) + + 5. Heroic: I do everything I can to help non-humans, regardless of the personal cost to me. (Good) + + 6.Depraved: I have lost my moral compass. The ends justify most any means. (Evil) + + + Bond + Choose or randomly determine + + + 1. The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge. + + 2.I am part of an underground network that smuggles non-humans into and out of the city. + + 3. I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can. + + 4.I am a spy. I report on events in and around Hillsfar. + + 5. My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it. + + 6.I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it. + + + Flaw + Choose or randomly determine + + + 1. After years of denying who I am, I now despise myself and other members of my pathetic race. + + 2.Years have hiding have made me somewhat paranoid. I trust no one. + + 3. I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all. + + 4.I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area. + + 5. I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip. + + 6.Years of successfully deceiving others have made me cocky. I think no one can see through my lies. + + + + + Shade Fanatic + Deception, Intimidation + + Description + You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross- legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. + You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Intimidation + + Languages: Netherese + + Tools: forgery kit + + + Secret Society + You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. + + Source: Hillsfar Character Backgrounds and Bonds, p. 9 + + + Equipment + A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I am a bully; I try to hide it though. + + 2.I let my actions speak for themselves + + 3. I am important; I will not let anyone forget that. + + 4.You are either with me or against me. + + 5. I know it is only a time before I am betrayed by those I care for. + + 6.I never understand why people get so emotional. + + 7. They are out to get me. It is only my cunning that keeps me ahead of them + + 8.Everyone has a choice, the one I make is always right though. + + + Ideal + Choose or randomly determine + + + 1. Hope: I know even if I need do evil acts, history will be my redemption. (Chaos) + + 2. Dedicated: I can do anything I put my mind to (Lawful) + + 3. Exciting: I have found the truth of the Shadovar and want to share it with everyone. (Any) + + 4.Frugal: I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any) + + 5. Eloquent: I use my words to sway others to my beliefs. (Any) + + 6.Compassionate: It is through love that others will join in our cause. (Good) + + + Bond + Choose or randomly determine + + + 1. They say the Shade broke the bonds of mortality; I want to find out how. + + 2.The whispers in my head remind me that there is power to be found in the shadows. + + 3. For the glory of Netheril, I will grow in power. + + 4.I once lived in Hillsfar, I was chased out before I was able to say farewell. + + 5. My true love was a killed by the Red Plumes; I plot to make them suffer. + + 6.I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them! + + + Flaw + Choose or randomly determine + + + 1. I always over exaggerate my abilities. + + 2.I cannot bear to let those I care for out of my sight. + + 3. I am incapable of standing up for myself. + + 4.The group I am with has committed atrocities; I am always worried their actions will become public. + + 5. I always enjoy a good mug of ale... or five. + + 6.I know what I do is wrong, but am afraid to speak up about it. + + + + + Shipwright + History, Perception + + Description + You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it. + + + Feature: I’ll Patch It! + Provided you have carpenter's tools and wood. you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points co the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired. + + + Life at Sea + Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character. + + 1. Grand Designs: You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design. + + 2. Solid and Sound: You patched up a war galley and prevented it from sinking. The local navy regards you as a friend. + + 3. Favored: You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion. + + 4. Master of Armaments: You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items. + + 5. Low Places: You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors. + + 6. Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, Perception + + Languages: none + + Tools: Carpenter's tools, vehicles (water) + + + Equipment + A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of travelers clothes, and a leather pouch with 10gp. + + + Shipwright + Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous. + + Source: Ghosts of Saltmarsh p. 33 + + + Personality Traits + Choose or randomly determine + + + 1. I love talking and being heard more than I like to listen. + + 2. I'm extremely fond of puzzles. + + 3. thrive under pressure. + + 4. I love sketching and designing objects, especially boats. + + 5. I'm not afraid of hard work-in fact, I prefer it. + + 6. A pipe, an ale, and the smell of the sea: paradise. + + 7. I have an endless supply of cautionary tales related to the sea. + + 8. I don't mind getting my hands dirty. + + + Ideal + Choose or randomly determine + + + 1. Crew: If everyone on deck pitches in, we'll never sink. (Good) + + 2. Careful Lines: A ship must be balanced according to the laws of the universe. (Lawful) + + 3. Invention: Make what you need out of whatever is at hand. (Chaotic) + + 4. Perfection… To measure a being and find it lacking is the greatest disappointment. (Evil) + + 5. Reflection: Muddied water always clears in time. (Any) + + 6. Hope: The horizon at sea holds the greatest promise. (Any) + + + Bonds + Choose or randomly determine + + + 1. I must visit all the oceans of the world and behold the ships that sail there. + + 2. Much of the treasure I claim will be used to enrich my community. + + 3. I must find a kind of wood rumored to possess magical qualities. + + 4. I repair broken things to redeem what's broken in myself. + + 5. I will craft a boat capable of sailing through the most dangerous of storms. + + 6. A kraken destroyed my masterpiece; its teeth shall adorn my hearth. + + + Flaw + Choose or randomly determine + + + 1. I don't know when to throw something away. You never know when it might be useful again. + + 2. I get frustrated to the point of distraction by shoddy craftsmanship. + + 3. Though I am an excellent crafter, my work tends to look as though it belongs on a ship. + + 4. I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping. + + 5. I'm judgmental of those who are not skilled with tools of some kind. + + 6. I sometimes take things that don't belong to me, especially if they are very well made. + + + + + Smuggler + Athletics, Deception + + Description + On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river. + + + Feature: Down Low + You are acquainted with a network of smugglers who are willing to help you out of tight situations. White in a particular town, city. or other similarly sized community (DM's discretion). you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Deception + + Languages: none + + Tools: Vehicles (water) + + + Claim to Fame + Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived co tell the story- and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character. + + 1. Spirit of the Whale: You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile. + + 2. Cart and Sword: You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants. + + 3. The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here. + + 4. River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home. + + 5. Cold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture. + + 6. Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery. + + + Smuggler + In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted. + + Source: Ghosts of Saltmarsh p. 35 + + + Equipment + A fancy leather vest or a pair of leather (Any) boots, a set of common clothes, and a leather pouch with 15 gp. + + + Personality Traits + Choose or randomly determine + + + 1. I love being on the water but hate fishing. + + 2. I think of everything in terms of monetary value. + + 3. I never stop smiling. + + 4. Nothing rattles me; I have a lie for every occasion. + + 5. I love gold but won't cheat a friend. + + 6. I enjoy doing things others believe to be impossible. + + 7. I become wistful when I see the sun rise over the ocean. + + 8. I am no common criminal; I am a mastermind. + + + Ideal + Choose or randomly determine + + + 1. Wealth: Heaps of coins in a secure vault is all I dream of. (Any) + + 2. Smuggler's Code: I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful) + + 3. All for a Coin: I'll do nearly anything if it means I turn a profit. (Evil) + + 4. Peace and Prosperity: I smuggle only to achieve a greater goal that benefits my community. (Good) + + 5. People: For all my many lies, I place a high value on friendship. (Any) + + 6. Daring: I am most happy when risking everything. (Any) + + + Bonds + Choose or randomly determine + + + 1. My vessel was stolen from me, and I burn with the desire to recover it. + + 2. I intend to become the leader of the network of smugglers that I belong to. + + 3. I owe a debt that cannot be repaid in gold. + + 4. After one last job, I will retire from the business. + + 5. I was tricked by a fellow smuggler who stole something precious from me. I will find that thief. + + 6. I give most of my profits to a charitable cause, and I don't like to brag about it. + + + Flaws + Choose or randomly determine + + + 1. Lying is reflexive, and I sometimes engage in it without realizing. + + 2. I tend to assess my relationships in terms of profit and loss. + + 3. I believe everyone has a price and am cynical toward those who present themselves as virtuous. + + 4. I struggle to trust the words of others. + + 5. Few people know the real me. + + 6. Though I act charming, I feel nothing for others and don't know what friendship is. + + + + + Soldier + Athletics, Intimidation + + Description + War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. + When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company. + + + Specialty + During your time as a soldier, you had a specific role to play in your unit or army. Roll 1d8 or choose from the options below to determine your role: + + 1. Officer + 2. Scout + 3. Infantry + 4. Cavalry + 5. Healer + 6. Quartermaster + 7. Standard bearer + 8. Support staff (cook, blacksmith, or the like) + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Intimidation + + Languages: none + + Tools: one type of gaming set, land vehicles + + + Military Rank + You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. + + Source: Player's Handbook, p. 140 + + + Equipment + An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I'm always polite and respectful. + + 2. I'm haunted by memories of war. I can't get the images of violence out of my mind. + + 3. I've lost too many friends, and I'm slow to make new ones. + + 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. + + 5. I can stare down a hell hound without flinching. + + 6. I enjoy being strong and like breaking things. + + 7. I have a crude sense of humor. + + 8. I face problems head-on. A simple, direct solution is the best path to success. + + + Ideal + Choose or randomly determine + + + 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good). + + 2. Responsibility: I do what I must and obey just authority. (Lawful). + + 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic). + + 4. Might: In life as in war, the stronger force wins. (Evil). + + 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral). + + 6. Nation: My city, nation, or people are all that matter. (Any). + + + Bond + Choose or randomly determine + + + 1. I would still lay down my life for the people I served with. + + 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind. + + 3. My honor is my life. + + 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + + 5. Those who fight beside me are those worth dying for. + + 6. I fight for those who cannot fight for themselves. + + + Flaw + Choose or randomly determine + + + 1. The monstrous enemy we faced in battle still leaves me quivering with fear. + + 2. I have little respect for anyone who is not a proven warrior. + + 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret. + + 4. My hatred of my enemies is blind and unreasoning. + + 5. I obey the law, even if the law causes misery. + + 6. I'd rather eat my armor than admit when I'm wrong. + + + + + Spy + Deception, Stealth + + Description + Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Stealth + + Languages: none + + Tools: one type of gaming set, thieves' tools + + + Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + Source: Player's Handbook, p. 130 + + + Equipment + A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I always have a plan for what to do when things go wrong. + + 2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. + + 3. The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden. + + 4. I would rather make a new friend than a new enemy. + + 5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide. + + 6. I don't pay attention to the risks in a situation. Never tell me the odds. + + 7. The best way to get me to do something is to tell me I can't do it. + + 8. I blow up at the slightest insult. + + + Ideal + Choose or randomly determine + + + 1. Honor: I don't steal from others in the trade. (Lawful). + + 2. Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic). + + 3. Charity: I steal from the wealthy so that I can help people in need. (Good). + + 4. Greed: I will do whatever it takes to become wealthy. (Evil). + + 5. People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral). + + 6. Redemption; There's a spark of good in everyone. (Good). + + + Bond + Choose or randomly determine + + + 1. I'm trying to pay off an old debt I owe to a generous benefactor. + + 2. My ill - gotten gains go to support my family. + + 3. Something important was taken from me, and I aim to steal it back. + + 4. I will become the greatest thief that ever lived. + + 5. I'm guilty of a terrible crime. I hope I can redeem myself for it. + + 6. Someone I loved died because of a mistake I made. That will never happen again. + + + Flaw + Choose or randomly determine + + + 1. When I see something valuable, I can't think about anything but how to steal it. + + 2. When faced with a choice between money and my friends, I usually choose the money. + + 3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. + + 4. I have a "tell" that reveals when I'm lying. + + 5. I turn tail and run when things look bad. + + 6. An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + Stojanow Prisoner + Deception, Perception + + Description + "We need to leave, now!” + Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life. + Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Perception + + Languages: none + + Tools: one type of gaming set, thieves' tools + + + Ex-Convict + The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. + + Source: Curse of Strahd: Optional Backgrounds, p. 8 + + + Equipment + A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I am a bully; others will suffer as I have. + + 2.I always say yes even when I mean no; it’s just easier. + + 3. I aim to misbehave. + + 4.I go out of my way to frustrate or anger those in power. + + 5. I strive to obey the law. I will never again make the mistake of going against authority. + + 6.I always plan everything out. The one time I let others plan things it did not end well for me. + + 7. I take blame to protect others from pain. + + 8.I horde information, you never know what may come in handy. + + + Ideal + Choose or randomly determine + + + 1. Loss: I freely give those who offend me what was so brutally denied me, death. (Chaos) + + 2.Dedication: I never betray those who trust me. (Law) + + 3. Vengeance: I use any means to get information I need; I have been well taught. (Evil) + + 4.Redemption: Everyone deserves a second chance. (Good) + + 5. Resilience: I can survive any challenge (Any) + + 6.Leadership: The best teams are made up of those that society has discarded. + + + Bond + Choose or randomly determine + + + 1. I take up arms to help establish a free Phlan. + + 2.The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep. + + 3. I am indebted to those who freed me from prison, I will repay this debt. + + 4.My torturer survived the attack that set me free, I will find him/her. + + 5. I will not rest while others suffer fates similar to mine. + + 6.I am searching for a way to heal the scars of Stojanow, both physical and emotional. + + + Flaw + Choose or randomly determine + + + 1. During stressful times, I find myself crying for no reason. + + 2.My nerve endings are shot from the interrogations; I am numb to all but the harshest touch. + + 3. I am incapable of standing up for myself. + + 4.I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out. + + 5. Survival is worth more than friendship. + + 6.The ghosts from my past hinder my actions. + + + + + Ticklebelly Nomad + Nature, Animal Handling + + Description + You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant’s Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest. + In your migrations, your people have come to know the stone giant tribes that populate the Giant’s Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Nature, Animal Handling + + Languages: Giant + + Tools: herbalism kits + + + At Home in the Wild + The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. + + Source: Curse of Strahd: Optional Backgrounds, p. 9 + + + Equipment + Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I eagerly inject myself into the unknown. + + 2.Villages, towns, and cities do not suit me. I’d rather be out in the wilderness any day. + + 3. I accomplish my tasks efficiently, using as few resources as possible. + + 4.It’s difficult for me to remain in one place for long. + + 5. I loudly brag about my tribe every chance I get. + + 6.Having walked among giants, I am fearless in the face of bigger creatures. + + 7. I am quiet and reserved, but observant. Nothing escapes my attention. + + 8.My word is my bond. I see a promise to completion, even if it conflicts with my beliefs. + + + Ideal + Choose or randomly determine + + + 1. Kinship: Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others’ lives as well. (Good) + + 2.Preservation: Nature must not be despoiled by encroaching civilization. (Any) + + 3. Wanderlust: One must expand their horizons by seeing the world and exploring. (Chaos) + + 4.Isolation: My tribe and its ways must be protected and shielded from outside influence. (Neutral) + + 5. Protection: Threats to the land and to the people must be dealt with at any and all costs. (Law) + + 6.Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good) + + + Bond + Choose or randomly determine + + + 1. I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled. + + 2.The dragon cultists that invaded my homeland stole away one of my tribe’s people. I will not know rest until I’ve found them. + + 3. The dragon’s presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done. + + 4.I carry a trinket that spiritually and emotionally ties me to my people and my home. + + 5. I discovered a strange relic in the hills during my tribe’s wanderings. I must discover what it is. + + 6.One of the stone giant clans from the Giant’s Cairn has graced me with a mark of kinship. + + + Flaw + Choose or randomly determine + + + 1. I throw myself and my friends into situations rarely ever thinking about consequences. + + 2.Unfamiliar people and surroundings put me on edge. + + 3. I have absolutely no patience for slowpokes and those who prove indecisive. + + 4.My desire to experience new things causes me to make unsafe choices. + + 5. I am overly protective of nature, sometimes to the detriment of my companions and myself. + + 6.My lack of worldliness often proves my undoing in social, commercial, and hostile situations. + + + + + Trade Sherriff + Investigation, Persuasion + + Description + You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. + You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Investigation, Persuasion + + Languages: Elvish + + Tools: thieves' tools + + + Investigative Services + You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. + + Source: Hillsfar Character Backgrounds and Bonds, p. 10 + + + Equipment + Thieves' tools, a gray cloak, Sherriff's insignia (badge) a set of fine clothes, and 17 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I am always polite and respectful. I let my actions speak for themselves + + 3. I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to. + + 4.I am quick to judge and slow to vindicate + + 5. I can be very persuasive and am able to ask questions where others might not be able to. + + 6.I have a quirky personality that seems to take others off their guard. + + 7. My sense of humor is considered by most to be awkward + + 8.Everyone has a choice, and they can always make the right choice, mine! + + + Ideal + Choose or randomly determine + + + 1. Hope: my job is to speak for the victim (good) + + 2.Dedicated: Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful) + + 3. Nation: My city, nation, or people are all that matter (any) + + 4.Mercenary: When I do investigations, I expect answers immediately (Any) + + 5. Eloquent: I use my words to sway others to give me answers. (good) + + 6.Might: It is through threats and force that I get my answers (lawful) + + + Bond + Choose or randomly determine + + + 1. To this day an unsolved case will always leave me haunted and bother me. + + 2.Through the might of my personality I will solve an investigation or puzzle + + 3. It is my right to believe what I will, just try and stop me. + + 4.I need to prove my worth to my fellow sheriffs. + + 5. Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice. + + 6.I speak for those that cannot speak for themselves. + + + Flaw + Choose or randomly determine + + + 1. I always over exaggerate my abilities. + + 2.I cannot bear to let those I care for out of my sight. + + 3. I took a bribe to tank an investigation and I would do anything to keep it secret. + + 4.I have little respect for those that are of “low” intelligence/race. + + 5. I always enjoy a good mug of ale ... or five to cover up my past. + + 6.I speak for the First Lord of Hillsfar and make sure everyone knows it. + + + + + Urban Bounty Hunter + + + Description + Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. + You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar — any place that's large enough to have a steady supply of potential quarries. + As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives — but on the other hand, you can take down much more formidable targets with the help of your companions. + + + Suggested Characteristics + Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. + + For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Choose two from among Deception, Insight, Persuasion, and Stealth + + Languages: none + + Tools: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools + + + Ear to the Ground + You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. + + Source: Sword Coast Adventurer's Guide, p. 153 + + + Equipment + A set of clothes appropriate to your duties and a pouch containing 20 gp + + + Personality Trait + Choose or randomly determine + + + 1. I always have a plan for what to do when things go wrong. + + 2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. + + 3. The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden. + + 4. I would rather make a new friend than a new enemy. + + 5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide. + + 6. I don't pay attention to the risks in a situation. Never tell me the odds. + + 7. The best way to get me to do something is to tell me I can't do it. + + 8. I blow up at the slightest insult. + + + Ideal + Choose or randomly determine + + + 1. Honor: I don't steal from others in the trade. (Lawful). + + 2. Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic). + + 3. Charity: I steal from the wealthy so that I can help people in need. (Good). + + 4. Greed: I will do whatever it takes to become wealthy. (Evil). + + 5. People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral). + + 6. Redemption; There's a spark of good in everyone. (Good). + + + Bond + Choose or randomly determine + + + 1. I'm trying to pay off an old debt I owe to a generous benefactor. + + 2. My ill - gotten gains go to support my family. + + 3. Something important was taken from me, and I aim to steal it back. + + 4. I will become the greatest thief that ever lived. + + 5. I'm guilty of a terrible crime. I hope I can redeem myself for it. + + 6. Someone I loved died because of a mistake I made. That will never happen again. + + + Flaw + Choose or randomly determine + + + 1. When I see something valuable, I can't think about anything but how to steal it. + + 2. When faced with a choice between money and my friends, I usually choose the money. + + 3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. + + 4. I have a "tell" that reveals when I'm lying. + + 5. I turn tail and run when things look bad. + + 6. An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + Urchin + Sleight of Hand, Stealth + + Description + You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. + You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Sleight of Hand, Stealth + + Languages: none + + Tools: disguise kits, thieves' tools + + + City Secrets + You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. + + Source: Player's Handbook, p. 141 + + + Equipment + A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp + + + Personality Trait + Choose or randomly determine + + + 1. I hide scraps of food and trinkets away in my pockets. + + 2. I ask a lot of questions. + + 3. I like to squeeze into small places where no one else can get to me. + + 4. I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. + + 5. I eat like a pig and have bad manners. + + 6. I think anyone who's nice to me is hiding evil intent. + + 7. I don't like to bathe. + + 8. I bluntly say what other people are hinting at or hiding. + + + Ideal + Choose or randomly determine + + + 1. Respect: All people, rich or poor, deserve respect. (Good). + + 2. Community: We have to take care of each other, because no one else is going to do it. (Lawful). + + 3. Change: The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic). + + 4. Retribution: The rich need to be shown what life and death are like in the gutters. (Evil). + + 5. People: I help the people who help me — that's what keeps us alive. (Neutral). + + 6. Aspiration: I'm going to prove that I'm worthy of a better life. + + + Bond + Choose or randomly determine + + + 1. My town or city is my home, and I'll fight to defend it. + + 2. I sponsor an orphanage to keep others from enduring what I was forced to endure. + + 3. I owe my survival to another urchin who taught me to live on the streets. + + 4. I owe a debt I can never repay to the person who took pity on me. + + 5. I escaped my life of poverty by robbing an important person, and I'm wanted for it. + + 6. No one else should have to endure the hardships I've been through. + + + Flaw + Choose or randomly determine + + + 1. If I'm outnumbered, I will run away from a fight. + + 2. Gold seems like a lot of money to me, and I'll do just about anything for more of it. + + 3. I will never fully trust anyone other than myself. + + 4. I'd rather kill someone in their sleep then fight fair. + + 5. It's not stealing if I need it more than someone else. + + 6. People who can't take care of themselves get what they deserve. + + + + + Uthgardt Tribe Member + Athletics, Survival + + Description + Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe. + Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization. + You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer. + + + Suggested Characteristics + Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe. + + Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds — great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred- are sacred to you. + + Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Athletics, Survival + + Languages: any one of your choice + + Tools: one type of musical instrument or artisan's tools + + + Uthgardt Heritage + You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there. + Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. + + Source: Sword Coast Adventurer's Guide, p. 153 + + + Equipment + A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp. + + + Personality Trait + Choose or randomly determine + + + 1. I'm driven by a wanderlust that led me away from home. + + 2. I watch over my friends as if they were a litter of newborn pups. + + 3. I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. + + 4. I have a lesson for every situation, drawn from observing nature. + + 5. I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. + + 6. I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. + + 7. I feel far more comfortable around animals than people. + + 8. I was, in fact, raised by wolves. + + + Ideal + Choose or randomly determine + + + 1. Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic). + + 2. Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good). + + 3. Honor: If I dishonor myself, I dishonor my whole clan. (Lawful). + + 4. Might: The strongest are meant to rule. (Evil). + + 5. Nature: The natural world is more important than all the constructs of civilization. (Neutral). + + 6. Glory: I must earn glory in battle, for myself and my clan. (Any). + + + Bond + Choose or randomly determine + + + 1. My family, clan, or tribe is the most important thing in my life, even when they are far from me. + + 2. An injury to the unspoiled wilderness of my home is an injury to me. + + 3. I will bring terrible wrath down on the evildoers who destroyed my homeland. + + 4. I am the last of my tribe, and it is up to me to ensure their names enter legend. + + 5. I suffer awful visions of a coming disaster and will do anything to prevent it. + + 6. It is my duty to provide children to sustain my tribe. + + + Flaw + Choose or randomly determine + + + 1. I am too enamored of ale, wine, and other intoxicants. + + 2. There's no room for caution in a life lived to the fullest. + + 3. I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. + + 4. I am slow to trust members of other races, tribes, and societies. + + 5. Violence is my answer to almost any challenge. + + 6. Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + Waterdhavian Noble + History, Persuasion + + Description + You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich. + Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? + Work with your DM to come up with the family you are part of — there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility. + + + Suggested Characteristics + Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family. + + Like other nobles, you were born and raised in a different world from the one that most folk know- one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family a lone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house. + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: History, Persuasion + + Languages: any one of your choice + + Tools: one type of gaming set or one musical instrument + + + Kept in Style + While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. + This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income — the benefit is a line of credit, not an actual monetary reward. + + Source: Sword Coast Adventurer's Guide, p. 154 + + + Equipment + A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp. + + + Personality Trait + Choose or randomly determine + + + 1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. + + 2. The common folk love me for my kindness and generosity. + + 3. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. + + 4. I take great pains to always look my best and follow the latest fashions. + + 5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. + + 6. Despite my noble birth, I do not place myself above other folk. We all have the same blood. + + 7. My favor, once lost, is lost forever. + + 8. If you do me an injury, I will crush you, ruin your name, and salt your fields. + + + Ideal + Choose or randomly determine + + + 1. Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good). + + 2. Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful). + + 3. Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic). + + 4. Power: If I can attain more power, no one will tell me what to do. (Evil). + + 5. Family: Blood runs thicker than water. (Any). + + 6. Noble Obligation: It is my duty to protect and care for the people beneath me. (Good). + + + Bond + Choose or randomly determine + + + 1. I will face any challenge to win the approval of my family. + + 2. My house's alliance with another noble family must be sustained at all costs. + + 3. Nothing is more important than the other members of my family. + + 4. I am in love with the heir of a family that my family despises. + + 5. My loyalty to my sovereign is unwavering. + + 6. The common folk must see me as a hero of the people. + + + Flaw + Choose or randomly determine + + + 1. I secretly believe that everyone is beneath me. + + 2. I hide a truly scandalous secret that could ruin my family forever. + + 3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. + + 4. I have an insatiable desire for carnal pleasures. + + 5. In fact, the world does revolve around me. + + 6. By my words and actions, I often bring shame to my family. + + + + Abi-Dalzim’s Horrid Wilting + 8 + N + NO + + 150 feet + V, S, M (a bit of sponge) + Instantaneous + Sorcerer, Wizard + You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. + + Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. + + + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 12d8 + + + Absorb Elements + 1 + A + NO + + Self + S + 1 round + Druid, Fighter (Eldritch Knight), Ranger, Sorcerer, Wizard + The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 1d6 + + + Acid Splash + 0 + C + NO + + 60 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. + This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6). + + Source: Player's Handbook, p. 211 + 1d6 + + + Adaptive Body + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others. + + Psychic Focus: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. + + Environmental Adaptation: (2 psi) As an action, you or a creature you touch ignores the effects of extreme heat or cold: (but not cold or fire damage) for the next hour. + + Adaptive Shield: (3 psi) When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. + + Energy Adaptation: (5 psi; conc., 1 hr.) As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. + + Energy Immunity: (7 psi; conc., 1 hr.) As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 10 + + + Aganazzar’s Scorcher + 2 + EV + NO + + 30 feet + V, S, M (a red dragon’s scale) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 3d8 + + + Aid + 2 + A + NO + + 30 feet + V, S, M (a tiny strip of white cloth) + 8 hours + Artificer, Cleric, Paladin + Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. + + Source: Player's Handbook, p. 211 + + + Aid* + 2 + A + NO + + 30 feet + V, S, M (a tiny strip of white cloth) + 8 hours + Cleric (Protection) + Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. + + Source: Player's Handbook, p. 211 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Alarm + 1 + A + YES + + 30 feet + V, S, M (a tiny bell and a piece of fine silver wire) + 8 hours + Artificer, Fighter (Eldritch Knight), Ranger, Wizard + You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. + A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. + An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. + + Source: Player's Handbook, p. 211 + + + Alarm (Ritual Only) + 1 + A + YES + + 30 feet + V, S, M (a tiny bell and a piece of fine silver wire) + 8 hours + Ritual Caster + You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. + A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. + An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. + + On spell lists: Fighter (Eldritch Knight), Ranger, Wizard + + Source: Player's Handbook, p. 211 + + + Alter Self + 2 + T + NO + + Self + V, S + Concentration, up to 1 hour + Artificer, Sorcerer, Wizard + You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. + Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. + Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don'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 you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. + + Source: Player's Handbook, p. 211 + + + Animal Friendship + 1 + EN + NO + + 30 feet + V, S, M (a morsel of food) + 24 hours + Bard, Druid, Ranger + This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 212 + + + Animal Friendship* + 1 + EN + NO + + 30 feet + V, S, M (a morsel of food) + 24 hours + Cleric (Nature) + This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 212 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Animal Messenger + 2 + EN + YES + + 30 feet + V, S, M (a morsel of food) + 24 hours + Bard, Druid, Ranger + By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. 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 towards 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 it way back to where you cast this spell. + + At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. + + Source: Player's Handbook, p. 212 + + + Animal Messenger (Ritual Only) + 2 + EN + YES + + 30 feet + V, S, M (a morsel of food) + 24 hours + Ritual Caster + By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. 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 towards 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 it way back to where you cast this spell. + + At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. + + On spell lists: Bard, Druid, Ranger + + Source: Player's Handbook, p. 212 + + + Animal Shapes + 8 + T + NO + + 30 feet + V, S + Concentration, up to 24 hours + Druid + Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions 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 point 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. + + Source: Player's Handbook, p. 212 + + + Animate Dead + 3 + N + NO + + 10 feet + V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) + Instantaneous + Cleric, Wizard + This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM 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 the 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 above 3rd. Each of the creatures must come from a different corpse or pile of bones. + + Source: Player's Handbook, p. 212 + + + Animate Dead* + 3 + N + NO + + 10 feet + V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) + Instantaneous + Cleric (Death), Paladin (Oathbreaker) + This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM 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 the 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 above 3rd. Each of the creatures must come from a different corpse or pile of bones. + + Source: Player's Handbook, p. 212 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Animate Objects + 5 + T + NO + + 120 feet + V,S + Concentration, up to 1 minute + Bard, Sorcerer, Wizard + Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. + As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + Animated Object Statistics: + Tiny — HP: 20, AC: 18, Attack: +8 to hit, 1d4+4 damage, Str: 4, Dex: 18 + Small — HP: 25, AC: 16, Attack: +6 to hit, 1d8+2 damage, Str: 6, Dex: 14 + Medium — HP: 40, AC: 13, Attack: +5 to hit, 2d6+1 damage, Str: 10, Dex: 12 + Large — HP: 50, AC: 10, Attack: +6 to hit, 2d10+2 damage, Str: 14, Dex: 10 + Huge — HP: 80, AC: 10, Attack: +8 to hit, 2d12+4 damage, Str: 18, Dex: 6 + An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine 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 objects lack 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 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 determine by its size. The DM 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. + + Source: Player's Handbook, p. 213 + + + Animate Objects* + 5 + T + NO + + 120 feet + V,S + Concentration, up to 1 minute + Cleric (Forge) + Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. + As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. + Animated Object Statistics: + Tiny — HP: 20, AC: 18, Attack: +8 to hit, 1d4+4 damage, Str: 4, Dex: 18 + Small — HP: 25, AC: 16, Attack: +6 to hit, 1d8+2 damage, Str: 6, Dex: 14 + Medium — HP: 40, AC: 13, Attack: +5 to hit, 2d6+1 damage, Str: 10, Dex: 12 + Large — HP: 50, AC: 10, Attack: +6 to hit, 2d10+2 damage, Str: 14, Dex: 10 + Huge — HP: 80, AC: 10, Attack: +8 to hit, 2d12+4 damage, Str: 18, Dex: 6 + An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine 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 objects lack 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 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 determine by its size. The DM 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. + + Source: Player's Handbook, p. 213 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Antilife Shell + 5 + A + NO + + Self (10-foot radius) + V, S + Concentration, up to 1 hour + Druid + A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. + The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. + If you move so that an affect creature is forced to pass through the barrier, the spell ends. + + Source: Player's Handbook, p. 213 + + + Antilife Shell* + 5 + A + NO + + Self (10-foot radius) + V, S + Concentration, up to 1 hour + Cleric (Death), Cleric (Grave), Cleric (Protection) + A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. + The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. + If you move so that an affect creature is forced to pass through the barrier, the spell ends. + + Source: Player's Handbook, p. 213 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Antimagic Field + 8 + A + NO + + Self (10-foot-radius sphere) + V, S M (a pinch of powdered iron or iron filings) + Concentration, up to 1 hour + Cleric, Wizard + A 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 long sword in the sphere functions as a nonmagical long sword. 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 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 spells, 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. + + Source: Player's Handbook, p. 213 + + + Antipathy/Sympathy + 8 + EN + NO + + 60 feet + V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect) + 10 days + Druid, Wizard + This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. + Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. + Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. + Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spells 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 214 + + + Arcane Eye + 4 + D + NO + + 30 feet + V, S, M (a bit of bat fur) + Concentration, up to 1 hour + Artificer, Wizard, Warlock (Seeker) + You create an invisible, magical eye within range that hovers in the air for the duration. + You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. + As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. + + Source: Player's Handbook, p. 214 + + + Arcane Eye* + 4 + D + NO + + 30 feet + V, S, M (a bit of bat fur) + Concentration, up to 1 hour + Cleric (Arcana), Cleric (Knowledge) + You create an invisible, magical eye within range that hovers in the air for the duration. + You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. + As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. + + Source: Player's Handbook, p. 214 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Arcane Gate + 6 + C + NO + + 500 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. + The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. + Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other, passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction. + + Source: Player's Handbook, p. 214 + + + Arcane Lock + 2 + A + NO + + Touch + V, S, M (gold dust worth at least 25 gp, which the spell consumes) + Until dispelled + Artificer, Fighter (Eldritch Knight), Wizard + You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. + While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. + + Source: Player's Handbook, p. 215 + + + Armor of Agathys + 1 + A + NO + + Self + V, S, M (a cup of water) + 1 hour + Warlock + A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. + + Source: Player's Handbook, p. 215 + + + Armor of Agathys* + 1 + A + NO + + Self + V, S, M (a cup of water) + 1 hour + Paladin (Conquest) + A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. + + Source: Player's Handbook, p. 215 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Arms of Hadar + 1 + C + NO + + Self (10-foot radius) + V, S + Instantaneous + Warlock + You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. + + 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. + + Source: Player's Handbook, p. 215 + 2d6 + + + Astral Projection + 9 + N + NO + + 10 feet + V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) + Special + Cleric, Warlock, Wizard + You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age. + Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. + Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. + The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. + The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. + If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 215 + + + Augury + 2 + D + YES + + Self + V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + Instantaneous + Cleric + By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM 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 DM makes this roll in secret. + + Source: Player's Handbook, p. 215 + + + Augury* + 2 + D + YES + + Self + V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + Instantaneous + Cleric (Knowledge) + By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM 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 DM makes this roll in secret. + + Source: Player's Handbook, p. 215 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Augury (Ritual Only) + 2 + D + YES + + Self + V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + Instantaneous + Ritual Caster + By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM 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 DM makes this roll in secret. + + On spell lists: Cleric + + Source: Player's Handbook, p. 215 + + + Aura of Life + 4 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin, Warlock (Undying) + Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points. + + Source: Player's Handbook, p. 216 + + + Aura of Purity + 4 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin + Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. + + Source: Player's Handbook, p. 216 + + + Aura of Vitality + 3 + EV + NO + + Self (30-foot radius) + V + Concentration, up to 1 minute + Paladin + Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. + + Source: Player's Handbook, p. 216 + 2d6 + + + Aura of Vitality* + 3 + EV + NO + + Self (30-foot radius) + V + Concentration, up to 1 minute + Paladin (Crown) + Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. + + Source: Player's Handbook, p. 216 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d6 + + Aura Sight + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. + + Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks. + + Assess Foe: (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. + + Read Moods: (2 psi) As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. + + View Aura: (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. + + Perceive the Unseen: (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. + + Source: Unearthed Arcana: The Mystic Class, p. 10 + + + Awaken + 5 + T + NO + + Touch + V, S, M (an agate worth at least 1,000 gp, which the spell consumes) + Instantaneous + Bard, Druid + After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM 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 and 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 216 + + + Bane + 1 + EN + NO + + 30 feet + V, S, M (a drop of blood) + Concentration, up to 1 minute + Bard, Cleric + Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 216 + + + Bane* + 1 + EN + NO + + 30 feet + V, S, M (a drop of blood) + Concentration, up to 1 minute + Cleric (Grave), Paladin (Vengeance) + Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 216 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Banishing Arrow + 1 + A + NO + + + + + Fighter (Arcane Archer) + You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. + After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. + + Source: Xanathar's Guide to Everything, p. 29 + + + Banishing Smite + 5 + A + NO + + Self + V + Concentration, up to 1 minute + Paladin, Warlock (Hexblade) + The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 216 + 5d10 + + + Banishment + 4 + A + NO + + 60 feet + V, S, M (an item distasteful to the target) + Concentration, up to 1 minute + Fighter (Eldritch Knight), Cleric, Paladin, Ranger (Horizon Walker), Ranger (Monster Slayer), Sorcerer, Warlock, Wizard + You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. + If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + If the target is native to a different plane of existence that 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 217 + + + Banishment* + 4 + A + NO + + 60 feet + V, S, M (an item distasteful to the target) + Concentration, up to 1 minute + Paladin (Crown), Paladin (Vengeance) + You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. + If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + If the target is native to a different plane of existence that 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 217 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Barkskin + 2 + T + NO + + Touch + V, S, M (a handful of oak bark) + Concentration, up to 1 hour + Druid, Ranger + You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. + + Source: Player's Handbook, p. 217 + + + Barkskin* + 2 + T + NO + + Touch + V, S, M (a handful of oak bark) + Concentration, up to 1 hour + Cleric (Nature), Druid (Forest) + You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. + + Source: Player's Handbook, p. 217 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Beacon + 0 + NO + + Self (20-foot radius) + None + up to 1 hour + Mystic + As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Beacon of Hope + 3 + A + NO + + 30 feet + V, S + Concentration, up to 1 minute + Cleric + This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. + + Source: Player's Handbook, p. 217 + + + Beacon of Hope* + 3 + A + NO + + 30 feet + V, S + Concentration, up to 1 minute + Cleric (Life), Paladin (Devotion) + This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. + + Source: Player's Handbook, p. 217 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Beast Bond + 1 + D + NO + + Touch + V, S, M (a bit of fur wrapped in a cloth) + Concentration, up to 10 minutes + Druid, Ranger + You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + + + Beast Sense + 2 + D + YES + + Touch + S + Concentration, up to 1 hour + Druid, Ranger + You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. + + Source: Player's Handbook, p. 217 + + + Beast Sense (Ritual Only) + 2 + D + YES + + Touch + S + Concentration, up to 1 hour + Ritual Caster + You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. + + On spell lists: Druid, Ranger + + Source: Player's Handbook, p. 217 + + + Beguiling Arrow + 1 + EN + NO + + + + + Fighter (Arcane Archer) + Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. + The psychic damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Bestial Form + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You transform your body, gaining traits of different beasts. + + Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. + + Bestial Claws: (1–7 psi) You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent. + + Bestial Transformation: As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. + + Amphibious: (2 psi) You gain gills; you can breathe air and water. + + Climbing: (2 psi) You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed. + + Flight: (5 psi) Wings sprout from your back. You gain a flying speed equal to your walking speed. + + Keen Senses: (2 psi) Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. + + Perfect Senses: (3 psi) You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. + + Swimming: (2 psi) You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. + + Tough Hide: (2 psi) Your skin becomes as tough as leather; you gain a +2 bonus to AC. + + Source: Unearthed Arcana: The Mystic Class, p. 11 + + + Bestow Curse + 3 + N + NO + + Touch + V, S + Concentration, up to 1 minute + Bard, Cleric, Wizard + You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: + • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. + • While cursed, the target has disadvantage on attack rolls against you. + • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. + • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. + A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM 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. + + Source: Player's Handbook, p. 218 + + + Bestow Curse* + 3 + N + NO + + Touch + V, S + Concentration, up to 1 minute + Paladin (Conquest), Paladin (Oathbreaker) + You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: + • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. + • While cursed, the target has disadvantage on attack rolls against you. + • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. + • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. + A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM 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. + + Source: Player's Handbook, p. 218 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Bigby's Hand + 5 + EV + NO + + 120 feet + V, S, M (an eggshell and a snakeskin glove) + Concentration, up to 1 minute + Wizard + You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. + The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. + When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. + Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. + Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. + Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6+your spellcasting ability modifier. + Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. + + Source: Player's Handbook, p. 218 + 4d8 + 2d6+SPELL + + + Blade Barrier + 6 + EV + NO + + 90 feet + V, S + Concentration, up to 10 minutes + Cleric + You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. + When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. + + Source: Player's Handbook, p. 218 + 6d10 + + + Blade Meld + 0 + NO + + Self + None + 1 minute + Mystic + As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Blade Ward + 0 + A + NO + + Self + V, S + 1 round + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. + + Source: Player's Handbook, p. 218 + + + Bless + 1 + EN + NO + + 30 feet + V, S, M (a sprinkling of holy water) + Concentration, up to 1 minute + Cleric, Paladin + You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 219 + + + Bless* + 1 + EN + NO + + 30 feet + V, S, M (a sprinkling of holy water) + Concentration, up to 1 minute + Cleric (Life), Paladin + You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 219 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Blight + 4 + N + NO + + 30 feet + V, S + Instantaneous + Druid, Sorcerer, Warlock, Wizard + Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. + If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. + If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. + + Source: Player's Handbook, p. 219 + 8d8 + + + Blight* + 4 + N + NO + + 30 feet + V, S + Instantaneous + Cleric (Death), Cleric (Grave), Druid (Desert), Paladin (Oathbreaker) + Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. + If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. + If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. + + Source: Player's Handbook, p. 219 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 8d8 + + Blind Spot + 0 + NO + + 120 feet + None + 1 round + Mystic + As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Blinding Smite + 3 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery) + The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. + 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Player's Handbook, p. 219 + 3d8 + + + Blindness/Deafness + 2 + N + NO + + 30 feet + V + 1 minute + Bard, Cleric, Sorcerer, Warlock (Fiend), Warlock (Undying), Wizard + You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 219 + + + Blindness/Deafness* + 2 + N + NO + + 30 feet + V + 1 minute + Cleric (Death) + You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 219 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Blink + 3 + T + NO + + Self + V, S + 1 minute + Artificer, Sorcerer, Warlock (Archfey), Warlock (Hexblade), Wizard + Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you 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 that 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 more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so. + + Source: Player's Handbook, p. 219 + + + Blink* + 3 + T + NO + + Self + V, S + 1 minute + Cleric (Trickery) + Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you 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 that 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 more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so. + + Source: Player's Handbook, p. 219 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Blur + 2 + I + NO + + Self + V + Concentration, up to 1 minute + Artificer, Rogue (Arcane Trickster), Sorcerer, Wizard + Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. + + Source: Player's Handbook, p. 219 + + + Blur* + 2 + I + NO + + Self + V + Concentration, up to 1 minute + Druid (Desert) + Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. + + Source: Player's Handbook, p. 219 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Bones of the Earth + 6 + T + NO + + 120 feet + V, S + Instantaneous + Druid + You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. + + If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. + + If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. + + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + + + Booming Blade + 0 + EV + NO + + 5 feet + V, M (a weapon) + 1 round + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. + This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. + + Source: Sword Coast Adventurer's Guide, p. 142 + 1d8 + + + Branding Smite + 2 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery), Warlock (Hexblade) + The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it 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. + + Source: Player's Handbook, p. 219 + 2d6 + + + Breath of Winter + 1 + EV + NO + + Self (60-foot cone) + V, S, 6 ki points + Instantaneous + Monk (Way of the Four Elements) + Prerequisite: 17th level + You can spend 6 ki points to cast cone of cold. + + Cone of Cold: A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. + A creature killed by this spell becomes a frozen statue until it thaws. + + Source: Player's Handbook, p. 81 + 8d8 + + + Brute Force + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. + + Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks. + + Brute Strike: (1–7 psi) As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. + + Knock Back: (1–7 psi) When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. + + Mighty Leap: (1–7 psi) As part of your movement, you jump in any direction up to 20 feet per psi point spent. + + Feat of Strength: (2 psi) As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class, p. 11 + + + Burning Hands + 1 + EV + NO + + Self (15-foot cone) + V, S + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Warlock (Fiend), Wizard + As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. + The fire ignites any flammable objects in the area that aren't being worn or carried. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Source: Player's Handbook, p. 220 + 3d6 + + + Burning Hands* + 1 + EV + NO + + Self (15-foot cone) + V, S + Instantaneous + Cleric (Light) + As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. + The fire ignites any flammable objects in the area that aren't being worn or carried. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Source: Player's Handbook, p. 220 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d6 + + Bursting Arrow + 1 + EV + NO + + + + + Fighter (Arcane Archer) + You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage. + The force damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Call Lightning + 3 + C + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Druid + A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). + When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. + If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd. + + Source: Player's Handbook, p. 220 + 3d10 + + + Call Lightning* + 3 + C + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Cleric (Tempest), Druid (Forest) + A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). + When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. + If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd. + + Source: Player's Handbook, p. 220 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d10 + + Calm Emotions + 2 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Bard, Cleric, Warlock (Archfey) + You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. + You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. + Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. + + Source: Player's Handbook, p. 221 + + + Calm Emotions* + 2 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Paladin (Redemption) + You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. + You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. + Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. + + Source: Player's Handbook, p. 221 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Catapult + 1 + T + NO + + 60 feet + S + Instantaneous + Sorcerer, Wizard + Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. + + Source: Xanathar's Guide to Everything, p. 150 + Elemental Evil Player's Companion, p. 15 + Princes of the Apocalypse, p. 233 + 3d8 + + + Catnap + 3 + EN + NO + + 30 feet + S, M (a pinch of sand) + 10 minutes + Bard, Rogue (Arcane Trickster), Sorcerer, Wizard + You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 151 + + + Cause Fear + 1 + N + NO + + 60 feet + V + Concentration, up to 1 minute + Warlock, Wizard + You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + 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. + + Source: Xanathar's Guide to Everything, p. 151 + + + Celerity + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. + + Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet. + + Rapid Step: (1–7 psi) As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Agile Defense: (2 psi) As a bonus action, you take the Dodge action. + + Blur of Motion: (2 psi) As an action, you cause yourself to be invisible during any of your movement during the current turn. + + Surge of Speed: (2 psi) As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. + + Surge of Action: (5 psi) As a bonus action, you can Dash or make one weapon attack. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Ceremony + 1 + A + YES + + Touch + V, S, M (25 gp worth of powdered silver, which the spell consumes) + Instantaneous + Cleric, Paladin + You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. + + Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. + + Bless Water: You touch one vial of water and cause it to become holy water. + + Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. + + Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. + + Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. + + Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. + + Source: Xanathar's Guide to Everything, p. 151 + + + Ceremony (Ritual Only) + 1 + A + YES + + Touch + V, S, M (25 gp worth of powdered silver, which the spell consumes) + Instantaneous + Ritual Caster + You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. + + Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. + + Bless Water: You touch one vial of water and cause it to become holy water. + + Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. + + Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. + + Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. + + Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. + + On spell lists: Cleric, Paladin + + Source: Xanathar's Guide to Everything, p. 151 + + + Chain Lightning + 6 + EV + NO + + 150 feet + V, S, M (a bit of fur, a piece of amber, glass, or crystal rod, and three silver pins) + Instantaneous + Sorcerer, Wizard + You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. + A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much 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. + + Source: Player's Handbook, p. 221 + 10d8 + + + Chaos Bolt + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer + You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the type of damage, as shown below. + + 1 — Acid + 2 — Cold + 3 — Fire + 4 — Force + 5 — Lightning + 6 — Poison + 7 — Psychic + 8 — Thunder + + If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. + A creature can be targeted only once by this mass of chaotic energy. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above first. + + Source: Xanathar's Guide to Everything, p. 151 + 2d8 + + + Charm Monster + 4 + EN + NO + + 30 feet + V, S + 1 hour + Bard, Druid, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. 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 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. + + Source: Xanathar's Guide to Everything, p. 151 + + + Charm Person + 1 + EN + NO + + 30 feet + V, S + 1 hour + Rogue (Arcane Trickster), Bard, Druid, Sorcerer, Warlock, Wizard + You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 221 + + + Charm Person* + 1 + EN + NO + + 30 feet + V, S + 1 hour + Cleric (Trickery), Paladin (Treachery) + You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 221 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Chill Touch + 0 + N + NO + + 120 feet + V, S + 1 round + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. + If you hit an undead target, it also has disadvantage on attack rolls against you until the 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). + + Source: Player's Handbook, p. 221 + 1d8 + + + Chromatic Orb + 1 + EV + NO + + 90 feet + V, S, M (a diamond worth at least 50 gp) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. + + 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 + + Source: Player's Handbook, p. 221 + 3d8 + + + Circle of Death + 6 + N + NO + + 150 feet + V, S, M (the powder of a crushed black pearl worth at least 500 gp) + Instantaneous + Sorcerer, Warlock, Wizard + A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. + + Source: Player's Handbook, p. 221 + 8d6 + + + Circle of Power + 5 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin + Divine energy radiates out from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. + + Source: Player's Handbook, p. 222 + + + Circle of Power* + 5 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin (Crown) + Divine energy radiates out from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. + + Source: Player's Handbook, p. 222 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Clairvoyance + 3 + D + NO + + 1 mile + V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying) + Concentration, up to 10 minutes + Bard, Cleric, Sorcerer, Warlock (Great Old One), Wizard, Warlock (Seeker) + You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. + When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. + A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. + + + Source: Player's Handbook, p. 222 + + + Clench of the North Wind + 1 + EN + NO + + 60 feet + V, S, 3 ki points + Concentration, up to 1 minute + Monk (Way of the Four Elements) + Prerequisite: 6th level + You can spend 3 ki points to cast hold person. + + Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + + Additional Ki Points: When you cast this spell using 4 or more ki points, you can target on additional humanoid for each ki point above 3. The humanoids must be within 30 feet of each other when you target them. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 81 + + + Clone + 8 + N + NO + + Touch + V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a 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) + Instantaneous + Wizard + This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as 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. + + Source: Player's Handbook, p. 222 + + + Cloud of Daggers + 2 + C + NO + + 60 feet + V, S, M (a sliver of glass) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard + You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. + + At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. + + Source: Player's Handbook, p. 222 + 4d4 + + + Cloudkill + 5 + C + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Wizard + You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. + When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. + The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 5th. + + Source: Player's Handbook, p. 222 + 5d8 + + + Cloudkill* + 5 + C + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Cleric (Death), Druid (Underdark), Paladin (Conquest) + You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. + When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. + The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 5th. + + Source: Player's Handbook, p. 222 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 5d8 + + Color Spray + 1 + I + NO + + Self (15-foot cone) + V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) + 1 round + Rogue (Arcane Trickster), Sorcerer, Wizard + A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). + Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Player's Handbook, p. 222 + 6d10 + + + Command + 1 + EN + NO + + 60 feet + V + 1 round + Cleric, Paladin, Warlock (Fiend) + You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. + Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 223 + + + Command* + 1 + EN + NO + + 60 feet + V + 1 round + Cleric (Knowledge), Cleric (Order), Paladin (Crown), Paladin (Conquest) + You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. + Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 223 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Commander's Strike + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept + When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. + + Source: Player's Handbook, p. 74 + + + Commune + 5 + D + YES + + Self + V, S, M (incense and a vial of holy or unholy water) + 1 minute + Cleric, Warlock (Raven Queen) + You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. + Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM 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 DM makes this roll in secret. + + Source: Player's Handbook, p. 223 + + + Commune* + 5 + D + YES + + Self + V, S, M (incense and a vial of holy or unholy water) + 1 minute + Cleric (Order), Paladin (Devotion) + You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. + Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM 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 DM makes this roll in secret. + + Source: Player's Handbook, p. 223 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Commune (Ritual Only) + 5 + D + YES + + Self + V, S, M (incense and a vial of holy or unholy water) + 1 minute + Ritual Caster + You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. + Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM 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 DM makes this roll in secret. + + On spell lists: Cleric + + Source: Player's Handbook, p. 223 + + + Commune with Nature + 5 + D + YES + + Self + V, S + Instantaneous + Druid, Ranger + You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. + You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: + • terrain and bodies of water + • prevalent plants, minerals, animals, or peoples + • powerful celestials, fey, fiends, elementals, or undead + • influence from other planes of existence + • buildings + For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. + + Source: Player's Handbook, p. 224 + + + Commune with Nature* + 5 + D + YES + + Self + V, S + Instantaneous + Druid (Arctic), Druid (Forest), Paladin (Ancients) + You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. + You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: + • terrain and bodies of water + • prevalent plants, minerals, animals, or peoples + • powerful celestials, fey, fiends, elementals, or undead + • influence from other planes of existence + • buildings + For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. + + Source: Player's Handbook, p. 224 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Commune with Nature (Ritual Only) + 5 + D + YES + + Self + V, S + Instantaneous + Ritual Caster + You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. + You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: + • terrain and bodies of water + • prevalent plants, minerals, animals, or peoples + • powerful celestials, fey, fiends, elementals, or undead + • influence from other planes of existence + • buildings + For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. + + On spell lists: Druid, Ranger + + Source: Player's Handbook, p. 224 + + + Compelled Duel + 1 + EN + NO + + 30 feet + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery) + You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. + The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. + + Source: Player's Handbook, p. 224 + + + Compelled Duel* + 1 + EN + NO + + 30 feet + V + Concentration, up to 1 minute + Cleric (Protection), Paladin (Crown) + You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. + The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. + + Source: Player's Handbook, p. 224 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Comprehend Languages + 1 + D + YES + + Self + V, S, M (a pinch of soot and salt) + 1 hour + Bard, Sorcerer, Warlock, Wizard + For the duration, you understand the literal meaning of any spoken language that you hear. You also understand 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 glyph, such as an arcane sigil, that isn't part of a written language. + + Source: Player's Handbook, p. 224 + + + Comprehend Languages (Ritual Only) + 1 + D + YES + + Self + V, S, M (a pinch of soot and salt) + 1 hour + Ritual Caster + For the duration, you understand the literal meaning of any spoken language that you hear. You also understand 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 glyph, such as an arcane sigil, that isn't part of a written language. + + On spell lists: Bard, Sorcerer, Warlock, Wizard + + Source: Player's Handbook, p. 224 + + + Compulsion + 4 + EN + NO + + 30 feet + V, S + Concentration, up to 1 minute + Bard + Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving 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. + + Source: Player's Handbook, p. 224 + + + Compulsion* + 4 + EN + NO + + 30 feet + V, S + Concentration, up to 1 minute + Cleric (Order) + Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving 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. + + Source: Player's Handbook, p. 224 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Cone of Cold + 5 + EV + NO + + Self (60-foot cone) + V, S, M (a small crystal or glass cone) + Instantaneous + Sorcerer, Warlock (Hexblade), Warlock (Raven Queen), Wizard + A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. + A creature killed by this spell becomes a frozen statue until it thaws. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. + + Source: Player's Handbook, p. 224 + 8d8 + + + Cone of Cold* + 5 + EV + NO + + Self (60-foot cone) + V, S, M (a small crystal or glass cone) + Instantaneous + Druid (Arctic) + A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. + A creature killed by this spell becomes a frozen statue until it thaws. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. + + Source: Player's Handbook, p. 224 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 8d8 + + Confusion + 4 + EN + NO + + 90 feet + V, S, M (three nut shells) + Concentration, up to 1 minute + Rogue (Arcane Trickster), Bard, Druid, Sorcerer, Wizard + This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. 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. + 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 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 above 4th. + + Source: Player's Handbook, p. 224 + + + Confusion* + 4 + EN + NO + + 90 feet + V, S, M (three nut shells) + Concentration, up to 1 minute + Cleric (Knowledge), Paladin (Oathbreaker), Paladin (Treachery) + This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. 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. + 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 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 above 4th. + + Source: Player's Handbook, p. 224 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Conjure Animals + 3 + C + NO + + 60 feet + V, S + Concentration, up to 1 hour + Druid, Ranger, Ranger (Primeval Guardian) + You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + • 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 DM 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. + + Source: Player's Handbook, p. 225 + + + Conjure Barlgura + 4 + C + NO + + 60 feet + V, S + Up to 10 minutes + Sorcerer, Wizard + You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. + The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Conjure Barrage + 3 + C + NO + + Self (60-foot cone) + V, S, M (one piece of ammunition or a thrown weapon) + Instantaneous + Ranger + You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. + + Source: Player's Handbook, p. 225 + 3d8 + + + Conjure Celestial + 7 + C + NO + + 90 feet + V, S + Concentration, up to 1 hour + Cleric + You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. + The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions The DM 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. + + Source: Player's Handbook, p. 225 + + + Conjure Elemental + 5 + C + NO + + 90 feet + V, 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 hour + Druid, Wizard + You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. + The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. + If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM 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. + + Source: Player's Handbook, p. 225 + + + Conjure Elemental* + 5 + C + NO + + 90 feet + V, 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 hour + Druid (Coast) + You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. + The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. + If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM 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. + + Source: Player's Handbook, p. 225 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Conjure Fey + 6 + C + NO + + 90 feet + V, S + Concentration, up to 1 hour + Druid, Warlock + You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. + The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. + If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM 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. + + Source: Player's Handbook, p. 226 + + + Conjure Hezrou + 7 + C + NO + + 60 feet + V, S, M (food worth at least 100 gp, which the spell consumes) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. + The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. + If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Conjure Lesser Demon + 3 + C + NO + + 60 feet + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. + The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. + As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. + + At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons. + + Source: Unearthed Arcana: That Old Black Magic, p. 2 + + + Conjure Minor Elementals + 4 + C + NO + + 90 feet + V, S + Concentration, up to 1 hour + Druid, Wizard + You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: . + • One elemental of challenge rating 2 or lower + • Two elementals of challenge rating 1 or lower + • Four elementals of challenge rating 1/2 or lower + • Eight elementals of challenge rating 1/4 or lower. + An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. + The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM 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 + + Source: Player's Handbook, p. 226 + + + Conjure Shadow Demon + 4 + C + NO + + 60 feet + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. + Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 3 + + + Conjure Volley + 5 + C + NO + + 150 feet + V, S, M (one piece of ammunition or one thrown weapon) + Instantaneous + Ranger + You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. + + Source: Player's Handbook, p. 226 + 8d8 + + + Conjure Vrock + 5 + C + NO + + 60 feet + V, S, M (a gem worth at least 100 gp, which the spell consumes) + Concentration, up to 1 hour + Sorcerer, Wizard + You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends. + The vrock’s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check. + If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss. + As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts. + + Source: Unearthed Arcana: That Old Black Magic, p. 3 + + + Conjure Woodland Beings + 4 + C + NO + + 60 feet + V, S, M (one holly berry per creature summoned) + Concentration, up to 1 hour + Druid, Ranger + You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + • One fey creature of challenge rating 2 or lower + • Two fey creatures of challenge rating 1 or lower + • Four fey creatures of challenge rating 1/2 or lower + • Eight fey creatures of challenge rating 1/4 or lower + A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM 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. + + Source: Player's Handbook, p. 226 + + + Contact Other Plane + 5 + D + YES + + Self + V + 1 minute + Warlock, Wizard + You 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 DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. + + Source: Player's Handbook, p. 226 + + + Contact Other Plane (Ritual Only) + 5 + D + YES + + Self + V + 1 minute + Ritual Caster + You 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 DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. + + On spell lists: Warlock, Wizard + + Source: Player's Handbook, p. 226 + + + Contagion + 5 + N + NO + + Touch + V, S + 7 days + Cleric, Druid, Warlock (Undying) + Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. + At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. + Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. + Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. + Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. + Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. + 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Player's Handbook, p. 227 + + + Contagion* + 5 + N + NO + + Touch + V, S + 7 days + Paladin (Oathbreaker) + Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. + At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. + Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. + Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. + Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. + Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. + 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Player's Handbook, p. 227 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Contingency + 6 + EV + NO + + Self + V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) + 10 days + Wizard + Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. + The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. + The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person. + + Source: Player's Handbook, p. 227 + + + Continual Flame + 2 + EV + NO + + Touch + V, S, M (ruby dust worth 50 gp, which the spell consumes) + Until dispelled + Artificer, Fighter (Eldritch Knight), Cleric, Wizard + A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. + + Source: Player's Handbook, p. 227 + + + Control Flames + 0 + T + NO + + 60 feet + S + Instantaneous or 1 hour (see below) + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: + + You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. + You instantaneously extinguish the flames within the cube. + You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. + You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour. + If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action. + + Source: Xanathar's Guide to Everything, p. 152 + Elemental Evil Player's Companion, p. 16 + Princes of the Apocalypse, p. 234 + + + Control Water + 4 + T + NO + + 300 feet + V, S , M (a drop of water and a pinch of dust) + Concentration, up to 10 minutes + Cleric, Druid, Wizard + Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. + Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. + Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. + Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. + Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex. + + Source: Player's Handbook, p. 227 + + + Control Water* + 4 + T + NO + + 300 feet + V, S , M (a drop of water and a pinch of dust) + Concentration, up to 10 minutes + Cleric (Tempest), Druid (Coast) + Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. + Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. + Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. + Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. + Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex. + + Source: Player's Handbook, p. 227 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Control Weather + 8 + T + NO + + Self (5-mile radius) + V, S, M (burning incense and bits of earth and wood mixed in water) + Concentration, up to 8 hours + Cleric, Druid, Wizard + You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. + When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 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 1 — Clear + Stage 2 — Light clouds + Stage 3 — Overcast or ground fog + Stage 4 — Rain, hail or snow + Stage 5 — Torrential rain, driving hail or blizzard + + Temperature: + Stage 1 — Unbearable heat + Stage 2 — Hot + Stage 3 — Warm + Stage 4 — Cool + Stage 5 — Cold + Stage 6 — Arctic cold + + Wind: + Stage 1 — Calm + Stage 2 — Moderate wind + Stage 3 — Strong wind + Stage 4 — Gale + Stage 5 — Storm + + Source: Player's Handbook, p. 228 + + + Control Winds + 5 + T + NO + + 300 feet + V, S + Concentration, up to 1 hour + Druid, Sorcerer, Wizard + You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. + + Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. + + Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. + + Updraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 152 + Elemental Evil Player's Companion, p. 16 + Princes of the Apocalypse, p. 234 + + + Cordon of Arrows + 2 + T + NO + + 5 feet + V, S, M (four or more arrows or bolts) + 8 hours + Ranger + You plant four pieces of nonmagical ammunition — arrows or crossbow bolts — in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. + When you cast this spell, you can designate any creatures you choose, and the spell ignores them. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd + + Source: Player's Handbook, p. 228 + 1d6 + + + Corrosive Metabolism + 1 + NO + + + None + + Mystic, Mystic (Immortal) + Your control over your body allows you to deliver acid or poison attacks. + + Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage. + + Corrosive Touch: (1–7 psi) As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. + + Venom Strike: (1–7 psi) As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned. + + Acid Spray: (2 psi) As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. + + Breath of the Black Dragon: (5 psi) You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it. + + Breath of the Green Dragon: (7 psi) You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Counterspell + 3 + A + NO + + 60 feet + S + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard + You 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 Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. + + Source: Player's Handbook, p. 228 + + + Counterspell* + 3 + A + NO + + 60 feet + S + Instantaneous + Paladin (Redemption) + You 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 Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. + + Source: Player's Handbook, p. 228 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Create Bonfire + 0 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. + + The bonfire ignites flammable objects in its area that aren’t being worn or carried. + + The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Xanathar's Guide to Everything, p. 152 + Elemental Evil Player's Companion, p. 16 + Princes of the Apocalypse, p. 234 + 1d8 + + + Create Food and Water + 3 + C + NO + + 30 feet + V, S + Instantaneous + Cleric, Paladin + You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. + + Source: Player's Handbook, p. 229 + + + Create Food and Water* + 3 + C + NO + + 30 feet + V, S + Instantaneous + Druid (Desert) + You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. + + Source: Player's Handbook, p. 229 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Create Homunculus + 6 + T + NO + + Touch + V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) + Instantaneous + Wizard + While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. + + The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death. + + You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. + + Source: Xanathar's Guide to Everything, p. 152 + + + Create or Destroy Water + 1 + T + NO + + 30 feet + V, S, M (a drop of water if creating water or a few grains of sand if destroying it) + Instantaneous + Cleric, Druid + You either create or destroy water. + Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. + Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. + + Source: Player's Handbook, p. 229 + + + Create Undead + 6 + N + NO + + 10 feet + V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.) + Instantaneous + Cleric, Warlock, Wizard + You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM 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 w ill 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 + + Source: Player's Handbook, p. 229 + + + Creation + 5 + I + NO + + 30 feet + V, S, M (a tiny piece of matter of the same type of the item you plan to create) + Special + Sorcerer, Wizard + You 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/crystal — 12 hours; Precious metals — 1 hour; Gems — 10 minutes; Adamantine/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. + + Source: Player's Handbook, p. 229 + + + Creation* + 5 + I + NO + + 30 feet + V, S, M (a tiny piece of matter of the same type of the item you plan to create) + Special + Cleric (Forge) + You 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/crystal — 12 hours; Precious metals — 1 hour; Gems — 10 minutes; Adamantine/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. + + Source: Player's Handbook, p. 229 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Crown of Despair + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. + + Crowned in Sorrow: (1–7 psi) As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. + + Call to Inaction: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. + + Visions of Despair: (3 psi) As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it. + + Dolorous Mind: (5 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Crown of Disgust + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You cause a creature to be flooded with emotions of disgust. + + Psychic Focus: While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. + + Eye of Horror: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. + + Wall of Repulsion: (3 psi; conc., 10 min.) As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. + + Visions of Disgust: (5 psi; conc., 1 min.) You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. + + World of Horror: (7 psi; conc., 1 min.) As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. + While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Unearthed Arcana: The Mystic Class, p. 13 + + + Crown of Madness + 2 + EN + NO + + 120 feet + V, S + Concentration, up to 1 minute + Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + One humanoid of your choice that you can see within range must succeed on a W Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. + The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. + On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 229 + + + Crown of Madness* + 2 + EN + NO + + 120 feet + V, S + Concentration, up to 1 minute + Paladin (Oathbreaker) + One humanoid of your choice that you can see within range must succeed on a W Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. + The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. + On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 229 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Crown of Rage + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. + + Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. + + Primal Fury: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. + + Fighting Words: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. + + Mindless Courage: (2 psi) You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. + + Punishing Fury: (5 psi; conc., 1 min.) You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed. + + Source: Unearthed Arcana: The Mystic Class, p. 13 + + + Crown of Stars + 7 + EV + NO + + Self + V, S + 1 hour + Sorcerer, Warlock, Wizard + + Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. + + If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. + + At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. + + Source: Xanathar's Guide to Everything, p. 152 + + + Crusader's Mantle + 3 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin + Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack. + + Source: Player's Handbook, p. 230 + 1d4 + + + Crusader's Mantle* + 3 + EV + NO + + Self + V + Concentration, up to 1 minute + Cleric (War) + Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack. + + Source: Player's Handbook, p. 230 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d4 + + Cure Wounds + 1 + EV + NO + + Touch + V, S + Instantaneous + Artificer, Bard, Cleric, Druid, Paladin, Ranger, Warlock (Celestial) + A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. + + Source: Player's Handbook, p. 230 + 1d8+SPELL + + + Cure Wounds* + 1 + EV + NO + + Touch + V, S + Instantaneous + Cleric (Life) + A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. + + Source: Player's Handbook, p. 230 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d8+SPELL + + Dancing Lights + 0 + EV + NO + + 120 feet + V, S, M + Concentration, up to 1 minute + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Wizard + You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. + As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. + + Source: Player's Handbook, p. 230 + + + Danse Macabre + 5 + N + NO + + 60 feet + V, S + Concentration, up to 1 hour + Warlock, Wizard + + Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. + + You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. + + The creatures are under your control until the spell ends, after which they become inanimate once more. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. + + Source: Xanathar's Guide to Everything, p. 153 + + + Darkness + 2 + EV + NO + + 60 feet + V, M (bat fur and a drop of pitch or piece of coal) + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard + Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. + If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. + If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled. + + Source: Player's Handbook, p. 230 + + + Darkness* + 2 + EV + NO + + 60 feet + V, M (bat fur and a drop of pitch or piece of coal) + Concentration, up to 10 minutes + Druid (Swamp), Paladin (Oathbreaker) + Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. + If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. + If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled. + + Source: Player's Handbook, p. 230 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Darkvision + 2 + T + NO + + Touch + V, S, M (either a pinch of dried carrot or an agate) + 8 hours + Artificer, Druid, Ranger, Sorcerer, Wizard + You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. + + Source: Player's Handbook, p. 230 + + + Dawn + 5 + EV + NO + + 60 feet + V, S, M (a sunburst pendant worth at least 100 gp) + Concentration, up to 1 minute + Cleric, Wizard + + The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. + + When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. + + If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. + + + + Source: Xanathar's Guide to Everything, p. 153 + + + Daylight + 3 + EV + NO + + 60 feet + V, S + 1 hour + Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock (Celestial) + A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. + If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with 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 or lower, the spell that created the darkness is dispelled. + + Source: Player's Handbook, p. 230 + + + Daylight* + 3 + EV + NO + + 60 feet + V, S + 1 hour + Cleric (Light), Druid (Grassland) + A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. + If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with 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 or lower, the spell that created the darkness is dispelled. + + Source: Player's Handbook, p. 230 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Death Ward + 4 + A + NO + + Touch + V, S + 8 hours + Artificer, Cleric, Paladin, Warlock (Undying) + You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends. + + Source: Player's Handbook, p. 230 + + + Death Ward* + 4 + A + NO + + Touch + V, S + 8 hours + Cleric (Death), Cleric (Grave), Cleric (Life) + You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends. + + Source: Player's Handbook, p. 230 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Delayed Blast Fireball + 7 + EV + NO + + 150 feet + V, S, M (a tine ball of bat guano and sulfur) + Concentration, up to 1 minute + Sorcerer, Wizard + A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. + The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. + If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. + The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. + + At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. + + Source: Player's Handbook, p. 230 + 12d6 + + + Delusion + 0 + NO + + 60 feet + None + 1 minute + Mystic + As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. + 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 creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. + If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Demiplane + 8 + C + NO + + 60 feet + S + 1 hour + Warlock, Wizard + You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. + Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. + + Source: Player's Handbook, p. 231 + + + Destructive Wave + 5 + EV + NO + + Self (30-foot radius) + V + Instantaneous + Paladin + You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 231 + 5d6+5d6 + + + Destructive Wave* + 5 + EV + NO + + Self (30-foot radius) + V + Instantaneous + Cleric (Tempest) + You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 231 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 5d6+5d6 + + Detect Evil and Good + 1 + D + NO + + Self + V, S + Concentration, up to 10 minutes + Cleric, Paladin + For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. + + Source: Player's Handbook, p. 231 + + + Detect Magic + 1 + D + YES + + Self + V, S + Concentration, up to 10 minutes + Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard + For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. + The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. + + Source: Player's Handbook, p. 231 + + + Detect Magic* + 1 + D + YES + + Self + V, S + Concentration, up to 10 minutes + Cleric (Arcana) + For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. + The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. + + Source: Player's Handbook, p. 231 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Detect Magic (Ritual Only) + 1 + D + YES + + Self + V, S + Concentration, up to 10 minutes + Ritual Caster + For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. + The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. + + On spell lists: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard + + Source: Player's Handbook, p. 231 + + + Detect Poison and Disease + 1 + D + YES + + Self + V, S, M (a yew leaf) + Concentration, up to 10 minutes + Cleric, Druid, Paladin, Ranger + For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. + The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. + + Source: Player's Handbook, p. 231 + + + Detect Poison and Disease (Ritual Only) + 1 + D + YES + + Self + V, S, M (a yew leaf) + Concentration, up to 10 minutes + Ritual Caster + For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. + The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. + + On spell lists: Cleric, Druid, Paladin, Ranger + + Source: Player's Handbook, p. 231 + + + Detect Thoughts + 2 + D + NO + + Self + V, S, M (a copper piece) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock (Great Old One), Wizard + For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. + You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creatures 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. + + Source: Player's Handbook, p. 231 + + + Dimension Door + 4 + C + NO + + 500 feet + V + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. + You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. + If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. + + Source: Player's Handbook, p. 233 + + + Dimension Door* + 4 + C + NO + + 500 feet + V + Instantaneous + Cleric (Trickery), Paladin (Vengeance) + You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. + You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. + If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. + + Source: Player's Handbook, p. 233 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Diminution + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. + + Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. + + Miniature Form: (2 psi; conc., 10 min.) As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. + + Toppling Shift: (2 psi) As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. + + Sudden Shift: (5 psi) As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. + + Microscopic Form: (7 psi; conc., 10 min.) As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Disarming Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. + + Source: Player's Handbook, p. 74 + + + Disguise Self + 1 + I + NO + + Self + V,S + 1 hour + Artificer, Bard, Rogue (Arcane Trickster), Ranger (Gloom Stalker), Sorcerer, Wizard + You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. + The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of some one 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. + + Source: Player's Handbook, p. 233 + + + Disguise Self* + 1 + I + NO + + Self + V,S + 1 hour + Cleric (Trickery) + You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. + The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of some one 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. + + Source: Player's Handbook, p. 233 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Disintegrate + 6 + T + NO + + 60 feet + V, S, M (a lodestone and a pinch of dust) + Instantaneous + Sorcerer, Wizard + A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force. + A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. + A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. + This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. + + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. + + Source: Player's Handbook, p. 233 + 10d6+40 + + + Dispel Evil and Good + 5 + A + NO + + Self + V, S, M (holy water or powdered silver and iron) + Concentration, up to 1 minute + Cleric, Paladin + Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. + Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. + Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. + + Source: Player's Handbook, p. 233 + + + Dispel Magic + 3 + A + NO + + 120 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard + Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 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. + + Source: Player's Handbook, p. 234 + + + Dispel Magic* + 3 + A + NO + + 120 feet + V, S + Instantaneous + Cleric (Arcana), Cleric (Trickery), Paladin (Devotion) + Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 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. + + Source: Player's Handbook, p. 234 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Dissonant Whispers + 1 + EN + NO + + 60 feet + V + Instantaneous + Bard, Warlock (Great Old One) + You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. + + 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. + + Source: Player's Handbook, p. 234 + 3d6 + + + Distracting Strike + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. + + Source: Player's Handbook, p. 74 + + + Divination + 4 + D + YES + + Self + V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + Instantaneous + Cleric + Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM 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 this 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 DM makes this roll in secret. + + Source: Player's Handbook, p. 234 + + + Divination* + 4 + D + YES + + Self + V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + Instantaneous + Druid (Forest), Druid (Grassland) + Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM 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 this 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 DM makes this roll in secret. + + Source: Player's Handbook, p. 234 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Divination (Ritual Only) + 4 + D + YES + + Self + V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + Instantaneous + Ritual Caster + Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM 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 this 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 DM makes this roll in secret. + + On spell lists: Cleric + + Source: Player's Handbook, p. 234 + + + Divine Favor + 1 + EV + NO + + Self + V, S + Concentration, up to 1 minute + Paladin + Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. + + Source: Player's Handbook, p. 234 + 1d4 + + + Divine Favor* + 1 + EV + NO + + Self + V, S + Concentration, up to 1 minute + Cleric (War) + Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. + + Source: Player's Handbook, p. 234 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d4 + + Divine Word + 7 + EV + NO + + 30 feet + V + Instantaneous + Cleric + You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: + • 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Player's Handbook, p. 234 + + + Dominate Beast + 4 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Sorcerer, Warlock (Archfey), Warlock (Great Old One) + You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 234 + + + Dominate Beast* + 4 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Cleric (Nature), Paladin (Conquest) + You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 234 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Dominate Monster + 8 + EN + NO + + 60 feet + V, S + Concentration, up to 1 hour + Bard, Sorcerer, Warlock, Wizard + You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 235 + + + Dominate Person + 5 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Warlock (Archfey), Warlock (Great Old One), Wizard + You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 235 + + + Dominate Person* + 5 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Cleric (Order), Cleric (Trickery), Paladin (Conquest), Paladin (Oathbreaker), Paladin (Treachery) + You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. + While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. + You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. + Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 235 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Dragon’s Breath + 2 + T + NO + + Touch + V, S, M (a hot pepper) + Concentration, up to 1 minute + Sorcerer, Wizard + + You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. + + + + Source: Xanathar's Guide to Everything, p. 154 + + + Drawmij's Instant Summon + 6 + C + YES + + Touch + V, S, M (a sapphire worth 1,000 gp) + Until dispelled + Wizard + You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. + At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. + If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. + Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. + + Source: Player's Handbook, p. 235 + + + Drawmij's Instant Summon (Ritual Only) + 6 + C + YES + + Touch + V, S, M (a sapphire worth 1,000 gp) + Until dispelled + Ritual Caster + You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. + At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. + If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. + Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. + + On spell lists: Wizard + + Source: Player's Handbook, p. 235 + + + Dream + 5 + I + NO + + Special + V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) + 8 hours + Bard, Warlock, Wizard + This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. + If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. + You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. + If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. + + Source: Player's Handbook, p. 236 + + + Dream* + 5 + I + NO + + Special + V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) + 8 hours + Druid (Grassland) + This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. + If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. + You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. + If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. + + Source: Player's Handbook, p. 236 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Druid Grove + 6 + A + NO + + Touch + V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) + 24 hours + Druid + + You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. + + The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. + + The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. + + Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. + + Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. + + Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. + + Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area: + + A constant gust of wind in two locations of your choice + Spike growth in one location of your choice + Wind wall in two locations of your choice + To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. + + Source: Xanathar's Guide to Everything, p. 154 + + + Druidcraft + 0 + T + NO + + 30 feet + V, S + Instantaneous + Druid + Whispering 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. + + Source: Player's Handbook, p. 236 + + + Dust Devil + 2 + C + NO + + 60 feet + V, S, M (a pinch of dust) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. + + Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed. + + As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its 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. + + Source: Xanathar's Guide to Everything, p. 154 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 1d8 + + + Earth Tremor + 1 + EV + NO + + 10 feet + V, S + Instantaneous + Bard, Druid, Fighter (Eldritch Knight), Sorcerer, Wizard + You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. + + 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 155 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 1d6 + + + Earthbind + 2 + T + NO + + 300 feet + V + Concentration, up to 1 minute + Druid, Sorcerer, Warlock, Wizard + Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. + + + + Source: Xanathar's Guide to Everything, p. 154 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + + + Earthquake + 8 + EV + NO + + 500 feet + V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) + Concentration, up to 1 minute + Cleric, Druid, Sorcerer + You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. + The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. + When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. + This spell can have additional effects depending on the terrain in the area, as determined by the DM. + 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 DM. Each is 1d10 x 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 DM 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 236 + 5d6 + + + Eldritch Blast + 0 + EV + NO + + 120 feet + V, S + Instantaneous + Warlock + A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. + The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. + + Source: Player's Handbook, p. 237 + 1d10 + + + Elemental Attunement + 0 + NO + + + None + 1 minute + Monk (Way of the Four Elements) + You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice: + + • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. + + • Instantaneously light or snuff out a candle, a torch, or a small campfire. + + • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. + + Source: Player's Handbook, p. 81 + + + Elemental Bane + 4 + T + NO + + 90 feet + V, S + Concentration, up to 1 minute + Druid, Warlock, Wizard + Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. + + 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. The creatures must be within 30 feet of each other when you target them. + + + + Source: Xanathar's Guide to Everything, p. 155 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 2d6 + + + Elemental Weapon + 3 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Paladin, Sorcerer (Stone Sorcery), Warlock (Hexblade) + A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. + + At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. + + Source: Player's Handbook, p. 237 + 1d4 + + + Elemental Weapon* + 3 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric (Forge) + A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. + + At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. + + Source: Player's Handbook, p. 237 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d4 + + Enemies Abound + 3 + EN + NO + + 120 feet + V, S + Concentration, up to 1 minute + Bard, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + + You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. + + Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. + + Source: Xanathar's Guide to Everything, p. 155 + + + Energy Beam + 0 + NO + + 90 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). + The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Unearthed Arcana: The Mystic Class, p. 27 + 1d8 + + + Enervation + 5 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. + + Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. + + 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. + + Source: Xanathar's Guide to Everything, p. 155 + + + Enfeebling Arrow + 1 + N + NO + + + + + Fighter (Arcane Archer) + You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. + The necrotic damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Enhance Ability + 2 + T + NO + + Touch + V, S, M (fur or a feather from a beast) + Concentration, up to 1 hour + Artificer, Bard, Cleric, Druid, Ranger (Primeval Guardian), Sorcerer + You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the 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. + + Source: Player's Handbook, p. 237 + + + Enhance Ability* + 2 + T + NO + + Touch + V, S, M (fur or a feather from a beast) + Concentration, up to 1 hour + Cleric (Order) + You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the 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. + + Source: Player's Handbook, p. 237 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Enlarge/Reduce + 2 + T + NO + + 30 feet + V, S, M (a pinch of powdered iron) + Concentration, up to 1 minute + Artificer, Sorcerer, Wizard + You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. + If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. + Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack 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). + + Source: Player's Handbook, p. 237 + + + Ensnaring Strike + 1 + C + NO + + Self + V + Concentration, up to 1 minute + Ranger + The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. + While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. + + At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 237 + 1d6 + + + Ensnaring Strike* + 1 + C + NO + + Self + V + Concentration, up to 1 minute + Paladin (Ancients) + The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. + While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. + + At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 237 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d6 + + Entangle + 1 + C + NO + + 90 feet + V, S + Concentration, up to 1 minute + Druid, Ranger (Primeval Guardian) + Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. + A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. + When the spell ends, the conjured plants wilt away. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 238 + + + Enthrall + 2 + EN + NO + + 60 feet + V, S + 1 minute + Bard, Warlock + You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. + + Source: Player's Handbook, p. 238 + + + Erupting Earth + 3 + T + NO + + 120 feet + V, S, M (a piece of obsidian) + Instantaneous + Druid, Sorcerer, Wizard + Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 155 + Elemental Evil Player's Companion, p. 17 + Princes of the Apocalypse, p. 235 + 3d12 + + + Eternal Mountain Defense + 1 + A + NO + + Self + V, S, 5 ki points + Concentration, up to 1 hour + Monk (Way of the Four Elements) + Prerequisite: 17th level + You can spend 5 ki points to cast stoneskin, targeting yourself. + + Stoneskin: This spell turns your flesh as hard as stone. Until the spell ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. + + Source: Player's Handbook, p. 81 + + + Etherealness + 7 + T + NO + + Self + V, S + Up to 8 hours + Bard, Cleric, Sorcerer, Warlock, Wizard + You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan 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 plan 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. + + Source: Player's Handbook, p. 238 + + + Evard's Black Tentacles + 4 + C + NO + + 90 feet + V, S, M (a piece of tentacle from a giant octopus or a giant squid) + Concentration, up to 1 minute + Warlock (Great Old One), Wizard + Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. + When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. + A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 238 + 3d6 + + + Evasive Footwork + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. + + Source: Player's Handbook, p. 74 + + + Expeditious Retreat + 1 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Artificer, Sorcerer, Warlock, Wizard + This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. + + Source: Player's Handbook, p. 238 + + + Expeditious Retreat* + 1 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Paladin (Treachery) + This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. + + Source: Player's Handbook, p. 238 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Eyebite + 6 + N + NO + + Self + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard + For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite. + Asleep: The target galls 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 238 + + + Fabricate + 4 + EV + NO + + 120 feet + V, S + Instantaneous + Artificer, Fighter (Eldritch Knight), Wizard + You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. + Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. + Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. + + Source: Player's Handbook, p. 239 + + + Fabricate* + 4 + EV + NO + + 120 feet + V, S + Instantaneous + Cleric (Forge) + You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. + Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. + Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. + + Source: Player's Handbook, p. 239 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Faerie Fire + 1 + EV + NO + + 60 feet + V + Concentration, up to 1 minute + Bard, Druid, Warlock (Archfey) + Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. + Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. + + Source: Player's Handbook, p. 239 + + + Faerie Fire* + 1 + EV + NO + + 60 feet + V + Concentration, up to 1 minute + Cleric (Light) + Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. + Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. + + Source: Player's Handbook, p. 239 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + False Life + 1 + N + NO + + Self + V, S, M (a small amount of alcohol or distilled spirits) + 1 hour + Artificer, Sorcerer, Warlock (Raven Queen), Warlock (Undying),Wizard + Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. + + Source: Player's Handbook, p. 239 + 1d4+4 + + + False Life* + 1 + N + NO + + Self + V, S, M (a small amount of alcohol or distilled spirits) + 1 hour + Cleric (Death), Cleric (Grave) + Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. + + Source: Player's Handbook, p. 239 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d4+4 + + Fangs of the Fire Snake + 1 + NO + + 10 feet + 1 ki point + 1 turn + Monk (Way of the Four Elements) + When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. + + Source: Player's Handbook, p. 81 + 1d10 + + + Far Step + 5 + C + NO + + Self + V + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. + + + + Source: Xanathar's Guide to Everything, p. 155 + + + Fear + 3 + I + NO + + Self (30-foot cone) + V, S, M (a white feather or the heart of a hen) + Concentration, up to 1 minute + Bard, Ranger (Gloom Stalker), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. + While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 239 + + + Fear* + 3 + I + NO + + Self (30-foot cone) + V, S, M (a white feather or the heart of a hen) + Concentration, up to 1 minute + Paladin (Conquest) + You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. + While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 239 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Feather Fall + 1 + T + NO + + 60 feet + V, M (a white feather or the heart of a hen) + 1 minute + Bard, Sorcerer, Wizard, Warlock (Seeker) + Reaction: When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. + + Source: Player's Handbook, p. 239 + + + Feeblemind + 8 + EN + NO + + 150 feet + V, S, M (a handful of clay, crystal, glass, or mineral spheres) + Instantaneous + Bard, Druid, Warlock, Wizard + You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. + On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. + At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. + The spell can also be ended by greater restoration, heal or wish. + + Source: Player's Handbook, p. 239 + 4d6 + + + Feign Death + 3 + N + YES + + Touch + V, S, M (a pinch of graveyard dirt) + 1 hour + Bard, Cleric, Druid, Warlock (Raven Queen), Wizard + You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. + For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 240 + + + Feign Death (Ritual Only) + 3 + N + YES + + Touch + V, S, M (a pinch of graveyard dirt) + 1 hour + Ritual Caster + You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. + For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + On spell lists: Bard, Cleric, Druid, Wizard + + Source: Player's Handbook, p. 240 + + + Feinting Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept + You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll. + + Source: Player's Handbook, p. 74 + + + Find Familiar + 1 + C + YES + + 10 feet + V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) + Instantaneous + Wizard + You 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. + + Source: Player's Handbook, p. 240 + + + Find Familiar (Ritual Only) + 1 + C + YES + + 10 feet + V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) + Instantaneous + Ritual Caster + You 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. + + On spell lists: Wizard + + Source: Player's Handbook, p. 240 + + + Find Greater Steed + 4 + C + NO + + 30 feet + V, S + Instantaneous + Paladin + You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. + + You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. + + The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. + + You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. + + Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. + + Source: Xanathar's Guide to Everything, p. 156 + + + Find Steed + 2 + C + NO + + 30 feet + V, S + Instantaneous + Paladin + You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM 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. + + Source: Player's Handbook, p. 240 + + + Find the Path + 6 + D + NO + + Self + V, S, M (a set of divinatory tools — such as bones, ivory sticks, cards, teeth, or carved runes — worth 100 gp and an object from the location you wish to find) + Concentration, up to 1 day + Bard, Cleric, Druid + This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan 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. + + Source: Player's Handbook, p. 240 + + + Find Traps + 2 + D + NO + + 120 feet + V, S + Instantaneous + Cleric, Druid, Ranger + You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. + This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. + + Source: Player's Handbook, p. 241 + + + Finger of Death + 7 + N + NO + + 60 feet + V, S + Instantaneous + Sorcerer, Warlock, Wizard + You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. + A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. + + Source: Player's Handbook, p. 241 + 7d8+30 + + + Fire Bolt + 0 + EV + NO + + 120 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. + This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). + + Source: Player's Handbook, p. 242 + 1d10 + + + Fire Shield + 4 + EV + NO + + Self + V, S, M (a bit of phosphorous or a firefly) + 10 minutes + Fighter (Eldritch Knight), Warlock (Fiend), Wizard + Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it. + The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. + In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. + + Source: Player's Handbook, p. 242 + 2d8 + + + Fire Storm + 7 + EV + NO + + 150 feet + V, S + Instantaneous + Cleric, Druid, Sorcerer + A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to 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 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. + + Source: Player's Handbook, p. 242 + 7d10 + + + Fireball + 3 + EV + NO + + 150 feet + V, S, M (a tiny ball of bat guano and sulfur) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Warlock (Fiend), Wizard + A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius 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. + + Source: Player's Handbook, p. 241 + 8d6 + + + Fireball* + 3 + EV + NO + + 150 feet + V, S, M (a tiny ball of bat guano and sulfur) + Instantaneous + Cleric (Light) + A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius 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. + + Source: Player's Handbook, p. 241 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 8d6 + + Fist of Four Thunders + 1 + EV + NO + + Self (15-foot cube) + V, S, 2 ki points + Instantaneous + Monk (Way of the Four Elements) + You can spend 2 ki points to cast thunderwave. + + Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. + In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. + + Additional Ki Points: + When you cast this spell by spending 3 or more ki points, the damage increases by 1d8 for each ki point above 2.. + + Source: Player's Handbook, p. 81 + 1d8 + + + Fist of Unbroken Air + 1 + NO + + 30 feet + + Instantaneous + Monk (Way of the Four Elements) + You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 81 + 3d10 + + + Flame Arrows + 3 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Druid, Ranger, Sorcerer, Wizard + You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. + + + + Source: Xanathar's Guide to Everything, p. 156 + Elemental Evil Player's Companion, p. 18 + Princes of the Apocalypse, p. 236 + 1d6 + + + Flame Blade + 2 + EV + NO + + Self + V, S, M (leaf of sumac) + Concentration, up to 10 minutes + Druid + You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. + You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. + The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. + + Source: Player's Handbook, p. 242 + 3d6 + + + Flame Strike + 5 + EV + NO + + 60 feet + V, S, M (pinch of sulfur) + Instantaneous + Cleric, Warlock (Fiend), Warlock (Celestial) + A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. + + Source: Player's Handbook, p. 242 + 4d6+4d6 + + + Flame Strike* + 5 + EV + NO + + 60 feet + V, S, M (pinch of sulfur) + Instantaneous + Cleric (Light), Cleric (War), Paladin (Devotion) + A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. + + Source: Player's Handbook, p. 242 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 4d6+4d6 + + Flames of the Phoenix + 1 + EV + NO + + 150 feet + V, S, 4 ki points + Instantaneous + Monk (Way of the Four Elements) + Prerequisite: 11th level + You can spend 4 ki points to cast fireball. + + Fireball: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius 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. + + Source: Player's Handbook, p. 81 + 8d6 + + + Flaming Sphere + 2 + C + NO + + 60 feet + V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) + Concentration, up to 1 minute + Druid, Warlock (Celestial), Wizard + A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. + As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. + When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. + + Source: Player's Handbook, p. 242 + 2d6 + + + Flaming Sphere* + 2 + C + NO + + 60 feet + V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) + Concentration, up to 1 minute + Cleric (Light) + A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. + As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. + When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. + + Source: Player's Handbook, p. 242 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d6 + + Flesh to Stone + 6 + T + NO + + 60 feet + V, S, M (a pinch of lime, water, and earth) + Concentration, up to 1 minute + Warlock, Wizard + You attempt to turn one creature that you can see within range into stone. If the targets 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 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 243 + + + Fly + 3 + T + NO + + Touch + V, S, M (a wing feather from any bird) + Concentration, up to 10 minutes + Artificer, Sorcerer, Warlock, Wizard + You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. + + Source: Player's Handbook, p. 243 + + + Fog Cloud + 1 + C + NO + + 120 feet + V, S + Concentration, up to 1 hour + Druid, Ranger, Sorcerer, Wizard + You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. + + Source: Player's Handbook, p. 243 + + + Fog Cloud* + 1 + C + NO + + 120 feet + V, S + Concentration, up to 1 hour + Cleric (Tempest) + You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. + + Source: Player's Handbook, p. 243 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Forbiddance + 6 + A + YES + + Touch + V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) + 1 day + Cleric + You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of 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. + + Source: Player's Handbook, p. 243 + 5d10 + + + Forbiddance (Ritual Only) + 6 + A + YES + + Touch + V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) + 1 day + Ritual Caster + You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of 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. + + On spell lists: Cleric + + Source: Player's Handbook, p. 243 + 5d10 + + + Forcecage + 7 + EV + NO + + 100 feet + V, S, M (ruby dust worth 1,500 gp) + 1 hour + Bard, Warlock, Wizard + An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. + A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. + A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of 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. + + Source: Player's Handbook, p. 243 + + + Foresight + 9 + D + NO + + Touch + V, S, M (a hummingbird feather) + 8 hours + Bard, Druid, Warlock, Wizard + You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. + This spell immediately ends if you cast it again before its duration ends. + + Source: Player's Handbook, p. 244 + + + Freedom of Movement + 4 + A + NO + + Touch + V, S, M (a leather strap, bound around the arm or a similar appendage) + 1 hour + Bard, Cleric, Druid, Ranger + You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. + The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. + + Source: Player's Handbook, p. 244 + + + Freedom of Movement* + 4 + A + NO + + Touch + V, S, M (a leather strap, bound around the arm or a similar appendage) + 1 hour + Cleric (War), Druid (Arctic), Druid (Coast), Druid (Forest), Druid (Grassland), Druid (Swamp), Paladin (Devotion) + You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. + The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. + + Source: Player's Handbook, p. 244 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Friends + 0 + EN + NO + + Self + S, M + Concentration, up to 1 minute + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. + + Source: Player's Handbook, p. 244 + + + Frostbite + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 156 + Elemental Evil Player's Companion, p. 18 + Princes of the Apocalypse, p. 236 + 1d6 + + + Gaseous Form + 3 + T + NO + + Touch + V, S, M (a bit of gauze and a wisp of smoke) + Concentration, up to 1 hour + Artificer, Sorcerer, Warlock, Wizard + You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. + While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. + While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. + + Source: Player's Handbook, p. 244 + + + Gaseous Form* + 3 + T + NO + + Touch + V, S, M (a bit of gauze and a wisp of smoke) + Concentration, up to 1 hour + Druid (Underdark), Paladin (Treachery) + You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. + While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. + While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. + + Source: Player's Handbook, p. 244 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Gate + 9 + C + NO + + 60 feet + V, S, M (a diamond worth at least 5,000 gp) + Concentration, up to 1 minute + Cleric, Sorcerer, Wizard + You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. + The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. + Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. + When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. + + Source: Player's Handbook, p. 244 + + + Geas + 5 + EN + NO + + 60 feet + V + 30 days + Bard, Cleric, Druid, Paladin, Wizard + You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. + You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. + You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. + + At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 244 + + + Geas* + 5 + EN + NO + + 60 feet + V + 30 days + Paladin (Crown) + You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. + You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. + You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. + + At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 244 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Gentle Repose + 2 + N + YES + + Touch + V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + 10 days + Cleric, Wizard + You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. + The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. + + Source: Player's Handbook, p. 245 + + + Gentle Repose* + 2 + N + YES + + Touch + V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + 10 days + Cleric (Grave) + You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. + The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. + + Source: Player's Handbook, p. 245 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Gentle Repose (Ritual Only) + 2 + N + YES + + Touch + V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + 10 days + Ritual Caster + You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. + The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. + + On spell lists: Cleric, Wizard + + Source: Player's Handbook, p. 245 + + + Giant Growth + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. + + Psychic Focus: While focused on this discipline, your reach increases by 5 feet. + + Ogre Form: (2 psi; conc., 1 min.) As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. + + Giant Form: (7 psi; conc., 1 min.) As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Giant Insect + 4 + T + NO + + 30 feet + V, S + Concentration, up to 10 minutes + Druid, Ranger (Primeval Guardian) + You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. + Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM 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 DM 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. + + Source: Player's Handbook, p. 245 + + + Glibness + 8 + T + NO + + Self + V + 1 hour + Bard, Warlock + Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. + + Source: Player's Handbook, p. 245 + + + Globe of Invulnerability + 6 + A + NO + + Self (10-foot radius) + V, S, M (a glass or crystal bead that shatters when the spell ends) + Concentration, up to 1 minute + Sorcerer, Wizard + An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. + Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. + + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. + + Source: Player's Handbook, p. 245 + + + Glyph of Warding + 3 + A + NO + + Touch + V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) + Until dispelled or triggered + Artificer, Bard, Cleric, Fighter (Eldritch Knight), Wizard + When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on 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. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 aura 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. + + Source: Player's Handbook, p. 245 + 5d8 + + + Goading Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. + + Source: Player's Handbook, p. 74 + + + Gong of the Summit + 1 + EV + NO + + 60 feet + V, S, 3 ki points + Instantaneous + Monk (Way of the Four Elements) + Prerequisite: 6th level + You can spend 3 ki points to cast shatter. + + Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. + A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. + + Additional Ki Points: When you cast this spell using 4 or more ki points, the damage increases by 1d8 for each ki point above 3. + + Source: Player's Handbook, p. 81 + 3d8 + + + Goodberry + 1 + T + NO + + Touch + V, S, M (a sprig of mistletoe) + Instantaneous + Druid, Ranger + Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. + The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. + + Source: Player's Handbook, p. 246 + + + Grasping Arrow + 1 + C + NO + + + + + Fighter (Arcane Archer) + When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. + The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Grasping Vine + 4 + C + NO + + 30 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. + Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. + + Source: Player's Handbook, p. 246 + + + Grasping Vine* + 4 + C + NO + + 30 feet + V, S + Concentration, up to 1 minute + Cleric (Nature) + You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. + Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. + + Source: Player's Handbook, p. 246 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Grease + 1 + C + NO + + 60 feet + V, S, M (a bit of pork rind or butter) + 1 minute + Wizard + Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. + When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 246 + + + Greater Invisibility + 4 + I + NO + + Touch + V, S + Concentration, up to 1 minute + Bard, Ranger (Gloom Stalker), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), Wizard + You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 246 + + + Greater Invisibility* + 4 + I + NO + + Touch + V, S + Concentration, up to 1 minute + Druid (Underdark), Paladin (Treachery) + You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 246 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Greater Restoration + 5 + A + NO + + Touch + V, S, M (diamond dust worth 100 gp, which the spell consumes) + Instantaneous + Bard, Cleric, Druid, Warlock (Celestial) + You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: + • One effect that charmed or petrified the target + • One effect that charmed or petrified the target + • One curse, including the target's attunement to a cursed magic item + • Any reduction to one of the target's ability scores + • One effect reducing the target's hit point maximum + + Source: Player's Handbook, p. 246 + + + Greenflame Blade + 0 + EV + NO + + 5 feet + V, M (a weapon) + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + As part of casting this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. + This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the secondary creature increases to 1d8+your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. + + Source: Sword Coast Adventurer's Guide, p. 143 + SPELL + + + Guardian of Faith + 4 + C + NO + + 30 feet + V + 8 hours + Cleric, Warlock (Celestial) + A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. + Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. + + Source: Player's Handbook, p. 246 + + + Guardian of Faith* + 4 + C + NO + + 30 feet + V + 8 hours + Cleric (Life), Cleric (Light), Cleric (Protection), Paladin (Crown), Paladin (Devotion) + A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. + Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. + + Source: Player's Handbook, p. 246 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Guardian of Nature + 4 + T + NO + + Self + V + Concentration, up to 1 minute + Druid, Ranger + A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. + + Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits: + + •Your walking speed increases by 10 feet. + You gain darkvision with a range of 120 feet. + •You make Strength-based attack rolls with advantage. + •Your melee weapon attacks deal an extra 1d6 force damage on a hit. + + Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: + + •You gain 10 temporary hit points. + •You make Constitution saving throws with advantage. + •You make Dexterity- and Wisdom-based attack rolls with advantage. + •While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. + + Source: Xanathar's Guide to Everything, p. 157 + + + Guards and Wards + 6 + A + NO + + Touch + V, 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 hours + Bard, Wizard + You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. + When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. + Guards and wards creates the following effects within the warded area. + Corridors: Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. + Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. + Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. + Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold. + • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. + • Place magic mouth in two locations. + • Place stinking cloud in two locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts. + • Place a constant gust of wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. + The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. + You can create a permanently guarded and warded structure by casting this spell there every day for one year. + + Source: Player's Handbook, p. 248 + + + Guidance + 0 + D + NO + + Touch + V, S + Concentration, up to 1 minute + Cleric, Druid + You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. + + Source: Player's Handbook, p. 248 + 1d4 + + + Guiding Bolt + 1 + EV + NO + + 120 feet + V, S + 1 round + Cleric, Warlock (Celestial) + A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Source: Player's Handbook, p. 248 + 4d6 + + + Guiding Hand + 1 + D + YES + + 5 feet + V, S + Concentration, up to 8 hours + Bard, Cleric, Druid, Wizard + You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. + When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. + Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. + If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. + + Source: Unearthed Arcana: Starter Spells, p. 3 + + + Guiding Hand (Ritual Only) + 1 + D + YES + + 5 feet + V, S + Concentration, up to 8 hours + Ritual Caster + You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. + When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. + Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. + If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. + + On spell lists: + + Source: Unearthed Arcana: Starter Spells, p. 3 + + + Gust + 0 + T + NO + + 30 feet + V, S + Instantaneous + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You seize the air and compel it to create one of the following effects at a point you can see within range: + + •One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. + •You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. + •You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. + + Source: Xanathar's Guide to Everything, p. 157 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 236 + + + Gust of Wind + 2 + EV + NO + + Self (60-foot line) + V, S, M (a legume seed) + Concentration, up to 1 minute + Fighter (Eldritch Knight), Druid, Sorcerer, Wizard + A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. + Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. + The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. + As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. + + Source: Player's Handbook, p. 248 + + + Gust of Wind* + 2 + EV + NO + + Self (60-foot line) + V, S, M (a legume seed) + Concentration, up to 1 minute + Cleric (Tempest) + A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. + Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. + The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. + As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. + + Source: Player's Handbook, p. 248 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Hail of Thorns + 1 + C + NO + + Self + V + Concentration, up to 1 minute + Ranger + The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). + + Source: Player's Handbook, p. 249 + 1d10 + + + Hallow + 5 + EV + NO + + Touch + V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) + Until dispelled + Cleric, Warlock (Fiend) + You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. + First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. + Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. 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 ores 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. + + Source: Player's Handbook, p. 249 + + + Hallucinatory Terrain + 4 + I + NO + + 300 feet + V, S, M (a stone, a twig, and a bit of green plant) + 24 hours + Rogue (Arcane Trickster), Bard, Druid, Warlock, Wizard + You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. + The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. + + Source: Player's Handbook, p. 249 + + + Hallucinatory Terrain* + 4 + I + NO + + 300 feet + V, S, M (a stone, a twig, and a bit of green plant) + 24 hours + Druid (Desert) + You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. + The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. + + Source: Player's Handbook, p. 249 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Hand of Radiance + 0 + EV + NO + + Self (5-foot radius) + V, S + Instantaneous + Cleric + You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage. + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8). + + Source: Unearthed Arcana: Starter Spells, p. 3 + 1d6 + + + Harm + 6 + N + NO + + 60 feet + V, S + Instantaneous + Cleric + You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. + + Source: Player's Handbook, p. 249 + 14d6 + + + Haste + 3 + T + NO + + 30 feet + V, S, M (a shaving of licorice root) + Concentration, up to 1 minute + Artificer, Sorcerer, Wizard + Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. + When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. + + Source: Player's Handbook, p. 250 + + + Haste* + 3 + T + NO + + 30 feet + V, S, M (a shaving of licorice root) + Concentration, up to 1 minute + Druid (Grassland), Paladin (Treachery), Paladin (Vengeance) + Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. + When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. + + Source: Player's Handbook, p. 250 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Heal + 6 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric, Druid + Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The 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. + + Source: Player's Handbook, p. 250 + + + Healing Elixir + 1 + C + NO + + Self + V, S, M (alchemist’s supplies) + 24 hours + Warlock, Wizard + You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. + As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points. + + Source: Unearthed Arcana: Starter Spells, p. 3 + 2d4+2 + + + Healing Spirit + 2 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). + + Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. + + As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 157 + + + Healing Word + 1 + EV + NO + + 60 feet + V + Instantaneous + Bard, Cleric, Druid + A creature of your choice that you can see within range regains hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. + + Source: Player's Handbook, p. 250 + 1d4+SPELL + + + Heat Metal + 2 + T + NO + + 60 feet + V, S, M (a piece of iron and a flame) + Concentration, up to 1 minute + Bard, Druid + Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. + If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd. + + Source: Player's Handbook, p. 250 + 2d8 + + + Heat Metal* + 2 + T + NO + + 60 feet + V, S, M (a piece of iron and a flame) + Concentration, up to 1 minute + Cleric (Forge) + Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. + If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd. + + Source: Player's Handbook, p. 250 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d8 + + Hellish Rebuke + 1 + EV + NO + + 60 feet + V, S + Instantaneous + Warlock + You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. + + Source: Player's Handbook, p. 250 + 2d10 + + + Hellish Rebuke* + 1 + EV + NO + + 60 feet + V, S + Instantaneous + Paladin (Oathbreaker) + You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. + + Source: Player's Handbook, p. 250 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d10 + + Heroes' Feast + 6 + C + NO + + 30 feet + V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) + Instantaneous + Cleric, Druid + You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. + A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. + + Source: Player's Handbook, p. 250 + 2d10 + + + Heroism + 1 + EN + NO + + Touch + V, S + Concentration, up to 1 minute + Bard, Paladin + A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 250 + + + Heroism* + 1 + EN + NO + + Touch + V, S + Concentration, up to 1 minute + Cleric (Order) + A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 250 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Hex + 1 + EN + NO + + 90 feet + V, S, M (the petrified eye of a newt) + Concentration, up to 1 hour + Warlock + You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. + 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 curse a new creature. + A remove curse cast on the target ends this spell early. + + 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. + + Source: Player's Handbook, p. 251 + 1d6 + + + Hold Monster + 5 + EN + NO + + 90 feet + V, S, M (a small, straight piece of iron) + Concentration, up to 1 minute + Bard, Ranger (Monster Slayer), Sorcerer, Warlock, Wizard + Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 251 + + + Hold Monster* + 5 + EN + NO + + 90 feet + V, S, M (a small, straight piece of iron) + Concentration, up to 1 minute + Cleric (War), Paladin (Redemption), Paladin (Vengeance) + Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 251 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Hold Person + 2 + EN + NO + + 60 feet + V, S, M (a small, straight piece of iron) + Concentration, up to 1 minute + Rogue (Arcane Trickster), Bard, Cleric, Druid, Sorcerer, Warlock, Wizard + Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 251 + + + Hold Person* + 2 + EN + NO + + 60 feet + V, S, M (a small, straight piece of iron) + Concentration, up to 1 minute + Cleric (Order), Druid (Arctic), Paladin (Conquest), Paladin (Redemption), Paladin (Vengeance) + Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 251 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Holy Aura + 8 + A + NO + + Self + V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) + Concentration, up to 1 minute + Cleric + Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Player's Handbook, p. 251 + + + Holy Weapon + 5 + EV + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric, Paladin + You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. + + As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 157 + + + Hunger of Hadar + 3 + C + NO + + 150 feet + V, S, M (a pickled octopus tentacle) + Concentration, up to 1 minute + Warlock + You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. + The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Player's Handbook, p. 251 + 2d6 + + + Hunter's Mark + 1 + D + NO + + 90 feet + V + Concentration, up to 1 hour + Ranger + You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. + + At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. + + Source: Player's Handbook, p. 251 + 1d6 + + + Hunter's Mark* + 1 + D + NO + + 90 feet + V + Concentration, up to 1 hour + Paladin (Vengeance) + You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. + + At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. + + Source: Player's Handbook, p. 251 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d6 + + Hypnotic Pattern + 3 + I + NO + + 120 feet + S, M (a glowing stick o f incense or a crystal vial filled with phosphorescent material) + Concentration, up to 1 minute + Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. + The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 252 + + + Hypnotic Pattern* + 3 + I + NO + + 120 feet + S, M (a glowing stick o f incense or a crystal vial filled with phosphorescent material) + Concentration, up to 1 minute + Paladin (Redemption) + You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. + The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 252 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Ice Knife + 1 + C + NO + + 60 feet + S, M (a drop of water or a piece of ice) + Instantaneous + Druid, Sorcerer, Wizard + You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. + + + + Source: Xanathar's Guide to Everything, p. 157 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 1d10 + 2d6 + + + Ice Storm + 4 + EV + NO + + 300 feet + V, S, M (a pinch of dust and a few drops of water) + Instantaneous + Fighter (Eldritch Knight), Druid, Sorcerer, Warlock (Raven Queen), Wizard + A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. + Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. + + Source: Player's Handbook, p. 252 + 2d8+4d6 + + + Ice Storm* + 4 + EV + NO + + 300 feet + V, S, M (a pinch of dust and a few drops of water) + Instantaneous + Cleric (Tempest), Druid (Arctic), Paladin (Ancients) + A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. + Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. + + Source: Player's Handbook, p. 252 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d8+4d6 + + Identify + 1 + D + YES + + Touch + V, S, M (a pearl worth at least 100 gp and an owl feather) + Instantaneous + Artificer, Bard, Wizard + You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. + If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. + + Source: Player's Handbook, p. 252 + + + Identify* + 1 + D + YES + + Touch + V, S, M (a pearl worth at least 100 gp and an owl feather) + Instantaneous + Cleric (Forge), Cleric (Knowledge) + You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. + If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. + + Source: Player's Handbook, p. 252 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Identify (Ritual Only) + 1 + D + YES + + Touch + V, S, M (a pearl worth at least 100 gp and an owl feather) + Instantaneous + Ritual Caster + You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. + If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. + + On spell lists: Bard, Wizard + + Source: Player's Handbook, p. 252 + + + Illusory Dragon + 8 + I + NO + + 120 feet + S + Concentration, up to 1 minute + Wizard + By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. + + When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. + + As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. + + The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath. + + Source: Xanathar's Guide to Everything, p. 157 + + + Illusory Script + 1 + I + YES + + Touch + S, M (a lead-based ink worth at least 10 gp, which the spell consumes) + 10 days + Rogue (Arcane Trickster), Bard, Warlock, Wizard + You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. + To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. + Should the spell be dispelled, the original script and the illusion both disappear. + A creature with truesight can read the hidden message. + + Source: Player's Handbook, p. 252 + + + Illusory Script (Ritual Only) + 1 + I + YES + + Touch + S, M (a lead-based ink worth at least 10 gp, which the spell consumes) + 10 days + Ritual Caster + You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. + To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. + Should the spell be dispelled, the original script and the illusion both disappear. + A creature with truesight can read the hidden message. + + On spell lists: Rogue (Arcane Trickster), Bard, Warlock, Wizard + + Source: Player's Handbook, p. 252 + + + Immolation + 5 + EV + NO + + 90 feet + V + Concentration, up to 1 minute + Sorcerer, Wizard + Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. + + If damage from this spell kills a target, the target is turned to ash. + + + + Source: Xanathar's Guide to Everything, p. 158 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 7d6 + 3d6 + + + Imprisonment + 9 + A + NO + + 30 feet + V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) + Until dispelled + Warlock, Wizard + You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. + When you cast the spell, you choose one of the following forms of imprisonment. + Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. + The special component for this version of the spell is a small 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 DM 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 252 + + + Incendiary Cloud + 8 + C + NO + + 150 feet + V, S + Concentration, up to 1 minute + Sorcerer, Wizard + A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. + When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. + The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. + + Source: Player's Handbook, p. 253 + 10d8 + + + Infernal Calling + 5 + C + NO + + 90 feet + V, S, M (a ruby worth at least 999 gp) + Concentration, up to 1 hour + Warlock, Wizard + Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. + + The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. + + On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. + + If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. + + If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. + + 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. + + Source: Xanathar's Guide to Everything, p. 158 + + + Infestation + 0 + C + NO + + 30 feet + V, S, M (a living flea) + Instantaneous + Druid, Sorcerer, Warlock, Wizard + You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 158 + 1d6 + 1d8 + + + Inflict Wounds + 1 + N + NO + + Touch + V, S + Instantaneous + Cleric + Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. + + Source: Player's Handbook, p. 253 + 3d10 + + + Inflict Wounds* + 1 + N + NO + + Touch + V, S + Instantaneous + Paladin (Oathbreaker) + Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. + + Source: Player's Handbook, p. 253 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d10 + + Insect Plague + 5 + C + NO + + 300 feet + V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) + Concentration, up to 10 minutes + Cleric, Druid, Ranger (Primeval Guardian), Sorcerer + Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. + When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. + + Source: Player's Handbook, p. 254 + 4d10 + + + Insect Plague* + 5 + C + NO + + 300 feet + V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) + Concentration, up to 10 minutes + Cleric (Nature), Cleric (Tempest), Druid (Desert), Druid (Grassland), Druid (Swamp), Druid (Underdark) + Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. + When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. + + Source: Player's Handbook, p. 254 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 4d10 + + Intellect Fortress + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents. + + Psychic Focus: While focused on this discipline, you gain resistance to psychic damage. + + Psychic Backlash: (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. + + Psychic Parry: (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. + + Psychic Redoubt: (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Investiture of Flame + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: + + •You are immune to fire damage and have resistance to cold damage. + + • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. + + • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. + + Source: Xanathar's Guide to Everything, p. 158 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 1d10 + 4d8 + + + Investiture of Ice + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, ice rimes your body, and you gain the following benefits: + + • You are immune to cold damage and have resistance to fire damage. + + • You can move across difficult terrain created by ice or snow without spending extra movement. + + • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. + + • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. + + Source: Xanathar's Guide to Everything, p. 159 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + 4d6 + + + Investiture of Stone + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, bits of rock spread across your body, and you gain the following benefits: + + • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. + + • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Xanathar's Guide to Everything, p. 159 + Elemental Evil Player's Companion, p. 19 + Princes of the Apocalypse, p. 237 + + + Investiture of Wind + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, wind whirls around you, and you gain the following benefits: + + • Ranged weapon attacks made against you have disadvantage on the attack roll. + + • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. + + • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. + + Source: Xanathar's Guide to Everything, p. 160 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 2d10 + + + Invisibility + 2 + I + NO + + Touch + V, S, M (an eyelash encased in gum arabic) + Concentration, up to 1 hour + Artificer, Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 254 + + + Invisibility* + 2 + I + NO + + Touch + V, S, M (an eyelash encased in gum arabic) + Concentration, up to 1 hour + Druid (Grassland), Paladin (Treachery) + A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 254 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Invulnerability + 9 + A + NO + + Self + V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes) + Concentration, up to 10 minutes + Wizard + You are immune to all damage until the spell ends. + + Source: Xanathar's Guide to Everything, p. 160 + + + Iron Durability + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. + + Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. + + Iron Hide: (1–7 psi) As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. + + Steel Hide: (2 psi) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. + + Iron Resistance: (7 psi; conc., 1 hr.) As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Jump + 1 + T + NO + + Touch + V, S, M (a grasshopper's hind leg) + 1 minute + Artificer, Druid, Ranger, Sorcerer, Wizard, Warlock (Seeker) + You touch a creature. The creature's jump distance is tripled until the spell ends. + + Source: Player's Handbook, p. 254 + + + Knock + 2 + T + NO + + 60 feet + V + Instantaneous + Bard, Sorcerer, Wizard + Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. + A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. + If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. + When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. + + Source: Player's Handbook, p. 254 + + + Legend Lore + 5 + D + NO + + Self + V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) + Instantaneous + Bard, Cleric, Warlock (Undying), Wizard, Warlock (Seeker) + Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. + The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic 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. + + Source: Player's Handbook, p. 254 + + + Legend Lore* + 5 + D + NO + + Self + V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) + Instantaneous + Cleric (Knowledge) + Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. + The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic 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. + + Source: Player's Handbook, p. 254 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Leomund's Secret Chest + 4 + C + NO + + Touch + V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) + Instantaneous + Artificer, Wizard + You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). + While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. + After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. + + Source: Player's Handbook, p. 254 + + + Leomund's Secret Chest* + 4 + C + NO + + Touch + V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) + Instantaneous + Cleric (Arcana) + You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). + While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. + After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. + + Source: Player's Handbook, p. 254 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Leomund's Tiny Hut + 3 + EV + YES + + Self (10-foot-radius hemisphere) + V, S, M (a small crystal bead) + 8 hours + Fighter (Eldritch Knight), Bard, Wizard + A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. + Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. + Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. + + Source: Player's Handbook, p. 255 + + + Leomund's Tiny Hut (Ritual Only) + 3 + EV + YES + + Self (10-foot-radius hemisphere) + V, S, M (a small crystal bead) + 8 hours + Ritual Caster + A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. + Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. + Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. + + On spell lists: Fighter (Eldritch Knight), Bard, Wizard + + Source: Player's Handbook, p. 255 + + + Lesser Restoration + 2 + A + NO + + Touch + V, S + Instantaneous + Artificer, Bard, Cleric, Druid, Paladin, Ranger + You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. + + Source: Player's Handbook, p. 255 + + + Lesser Restoration* + 2 + A + NO + + Touch + V, S + Instantaneous + Cleric (Life), Paladin (Devotion) + You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. + + Source: Player's Handbook, p. 255 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Levitate + 2 + T + NO + + 60 feet + V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) + Concentration, up to 10 minutes + Artificer, Sorcerer, Wizard, Warlock (Seeker) + One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. + The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. + When the spell ends, the target floats gently to the ground if it is still aloft. + + Source: Player's Handbook, p. 255 + + + Life Transference + 3 + N + NO + + 30 feet + V, S + Instantaneous + Cleric, Wizard + You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. + + 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. + + Source: Xanathar's Guide to Everything, p. 160 + + + Light + 0 + EV + NO + + Touch + V, M (a firefly or phosphorescent moss) + 1 hour + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Sorcerer, Wizard + You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. + If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. + + Source: Player's Handbook, p. 255 + + + Light Step + 0 + NO + + Self + None + 1 turn + Mystic + As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Lightning Arrow + 3 + T + NO + + Self + V, S + Concentration, up to 1 minute + Ranger + The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage. + Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. + The piece of ammunition or weapon then returns to its normal form. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. + + Source: Player's Handbook, p. 255 + 4d8 + + + Lightning Bolt + 3 + EV + NO + + Self (100-foot line) + V, S, M (a bit of fur and a rod of amber, crystal, or glass) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + A stroke of lightning forming a line of 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 above 3rd. + + Source: Player's Handbook, p. 255 + 8d6 + + + Lightning Bolt* + 3 + EV + NO + + Self (100-foot line) + V, S, M (a bit of fur and a rod of amber, crystal, or glass) + Instantaneous + Druid (Mountain) + A stroke of lightning forming a line of 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 above 3rd. + + Source: Player's Handbook, p. 255 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 8d6 + + Lightning Lure + 0 + EV + NO + + 15 feet + V + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. + This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Sword Coast Adventurer's Guide, p. 143 + 1d8 + + + Locate Animals or Plants + 2 + D + YES + + Self + V, S, M (a bit of fur from a bloodhound) + Instantaneous + Bard, Druid, Ranger + Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. + + Source: Player's Handbook, p. 256 + + + Locate Animals or Plants (Ritual Only) + 2 + D + YES + + Self + V, S, M (a bit of fur from a bloodhound) + Instantaneous + Ritual Caster + Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. + + On spell lists: Bard, Druid, Ranger + + Source: Player's Handbook, p. 256 + + + Locate Creature + 4 + D + NO + + Self + V, S, M (a bit of fur from a bloodhound) + Concentration, up to 1 hour + Bard, Cleric, Druid, Paladin, Ranger, Wizard, Warlock (Raven Queen), Warlock (Seeker) + Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. + The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. + This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. + + Source: Player's Handbook, p. 256 + + + Locate Creature* + 4 + D + NO + + Self + V, S, M (a bit of fur from a bloodhound) + Concentration, up to 1 hour + Cleric (Order), Druid (Swamp) + Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. + The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. + This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. + + Source: Player's Handbook, p. 256 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Locate Object + 2 + D + NO + + Self + V, S, M (a forked twig) + Concentration, up to 10 minutes + Bard, Cleric, Druid, Paladin, Ranger, Wizard, Warlock (Seeker) + Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. + The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. + This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. + + Source: Player's Handbook, p. 256 + + + Longstrider + 1 + T + NO + + Touch + V, S, M (a pinch of dirt) + 1 hour + Artificer, Bard, Druid, Ranger, Wizard + You touch a creature. The target's speed increases by 10 feet until the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. + + Source: Player's Handbook, p. 256 + + + Lunging Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. + + Source: Player's Handbook, p. 74 + + + Maddening Darkness + 8 + EV + NO + + 150 feet + V, M (a drop of pitch mixed with a drop of mercury) + Concentration, up to 10 minutes + Warlock, Wizard + Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. + + Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. + + Source: Xanathar's Guide to Everything, p. 160 + + + Maelstrom + 5 + EV + NO + + 120 feet + V, S, M (paper or leaf in the shape of a funnel) + Concentration, up to 1 minute + Druid + A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. + + Source: Xanathar's Guide to Everything, p. 160 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 6d6 + + + Mage Armor + 1 + A + NO + + Touch + V, S, M (a piece of cured leather) + 8 hours + Fighter (Eldritch Knight), Sorcerer, Wizard + You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13+its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action. + + Source: Player's Handbook, p. 256 + + + Mage Hand + 0 + C + NO + + 30 feet + V, S + 1 minute + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. + You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. + The hand can't attack, activate magical items, or carry more than 10 pounds. + + Source: Player's Handbook, p. 256 + + + Magic Circle + 3 + A + NO + + 10 feet + V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) + 1 hour + Fighter (Eldritch Knight), Cleric, Paladin, Ranger (Monster Slayer), Warlock, Wizard + You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. + Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: + • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or 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. + + Source: Player's Handbook, p. 256 + + + Magic Circle* + 3 + A + NO + + 10 feet + V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) + 1 hour + Cleric (Arcana) + You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. + Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: + • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or 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. + + Source: Player's Handbook, p. 256 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Magic Jar + 6 + N + NO + + Self + V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) + Until dispelled + Wizard + Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. + You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells 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 feature. 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. + + Source: Player's Handbook, p. 257 + + + Magic Missile + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. + + Source: Player's Handbook, p. 257 + (1d4+1)+(1d4+1)+(1d4+1) + + + Magic Missile* + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Cleric (Arcana) + You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. + + Source: Player's Handbook, p. 257 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + (1d4+1)+(1d4+1)+(1d4+1) + + Magic Mouth + 2 + I + YES + + 30 feet + V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) + Until dispelled + Rogue (Arcane Trickster), Bard, Wizard + You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. + When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that 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 repeats 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. + + Source: Player's Handbook, p. 257 + + + Magic Mouth (Ritual Only) + 2 + I + YES + + 30 feet + V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) + Until dispelled + Ritual Caster + You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. + When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that 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 repeats 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. + + On spell lists: Rogue (Arcane Trickster), Bard, Wizard + + Source: Player's Handbook, p. 257 + + + Magic Stone + 0 + T + NO + + Touch + V, S + 1 minute + Druid, Warlock + You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. + + If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. + + + + Source: Xanathar's Guide to Everything, p. 160 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 1d6+SPELL + + + Magic Weapon + 2 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Artificer, Paladin, Sorcerer (Stone Sorcery), Wizard + You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. + + Source: Player's Handbook, p. 257 + + + Magic Weapon* + 2 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric (Arcana), Cleric (Forge), Cleric (War) + You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. + + Source: Player's Handbook, p. 257 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Major Image + 3 + I + NO + + 120 feet + V, S, M (a bit of fleece) + Concentration, up to 10 minutes + Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). + As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. + + Source: Player's Handbook, p. 258 + + + Maneuvering Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. + + Source: Player's Handbook, p. 74 + + + Mantle of Awe + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. + + Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). + + Charming Presence: (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. + Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. + + Center of Attention: (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. + + Invoke Awe: (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Mantle of Command + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You exert an aura of trust and authority, enhancing the coordination among your allies. + + Psychic Focus: While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. + + Coordinated Movement: (2 psi) As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. + + Commander’s Sight: (2 psi; conc., 1 rnd.) As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. + + Command to Strike: (3 psi) As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. + + Strategic Mind: (5 psi; conc., 1 min.) As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. + + Overwhelming Attack: (7 psi) As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Mantle of Courage + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You focus your mind on courage, radiating confidence and bravado to your allies. + + Psychic Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. + + Incite Courage: (2 psi) As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. + + Aura of Victory: (1–7 psi; conc., 10 min.) As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. + + Pillar of Confidence: (6 psi; conc., 1 rnd.) As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Fear + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. + + Incite Fear: (2 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. + + Unsettling Aura: (3 psi; conc., 1 hr.) As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. + + Incite Panic: (5 psi; conc., 1 min.) As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Fury + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. + + Psychic Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. + + Incite Fury: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. + + Mindless Charge: (2 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. + + Aura of Bloodletting: (3 psi; conc., 1 min.) As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. + + Overwhelming Fury: (5 psi; conc., 1 min.) As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Joy + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks. + + Soothing Presence: (1–7 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. + + Comforting Aura: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. + + Aura of Jubilation: (3 psi; conc., 1 min.) As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. + + Beacon of Recovery: (5 psi) As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mass Cure Wounds + 5 + EV + NO + + 60 feet + V, S + Instantaneous + Bard, Cleric, Druid + A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. + + Source: Player's Handbook, p. 258 + 3d8+SPELL + + + Mass Cure Wounds* + 5 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric (Life) + A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. + + Source: Player's Handbook, p. 258 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d8+SPELL + + Mass Heal + 9 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric + A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. + + Source: Player's Handbook, p. 258 + + + Mass Healing Word + 3 + EV + NO + + 60 feet + V + Instantaneous + Cleric + As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. + + Source: Player's Handbook, p. 258 + 1d4+SPELL + + + Mass Healing Word* + 3 + EV + NO + + 60 feet + V + Instantaneous + Cleric (Order) + As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. + + Source: Player's Handbook, p. 258 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d4+SPELL + + Mass Polymorph + 9 + T + NO + + 120 feet + V, S, M (a caterpillar cocoon) + Concentration, up to 1 hour + Bard, Sorcerer, Wizard + You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. + + Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s 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 chosen beast, but the target retains its hit points, alignment, and personality. + + Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. + + The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. + + The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. + + Source: Xanathar's Guide to Everything, p. 160 + + + Mass Suggestion + 6 + EN + NO + + 60 feet + V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + 24 hours + Bard, Sorcerer, Warlock, Wizard + You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. + Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends w hen 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. + + Source: Player's Handbook, p. 258 + + + Mastery of Air + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You become one with the power of elemental air. + + Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. + + Wind Step: (1–7 psi) As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. + + Wind Stream: (1–7 psi) As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. + + Cloak of Air: (3 psi; conc., 10 min.) As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. + + Wind Form: (5 psi; conc., 10 min.) As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. + + Misty Form: (6 psi; conc., 1 min.) As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing. + + Animate Air: (7 psi; conc., 1 hr.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Fire + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You align your mind with the energy of elemental fire. + + Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. + + Combustion: (1–7 psi; conc., 1 min.) As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. + + Rolling Flame: (3 psi; conc., 1 min.) As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. + + Detonation: (5 psi) As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. + + Fire Form: (5 psi; conc., 1 min.) As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. + + Animate Fire: (7 psi; conc., 1 hr.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Force + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. + + Psychic Focus: While focused on this discipline, you have advantage on Strength checks. + + Push: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. + + Move: (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. + As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. + + Psi — Weight — Damage + 2 — 25 lbs. — 2d6 + 3 — 50 lbs. — 4d6 + 5 — 250 lbs. — 6d6 + 6 — 500 lbs. — 7d6 + 7 — 1,000 lbs. — 8d6 + + Inertial Armor: (2 psi) As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. + + Telekinetic Barrier: (3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. + + Grasp: (3 psi; conc., 1 min.) You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. + The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. + While a target is grappled in this manner, you create one of the following effects as an action: + + Crush: (1–7 psi) The target takes 1d6 bludgeoning damage per psi point spent. + + Move: (1–7 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Source: Unearthed Arcana: The Mystic Class, p. 18 + + + Mastery of Ice + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You master the power of ice, shaping it to meet you demands. + + Psychic Focus: While focused on this discipline, you have resistance to cold damage. + + Ice Spike: (1–7 psi) As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. + + Ice Sheet: (2 psi) As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. + + Frozen Sanctuary: (3 psi) As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. + + Frozen Rain: (5 psi; conc., 1 min.) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. + As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. + You can increase this effect’s damage by 1d6 per each additional psi point spent on it. + + Ice Barrier: (6 psi; conc., 10 min.) As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Light and Darkness + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You claim dominion over light and darkness with your mind. + + Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. + + Darkness: (1–7 psi) As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. + + Light: (2 psi; conc., 1 min.) As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. + + Shadow Beasts: (3 psi; conc., 1 min.) As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. + + Radiant Beam: (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + You can increase this effect’s damage by 1d6 per each additional psi point spent on it. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Water + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. + + Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. + + Desiccate: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. + + Watery Grasp: (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Water Whip: (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Water Breathing: (5 psi) As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. + + Water Sphere: (6 psi; conc., 1 min.) As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. + + Animate Water: (7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Weather + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. + + Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage. + + Cloud Steps: (1–7 psi; conc., 10 min.) As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. + + Hungry Lightning: (1–7 psi) As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. + + Wall of Clouds: (2 psi; conc., 10 min.) As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. + + Whirlwind: (2 psi) As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. + + Lightning Leap: (5 psi) As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. + You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Wall of Thunder: (6 psi; conc., 10 min.) As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. + + Thunder Clap: (7 psi) As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 20 + + + Mastery of Wood and Earth + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You attune your mind to seize control of wood and earth. + + Psychic Focus: While focused on this discipline, you have a +1 bonus to AC. + + Animate Weapon: (1–7 psi) As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks. + + Warp Weapon: (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn. + + Warp Armor: (3 psi) As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn. + + Wall of Wood: (3 psi; conc., 1 hr.) As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. + + Armored Form: (6 psi; conc., 1 min.) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. + + Animate Earth: (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Source: Unearthed Arcana: The Mystic Class, p. 21 + + + Maximilian’s Earthen Grasp + 2 + T + NO + + 30 feet + V, S, M (a miniature hand sculpted from clay) + Concentration, up to 1 minute + Sorcerer, Wizard + You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. + + As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. + + To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. + + As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 161 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 2d6 + + + Maze + 8 + C + NO + + 60 feet + V, S + Concentration, up to 10 minutes + Wizard + You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. + The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or 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. + + Source: Player's Handbook, p. 258 + + + Meld into Stone + 3 + T + YES + + Touch + V, S + 8 hours + Cleric, Druid + You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. + While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. + Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 259 + + + Meld into Stone* + 3 + T + YES + + Touch + V, S + 8 hours + Druid (Mountain) + You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. + While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. + Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 259 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Meld into Stone (Ritual Only) + 3 + T + YES + + Touch + V, S + 8 hours + Ritual Caster + You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. + While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. + Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + On spell lists: Cleric, Druid + + Source: Player's Handbook, p. 259 + + + Melf's Acid Arrow + 2 + EV + NO + + 90 feet + V, S, M (powdered rhubarb leaf and an adder's stomach) + Instantaneous + Fighter (Eldritch Knight), Wizard + A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. + + 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. + + Source: Player's Handbook, p. 259 + 4d4 + 2d4 + + + Melf's Acid Arrow* + 2 + EV + NO + + 90 feet + V, S, M (powdered rhubarb leaf and an adder's stomach) + Instantaneous + Druid (Swamp) + A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. + + 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. + + Source: Player's Handbook, p. 259 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 4d4 + 2d4 + + Melf’s Minute Meteors + 3 + EV + NO + + Self + V, S, M (niter, sulfur, and pine tar formed into a bead) + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Sorcerer, Wizard + You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 161 + Elemental Evil Player's Companion, p. 20 + Princes of the Apocalypse, p. 238 + 2d6 + + + Menacing Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 74 + + + Mending + 0 + T + NO + + Touch + V, S, M (two lodestones) + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Druid, Sorcerer, Wizard + This spell repairs a single break or tear in an object you touch, such as 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. + + Source: Player's Handbook, p. 259 + + + Mental Prison + 6 + I + NO + + 60 feet + S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. + + + + Source: Xanathar's Guide to Everything, p. 161 + + + Message + 0 + T + NO + + 120 feet + V, S, M (a short piece of copper wire) + 1 round + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Wizard + You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. + You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. + + Source: Player's Handbook, p. 259 + + + Meteor Swarm + 9 + EV + NO + + 1 mile + V, S + Instantaneous + Sorcerer, Wizard + Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. + The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. + + Source: Player's Handbook, p. 259 + 20d6+20d6 + + + Mighty Fortress + 8 + C + NO + + 1 mile + V, S, M (a diamond worth at least 500 gp, which the spell consumes) + Instantaneous + Wizard + A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. + + The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. + + A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. + + A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. + + The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. + + After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. + + Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. + + Source: Xanathar's Guide to Everything, p. 161 + + + Mind Blank + 8 + A + NO + + Touch + V, S + 24 hours + Bard, Wizard + Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. + + Source: Player's Handbook, p. 259 + + + Mind Meld + 0 + NO + + 120 feet + None + 1 round + Mystic + As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. + This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Mind Slam + 0 + NO + + 60 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. + The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d6 + + + Mind Spike + 2 + D + NO + + 60 feet + S + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. + + 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. + + + + Source: Xanathar's Guide to Everything, p. 162 + + + Mind Thrust + 0 + NO + + 120 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. + The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d10 + + + Minor Illusion + 0 + I + NO + + 30 feet + S, M + 1 minute + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. + If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. + If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. + If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. + + Source: Player's Handbook, p. 260 + + + Mirage Arcane + 7 + I + NO + + Sight + V, S + 10 days + Bard, Druid, Wizard + You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. + Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. + The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. + Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. + + Source: Player's Handbook, p. 260 + + + Mirror Image + 2 + I + NO + + Self + V, S + 1 minute + Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. + Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. + If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. + A duplicate's AC equals 10+your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. + A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. + + Source: Player's Handbook, p. 260 + + + Mirror Image* + 2 + I + NO + + Self + V, S + 1 minute + Cleric (Trickery), Druid (Coast), Paladin (Treachery) + Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. + Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. + If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. + A duplicate's AC equals 10+your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. + A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. + + Source: Player's Handbook, p. 260 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Mislead + 5 + I + NO + + Self + S + Concentration, up to 1 hour + Bard, Wizard + You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. + You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 260 + + + Mist Stance + 1 + T + NO + + Self + V, S, 4 ki points + Concentration, up to 1 hour + Monk (Way of the Four Elements) + Prerequisite: 11th level + You can spend 4 ki points to cast gaseous form, targeting yourself. + + Gaseous Form: You transform yourself, along with everything you're wearing and carrying, into a misty cloud for the duration. The spell ends if you drop to 0 hit points. + While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can't fall and remains hovering in the air even when stunned or otherwise incapacitated. + While in the form of a misty cloud, you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells. + + Source: Player's Handbook, p. 81 + + + Misty Step + 2 + C + NO + + Self + V + Instantaneous + Ranger (Horizon Walker), Sorcerer, Warlock, Wizard + Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. + + Source: Player's Handbook, p. 260 + + + Misty Step* + 2 + C + NO + + Self + V + Instantaneous + Druid (Coast), Paladin (Ancients), Paladin (Vengeance) + Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. + + Source: Player's Handbook, p. 260 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Modify Memory + 5 + EN + NO + + 30 feet + V, S + Concentration, up to 1 minute + Bard, Wizard + You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none o f the target's m emeries 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 o f 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 o f how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM 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 o f 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). + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 261 + + + Modify Memory* + 5 + EN + NO + + 30 feet + V, S + Concentration, up to 1 minute + Cleric (Trickery) + You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none o f the target's m emeries 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 o f 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 o f how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM 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 o f 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). + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 261 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Mold Earth + 0 + T + NO + + 30 feet + S + Instantaneous or 1 hour (see below) + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: + + • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. + + • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. + + • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. + + If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. + + Source: Xanathar's Guide to Everything, p. 162 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 238 + + + Moonbeam + 2 + EV + NO + + 120 feet + V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) + Concentration, up to 1 minute + Druid + A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. + When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. + A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. + On each of your turns after you cast this spell, you can use an action to move the beam up to 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. + + Source: Player's Handbook, p. 261 + 2d10 + + + Moonbeam* + 2 + EV + NO + + 120 feet + V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) + Concentration, up to 1 minute + Paladin (Ancients) + A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. + When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. + A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. + On each of your turns after you cast this spell, you can use an action to move the beam up to 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. + + Source: Player's Handbook, p. 261 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d10 + + Mordenkainen's Faithful Hound + 4 + C + NO + + 30 feet + V, S, M (a tiny silver whistle, a piece of bone, and a thread) + 8 hours + Artificer, Wizard + You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. + The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. + At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 261 + 1d20+SPELL+PROF + 4d8 + + + Mordenkainen's Magnificent Mansion + 7 + C + NO + + 300 feet + V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) + 24 hours + Bard, Wizard + You 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. + + Source: Player's Handbook, p. 261 + + + Mordenkainen's Private Sanctum + 4 + A + NO + + 120 feet + V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) + 24 hours + Artificer, Fighter (Eldritch Knight), Wizard + You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. + When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: + • Sound can't pass through the barrier at the edge of the warded area. + • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. + • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. + • Creatures in the area can't be targeted by divination spells. + • Nothing can teleport into or out of the warded area. + • Planar travel is blocked within the warded area. + Casting this spell on the same spot every day for a year makes this effect permanent. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. + + Source: Player's Handbook, p. 262 + + + Mordenkainen's Sword + 7 + EV + NO + + 60 feet + V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) + Concentration, up to 1 minute + Bard, Wizard + You create a sword-shaped plane of force that hovers within range. It lasts for the duration. + When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. + + Source: Player's Handbook, p. 262 + 3d10 + + + Move Earth + 6 + T + NO + + 120 feet + V, S, M (an iron blade and a small bag containing a mixture of soils — clay, loam, and sand) + Concentration, up to 2 hours + Druid, Sorcerer, Wizard + Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. + At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. + Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. + This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. + Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. + + Source: Player's Handbook, p. 263 + + + Mystic Charm + 0 + NO + + 120 feet + None + 1 round + Mystic + As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + + + Mystic Hand + 0 + NO + + 30 feet + None + + Mystic + You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. + This talent allows you to open an unlocked door, pour out a beer stein, and so on. + The object falls to the ground at the end of your turn if you leave it suspended in midair. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + + + Negative Energy Flood + 5 + N + NO + + 60 feet + V, M (a broken bone and a square of black silk) + Instantaneous + Warlock, Wizard + You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. + + If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. + + Source: Xanathar's Guide to Everything, p. 163 + + + Nomadic Arrow + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. + + Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. + + Speed Dart: (1–7 psi) As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent. + + Seeking Missile: (2 psi) As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. + + Faithful Archer: (5 psi; conc., 1 min.) As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. + + Source: Unearthed Arcana: The Mystic Class, p. 21 + + + Nomadic Chameleon + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible. + + Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. + + Chameleon: (2 psi) As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. + + Step from Sight: (3 psi; conc., 1 min.) As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. + Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. + + Enduring Invisibility: (7 psi; conc., 1 min.) As a bonus action, you turn invisible and remain so until your concentration ends. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nomadic Mind + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. + + Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. + + Wandering Mind: (2–6 psi; conc., 10 min.) You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent) Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. + + Find Creature: (2 psi; conc., 1 hr.) You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. + + Item Lore: (3 psi; conc., 1 hr.) You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. + + Psychic Speech: (5 psi) As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. + + Wandering Eye: (6 psi; conc., 1 hr.) As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor 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. + + Phasing Eye: (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nomadic Step + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel. + + Psychic Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. + + Step of a Dozen Paces: (1–7 psi) If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. + + Nomadic Anchor: (1 psi) As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. + + Defensive Step: (2 psi) When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. + + There and Back Again: (2 psi) As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. + + Transposition: (3 psi) If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. + + Baleful Transposition: (5 psi) As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. + + Phantom Caravan: (6 psi) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. + + Nomad’s Gate: (7 psi; conc., 1 hr.) As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nondetection + 3 + A + NO + + Touch + V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) + 8 hours + Fighter (Eldritch Knight), Bard, Ranger, Wizard + For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. + + Source: Player's Handbook, p. 263 + + + Nondetection* + 3 + A + NO + + Touch + V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) + 8 hours + Cleric (Knowledge) + For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. + + Source: Player's Handbook, p. 263 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Nystul's Magic Aura + 2 + I + NO + + Touch + V, S, M (a small square of silk) + 24 hours + Rogue (Arcane Trickster), Wizard + You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. + When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. + False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. + Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. + + Source: Player's Handbook, p. 263 + + + Nystul's Magic Aura* + 2 + I + NO + + Touch + V, S, M (a small square of silk) + 24 hours + Cleric (Arcana) + You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. + When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. + False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. + Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. + + Source: Player's Handbook, p. 263 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Otiluke's Freezing Sphere + 6 + EV + NO + + 300 feet + V, S, M (a small crystal sphere) + Instantaneous + Wizard + A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On 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: W hen you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th + + Source: Player's Handbook, p. 263 + + + Otiluke's Resilient Sphere + 4 + EV + NO + + 30 feet + V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) + Concentration, up to 1 minute + Artificer, Fighter (Eldritch Knight), Wizard + A sphere of shimmering force encloses a creature or object o f 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. + + Source: Player's Handbook, p. 264 + 10d6 + + + Otiluke's Resilient Sphere* + 4 + EV + NO + + 30 feet + V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) + Concentration, up to 1 minute + Cleric (Protection), Paladin (Redemption) + A sphere of shimmering force encloses a creature or object o f 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. + + Source: Player's Handbook, p. 264 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 10d6 + + Otto's Irresistible Dance + 6 + EN + NO + + 30 feet + V + Concentration, up to 1 minute + Bard, Wizard + Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. + A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control o f itself. On a successful save, the spell ends. + + Source: Player's Handbook, p. 264 + + + Parry + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. + + Source: Player's Handbook, p. 74 + + + Pass Without Trace + 2 + A + NO + + Self + V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) + Concentration, up to 1 hour + Druid, Ranger + A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. + + Source: Player's Handbook, p. 264 + + + Pass Without Trace* + 2 + A + NO + + Self + V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) + Concentration, up to 1 hour + Cleric (Trickery), Druid (Grassland) + A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. + + Source: Player's Handbook, p. 264 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Passwall + 5 + T + NO + + 30 feet + V, S, M (a pinch of sesame seeds) + 1 hour + Wizard, Warlock (Seeker) + A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. + When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. + + Source: Player's Handbook, p. 264 + + + Passwall* + 5 + T + NO + + 30 feet + V, S, M (a pinch of sesame seeds) + 1 hour + Druid (Mountain), Paladin (Treachery) + A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. + When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. + + Source: Player's Handbook, p. 264 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Phantasmal Force + 2 + I + NO + + 60 feet + V, S, M (a bit of fleece) + Concentration, up to 1 minute + Rogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), Warlock (Great Old One), Wizard + You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. + The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. + The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. + While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. + An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. + + Source: Player's Handbook, p. 264 + 1d6 + + + Phantasmal Killer + 4 + I + NO + + 120 feet + V, S + Concentration, up to 1 minute + Rogue (Arcane Trickster), Warlock (Hexblade), Wizard + You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 265 + 4d10 + + + Phantom Steed + 3 + I + YES + + 30 feet + V, S + 1 hour + Rogue (Arcane Trickster), Wizard + A Large quasi-real, horse-like 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. + + Source: Player's Handbook, p. 265 + + + Phantom Steed (Ritual Only) + 3 + I + YES + + 30 feet + V, S + 1 hour + Ritual Caster + A Large quasi-real, horse-like 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. + + On spell lists: Rogue (Arcane Trickster), Wizard + + Source: Player's Handbook, p. 265 + + + Piercing Arrow + 1 + T + NO + + + + + Fighter (Arcane Archer) + You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. + The piercing damage increases to 2d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Planar Ally + 6 + C + NO + + 60 feet + V, S + Instantaneous + Cleric + You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM'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 m measured in days (up to 10 days) requires 10,000 gp per day. The DM 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. + + Source: Player's Handbook, p. 265 + + + Planar Binding + 5 + A + NO + + 60 feet + V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) + 24 hours + Bard, Cleric, Druid, Wizard + With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature w as 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. + + Source: Player's Handbook, p. 265 + + + Planar Binding* + 5 + A + NO + + 60 feet + V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) + 24 hours + Cleric (Arcana) + With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature w as 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. + + Source: Player's Handbook, p. 265 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Plane Shift + 7 + C + NO + + Touch + V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) + Instantaneous + Cleric, Druid, Sorcerer, Warlock, Wizard + You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, 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 DM'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 the 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. + + Source: Player's Handbook, p. 266 + + + Plant Growth + 3 + T + NO + + 150 feet + V, S + Instantaneous + Bard, Druid, Ranger, Warlock (Archfey) + This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. + If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. + You can exclude one or more areas of any size within the spell's area from being affected. + If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. + + Source: Player's Handbook, p. 266 + + + Plant Growth* + 3 + T + NO + + 150 feet + V, S + Instantaneous + Cleric (Nature), Druid (Forest), Paladin (Ancients) + This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. + If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. + You can exclude one or more areas of any size within the spell's area from being affected. + If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. + + Source: Player's Handbook, p. 266 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Poison Spray + 0 + C + NO + + 10 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Druid, Sorcerer, Warlock, Wizard + You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. + This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12). + + Source: Player's Handbook, p. 266 + 1d12 + + + Polymorph + 4 + T + NO + + 60 feet + V, S, M (a caterpillar cocoon) + Concentration, up to 1 hour + Bard, Druid, Sorcerer, Wizard + This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. + The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). 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. + This spell can’t affect a target that has 0 hit points. + + Source: Player's Handbook, p. 266 + + + Polymorph* + 4 + T + NO + + 60 feet + V, S, M (a caterpillar cocoon) + Concentration, up to 1 hour + Cleric (Trickery) + This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. + The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). 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. + This spell can’t affect a target that has 0 hit points. + + Source: Player's Handbook, p. 266 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Power Word Heal + 9 + EV + NO + + Touch + V, S + Instantaneous + Bard + A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. + + Source: Player's Handbook, p. 266 + + + Power Word Kill + 9 + EN + NO + + 60 feet + V + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. + + Source: Player's Handbook, p. 266 + + + Power Word Pain + 7 + EN + NO + + 60 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. + + While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. + + A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. + + Source: Xanathar's Guide to Everything, p. 163 + + + Power Word Stun + 8 + EN + NO + + 60 feet + V + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. + The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Player's Handbook, p. 267 + + + Prayer of Healing + 2 + EV + NO + + 30 feet + V + Instantaneous + Cleric + Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8+your spellcasting ability modifier. This spell has no effect on undead or constructs. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. + + Source: Player's Handbook, p. 267 + 2d8+SPELL + + + Precision Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. + + Source: Player's Handbook, p. 74 + + + Precognition + 1 + NO + + + None + + Mystic, Mystic (Awakened) + By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. + + Psychic Focus: While focused on this discipline, you have advantage on initiative rolls. + + Precognitive Hunch: (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. + + All-Around Sight: (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. + + Danger Sense: (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. + + Victory Before Battle: (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. + + Source: Unearthed Arcana: The Mystic Class, p. 23 + + + Prestidigitation + 0 + T + NO + + 10 feet + V, S + Up to 1 hour + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + This 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 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. + + Source: Player's Handbook, p. 267 + + + Primal Savagery + 0 + T + NO + + Self + S + Instantaneous + Druid + You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. + + The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). + + Source: Xanathar's Guide to Everything, p. 163 + 1d10 + + + Primordial Ward + 6 + A + NO + + Self + V, S + Concentration, up to 1 minute + Druid + You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. + + When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. + + + + Source: Xanathar's Guide to Everything, p. 163 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 239 + + + Prismatic Spray + 7 + EV + NO + + Self (60 foot cone) + V, S + Instantaneous + Sorcerer, Wizard + Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. + 1 Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. + 2 Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. + 3 Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. + 4 Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. + 5 Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. + 6 Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. + 7 Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM'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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 267 + 1d8 + 10d6 + + + Prismatic Wall + 9 + A + NO + + 60 feet + V, S + 10 minutes + Wizard + A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. + The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. + The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer. + + 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 DM’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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 267 + 10d6 + + + Produce Flame + 0 + C + NO + + Self + V, S + 10 minutes + Druid + A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. + You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. + This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Player's Handbook, p. 269 + 1d8 + + + Programmed Illusion + 6 + I + NO + + 120 feet + V, S, M + Until dispelled + Bard, Wizard + You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. + When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. + The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. + + Source: Player's Handbook, p. 269 + + + Project Image + 7 + I + NO + + 500 miles + V, S, M (a small replica of you made from materials worth at least 5 gp) + Concentration, up to 1 day + Bard, Wizard + You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. + You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. + You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 270 + + + Protection from Energy + 3 + A + NO + + Touch + V, S + Concentration, up to 1 hour + Artificer, Fighter (Eldritch Knight), Cleric, Druid, Ranger, Sorcerer, Wizard + For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. + + Source: Player's Handbook, p. 270 + + + Protection from Energy* + 3 + A + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric (Forge), Cleric (Protection), Druid (Desert), Paladin (Ancients), Paladin (Vengeance) + For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. + + Source: Player's Handbook, p. 270 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Protection from Evil and Good + 1 + A + NO + + Touch + V, S, M (holy water or powdered silver and iron, which the spell consumes) + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Cleric, Paladin, Ranger (Horizon Walker), Ranger (Monster Slayer), Warlock, Wizard + Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. + The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. + + Source: Player's Handbook, p. 270 + + + Protection from Evil and Good* + 1 + A + NO + + Touch + V, S, M (holy water or powdered silver and iron, which the spell consumes) + Concentration, up to 10 minutes + Cleric (Protection), Paladin (Devotion) + Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. + The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. + + Source: Player's Handbook, p. 270 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Protection from Poison + 2 + A + NO + + Touch + V, S + 1 hour + Artificer, Cleric, Druid, Paladin, Ranger + You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. + For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. + + Source: Player's Handbook, p. 270 + + + Protection from Poison* + 2 + A + NO + + Touch + V, S + 1 hour + Cleric (Protection) + You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. + For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. + + Source: Player's Handbook, p. 270 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Psionic Restoration + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You wield psionic energy to cure wounds and restore health to yourself and others. + + Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. + + Mend Wounds: (1–7 psi) As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. + + Restore Health: (3 psi) As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. + + Restore Life: (5 psi) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. + + Restore Vigor: (7 psi) As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. + + Source: Unearthed Arcana: The Mystic Class, p. 23 + + + Psionic Weapon + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You have learned how to channel psionic energy into your attacks, lending them devastating power. + + Psychic Focus: Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. + + Ethereal Weapon: (1 psi) As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. + + Lethal Strike: (1–7 psi) As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. + + Augmented Weapon: (5 psi; conc., 10 min.) As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Assault + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You wield your mind like a weapon, unleashing salvos of psionic energy. + + Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. + + Psionic Blast: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. + + Ego Whip: (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. + + Id Insinuation: (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. + + Psychic Blast: (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. + + Psychic Crush: (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Disruption + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You create psychic static that disrupts other creatures’ ability to think clearly. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. + + Distracting Haze: (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. + + Daze: (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. + + Mind Storm: (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Hammer + 0 + NO + + 120 feet + None + Instantaneous + Mystic + As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. + The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d6 + + + Psychic Inquisition + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You reach into a creature’s mind to uncover information or plant ideas within it. + + Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying. + + Hammer of Inquisition: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. + + Forceful Query: (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. + + Ransack Mind: (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. + With one failed saving throw, you learn its key memories from the past 12 hours. + With two failed saving throws, you learn its key memories from the past 24 hours. + With three failed saving throws, you learn its key memories from the past 48 hours. + + Phantom Idea: (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). + With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. + + Source: Unearthed Arcana: The Mystic Class, p. 25 + + + Psychic Phantoms + 1 + NO + + + None + + Mystic, Mystic (Awakened) + Your power reaches into a creature’s mind and causes it false perceptions. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. + + Distracting Figment: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. + + Phantom Foe: (3 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability. + + Phantom Betrayal: (5 psi; conc., 1 min.) As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. + + Phantom Riches: (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: The Mystic Class, p. 25 + + + Psychic Scream + 9 + EN + NO + + 90 feet + S + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. + + Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. + + A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. + + Source: Xanathar's Guide to Everything, p. 163 + + + Puppet + 1 + EN + NO + + 120 feet + S + Instantaneous + Bard, Warlock, Wizard + Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed. + + Source: Unearthed Arcana: Starter Spells, p. 3 + + + Purify Food and Drink + 1 + T + YES + + 10 feet + V, S + Instantaneous + Cleric, Druid, Paladin + All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. + + Source: Player's Handbook, p. 270 + + + Purify Food and Drink (Ritual Only) + 1 + T + YES + + 10 feet + V, S + Instantaneous + Ritual Caster + All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. + + On spell lists: Cleric, Druid, Paladin + + Source: Player's Handbook, p. 270 + + + Pushing Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. + + Source: Player's Handbook, p. 74 + + + Pyrotechnics + 2 + T + NO + + 60 feet + V, S + Instantaneous + Bard, Sorcerer, Wizard + Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. + + Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. + + Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Xanathar's Guide to Everything, p. 163 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 239 + + + Raise Dead + 5 + N + NO + + Touch + V, S, M (a diamond worth at least 500 gp, which the spell consumes) + Instantaneous + Bard, Cleric, Paladin + You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. + This spell also neutralizes any poison 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. + + Source: Player's Handbook, p. 270 + + + Raise Dead* + 5 + N + NO + + Touch + V, S, M (a diamond worth at least 500 gp, which the spell consumes) + Instantaneous + Cleric (Grave), Cleric (Life) + You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. + This spell also neutralizes any poison 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. + + Source: Player's Handbook, p. 270 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Rally + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. + + Source: Player's Handbook, p. 74 + + + Rary's Telepathic Bond + 5 + D + YES + + 30 feet + V, S, M (pieces of eggshell from two different kinds of creatures) + 1 hour + Wizard + You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. + Until the spell ends, the targets can communicated 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. + + Source: Player's Handbook, p. 270 + + + Rary's Telepathic Bond (Ritual Only) + 5 + D + YES + + 30 feet + V, S, M (pieces of eggshell from two different kinds of creatures) + 1 hour + Ritual Caster + You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. + Until the spell ends, the targets can communicated 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. + + On spell lists: Wizard + + Source: Player's Handbook, p. 270 + + + Ray of Enfeeblement + 2 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Warlock, Wizard + A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. + At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. + + Source: Player's Handbook, p. 271 + + + Ray of Enfeeblement* + 2 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Cleric (Death), Cleric (Grave) + A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. + At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. + + Source: Player's Handbook, p. 271 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Ray of Frost + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. + The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Player's Handbook, p. 271 + 1d8 + + + Ray of Sickness + 1 + N + NO + + 60 feet + V, S + Instantaneous + Sorcerer, Warlock (Undying), Wizard + A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. + + 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Source: Player's Handbook, p. 271 + 2d8 + + + Ray of Sickness* + 1 + N + NO + + 60 feet + V, S + Instantaneous + Cleric (Death) + A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. + + 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Source: Player's Handbook, p. 271 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d8 + + Regenerate + 7 + T + NO + + Touch + V, S, M (a prayer wheel and holy water) + 1 hour + Bard, Cleric, Druid + You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). + The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. + + Source: Player's Handbook, p. 271 + 4d8+15 + + + Reincarnate + 5 + T + NO + + Touch + V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) + Instantaneous + Druid + You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. + The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. + 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. + + Source: Player's Handbook, p. 271 + 1d100 + + + Remove Curse + 3 + A + NO + + Touch + V, S + Instantaneous + Fighter (Eldritch Knight), Cleric, Paladin, Warlock, Wizard + At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. + + Source: Player's Handbook, p. 271 + + + Resistance + 0 + A + NO + + Touch + V, S, M + Concentration, up to 1 minute + Cleric, Druid + You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends. + + Source: Player's Handbook, p. 272 + 1d4 + + + Resurrection + 7 + N + NO + + Touch + V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) + Instantaneous + Bard, Cleric + You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. + This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects 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. + + Source: Player's Handbook, p. 272 + + + Reverse Gravity + 7 + T + NO + + 100 feet + V, S, M (a lodestone and iron filings) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. + If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. + At the end of the duration, affected objects and creatures fall back down. + + Source: Player's Handbook, p. 272 + + + Revivify + 3 + N + NO + + Touch + V, S, M (diamonds worth 300 gp, which the spell consumes) + Instantaneous + Artificer, Cleric, Paladin, Warlock (Celestial) + You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. + + Source: Player's Handbook, p. 272 + + + Revivify* + 3 + N + NO + + Touch + V, S, M (diamonds worth 300 gp, which the spell consumes) + Instantaneous + Cleric (Grave), Cleric (Life) + You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. + + Source: Player's Handbook, p. 272 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Ride the Wind + 1 + T + NO + + Self + V, S, 4 ki points + Concentration, up to 10 minutes + Monk (Way of the Four Elements) + Prerequisite: 11th level + You can spend 4 ki points to cast fly, targeting yourself. + + Fly: You gain a flying speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall. + + Source: Player's Handbook, p. 81 + + + Riposte + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. + + Source: Player's Handbook, p. 74 + + + River of Hungry Flame + 1 + EV + NO + + 120 feet + V, S, 5 ki points + Concentration, up to 1 minute + Monk (Way of the Four Elements) + Prerequisite: 17th level + You can spend 5 ki points to cast wall of fire. + + Wall of Fire: You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. 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. + + Additional Ki Points: When you cast this spell using 6 ki points, the damage increases to 6d8. + + Source: Player's Handbook, p. 81 + 5d8 + + + Rope Trick + 2 + T + NO + + Touch + V, S, M (powdered corn extract and a twisted loop of parchment) + 1 hour + Artificer, Ranger (Gloom Stalker), Wizard + You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an 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. + + Source: Player's Handbook, p. 272 + + + Rush of the Gale Spirits + 1 + EV + NO + + Self (60-foot line) + V, S, 2 ki points + Concentration, up to 1 minute + Monk (Way of the Four Elements) + You can spend 2 ki points to cast gust of wind. + + Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. + Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. + The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. + As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. + + Source: Player's Handbook, p. 81 + + + Sacred Flame + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric + Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. + The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Player's Handbook, p. 272 + 1d8 + + + Sanctuary + 1 + A + NO + + 30 feet + V, S, M (a small silver mirror) + 1 minute + Artificer, Cleric, Warlock (Raven Queen) + You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. + If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. + + Source: Player's Handbook, p. 272 + + + Sanctuary* + 1 + A + NO + + 30 feet + V, S, M (a small silver mirror) + 1 minute + Paladin (Devotion), Paladin (Redemption) + You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. + If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. + + Source: Player's Handbook, p. 272 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Scatter + 6 + C + NO + + 30 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. + + Source: Xanathar's Guide to Everything, p. 164 + + + Scorching Ray + 2 + EV + NO + + 120 feet + V, S + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Warlock (Fiend), Wizard + You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. + Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. + + Source: Player's Handbook, p. 273 + 2d6 + + + Scorching Ray* + 2 + EV + NO + + 120 feet + V, S + Instantaneous + Cleric (Light) + You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. + Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. + + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. + + Source: Player's Handbook, p. 273 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d6 + + Scrying + 5 + D + NO + + Self + V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) + Concentration, up to 10 minutes + Bard, Cleric, Druid, Warlock, Wizard + You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. + + 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. + + Source: Player's Handbook, p. 273 + + + Scrying* + 5 + D + NO + + Self + V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) + Concentration, up to 10 minutes + Cleric (Knowledge), Cleric (Light), Druid (Coast), Druid (Swamp), Paladin (Vengeance) + You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. + + 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. + + Source: Player's Handbook, p. 273 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Searing Smite + 1 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery) + The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st. + + Source: Player's Handbook, p. 274 + 1d6 + + + Searing Smite* + 1 + EV + NO + + Self + V + Concentration, up to 1 minute + Cleric (Forge) + The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st. + + Source: Player's Handbook, p. 274 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d6 + + See Invisibility + 2 + D + NO + + Self + V, S, M (A pinch of Talc and a small sprinkling of powdered silver) + 1 hour + Artificer, Bard, Sorcerer, Wizard + For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. + + Source: Player's Handbook, p. 274 + + + Seeking Arrow + 1 + D + NO + + + + + Fighter (Arcane Archer) + Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. + The force damage increases to 2d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Seeming + 5 + I + NO + + 30 feet + V, S + 8 hours + Bard, Ranger (Gloom Stalker), Sorcerer, Warlock (Archfey), Wizard + This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. + The spell disguises physical appearances 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 inspections. 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 then 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. + + Source: Player's Handbook, p. 274 + + + Sending + 3 + EV + NO + + Unlimited + V, S, M (A short piece of fine copper wire) + 1 round + Fighter (Eldritch Knight), Cleric, Warlock (Great Old One), Wizard, Warlock (Seeker) + You send a short message of twenty-five words or less to a creature with 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. + + Source: Player's Handbook, p. 274 + + + Sense Emotion + 1 + D + NO + + Self + V, S + Concentration, up to 10 minutes + Bard, Warlock, Wizard + You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm. + + Source: Unearthed Arcana: Starter Spells, p. 4 + + + Sequester + 7 + T + NO + + Touch + V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) + Until dispelled + Wizard + By means of this spell, a willing creature of 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 the divination of 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 awakes. This spells also ends if the target takes any damage. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 274 + + + Shadow Arrow + 1 + I + NO + + + + + Fighter (Arcane Archer) + You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. + The psychic damage increases to 4d6 when you reach 18th level in this class. + + Source: Xanathar's Guide to Everything, p. 29 + + + Shadow Blade + 2 + I + NO + + Self + V, S + Concentration, up to 1 minute + Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. + If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. + + At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. + + Source: Xanathar's Guide to Everything, p. 164 + + + Shadow of Moil + 4 + N + NO + + Self + V, S, M (an undead eyeball encased in a gem worth at least 150 gp) + Concentration, up to 1 minute + Warlock + Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. + + Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. + + + + Source: Xanathar's Guide to Everything, p. 164 + + + Shape of the Flowing River + 1 + NO + + 120 feet + 1 ki point + Instantaneous + Monk (Way of the Four Elements) + As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice'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. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area. + + Source: Player's Handbook, p. 81 + + + Shape Water + 0 + T + NO + + 30 feet + S + Instantaneous or 1 hour (see below) + Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: + + • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. + + • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.: + + • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. + + • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. + + If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. + + Source: Xanathar's Guide to Everything, p. 164 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 239 + + + Shapechange + 9 + T + NO + + Self + V, 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 hour + Druid, Wizard + You assume the form of a different creature for the duration. The new form can be 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, 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 DM 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 pints than your current one, your hit points remain at their current value. + + Source: Player's Handbook, p. 274 + + + Shatter + 2 + EV + NO + + 60 feet + V, S, M (a chip of mica) + Instantaneous + Fighter (Eldritch Knight), Bard, Sorcerer, Warlock, Wizard + A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. + A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. + + At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd. + + Source: Player's Handbook, p. 275 + 3d8 + + + Shatter* + 2 + EV + NO + + 60 feet + V, S, M (a chip of mica) + Instantaneous + Cleric (Tempest) + A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. + A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. + + At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd. + + Source: Player's Handbook, p. 275 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d8 + + Shield + 1 + A + NO + + Self + V, S + 1 round + Fighter (Eldritch Knight), Sorcerer, Warlock (Hexblade), Wizard + An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. + + Source: Player's Handbook, p. 275 + + + Shield of Faith + 1 + A + NO + + 60 feet + V, S, M (a small parchment with a bit of holy text written on it) + Concentration, up to 10 minutes + Artificer, Cleric, Paladin + A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. + + Source: Player's Handbook, p. 275 + + + Shield of Faith* + 1 + A + NO + + 60 feet + V, S, M (a small parchment with a bit of holy text written on it) + Concentration, up to 10 minutes + Cleric (War) + A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. + + Source: Player's Handbook, p. 275 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Shillelagh + 0 + T + NO + + Touch + V, S, M + 1 minute + Druid + The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. + + Source: Player's Handbook, p. 275 + 1d20+SPELL+PROF + 1d8+SPELL + + + Shocking Grasp + 0 + EV + NO + + Touch + V, S + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard + Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. + The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Player's Handbook, p. 275 + 1d8 + + + Sickening Radiance + 4 + EV + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard + Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. + + When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. + + Source: Xanathar's Guide to Everything, p. 164 + + + Silence + 2 + I + YES + + 120 feet + V, S + Concentration, up to 10 minutes + Bard, Cleric, Ranger, Warlock (Raven Queen), Warlock (Undying) + For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 275 + + + Silence* + 2 + I + YES + + 120 feet + V, S + Concentration, up to 10 minutes + Druid (Desert) + For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 275 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Silence (Ritual Only) + 2 + I + YES + + 120 feet + V, S + Concentration, up to 10 minutes + Ritual Caster + For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + On spell lists: Bard, Cleric, Ranger, Warlock (Undying) + + Source: Player's Handbook, p. 275 + + + Silent Image + 1 + I + NO + + 60 feet + V, S, M (a bit of fleece) + Concentration, up to 10 minutes + Rogue (Arcane Trickster), Bard, Sorcerer, Wizard + You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects. + You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. + Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. + + Source: Player's Handbook, p. 276 + + + Simulacrum + 7 + I + NO + + Touch + V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) + Until dispelled + Wizard + You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. + The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. + If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. + If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. + + Source: Player's Handbook, p. 276 + + + Skill Empowerment + 5 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Bard, Sorcerer, Wizard + Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. + + You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. + + Source: Xanathar's Guide to Everything, p. 165 + + + Skywrite + 2 + T + YES + + Sight + V, S + Concentration, up to 1 hour + Bard, Druid, Wizard + You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. + + Source: Xanathar's Guide to Everything, p. 165 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + + + Skywrite (Ritual Only) + 2 + T + YES + + Sight + V, S + Concentration, up to 1 hour + Ritual Caster + You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. + + On spell lists: Bard, Druid, Wizard + + Source: Xanathar's Guide to Everything, p. 165 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + + + Sleep + 1 + EN + NO + + 90 feet + V, S, M (a pinch of find sand, rose petals, or a cricket) + 1 minute + Rogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), Wizard + This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). + Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. + Undead and creatures immune to being charmed aren't affected by this spell. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 276 + 5d8 + + + Sleep* + 1 + EN + NO + + 90 feet + V, S, M (a pinch of find sand, rose petals, or a cricket) + 1 minute + Paladin (Redemption) + This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). + Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. + Undead and creatures immune to being charmed aren't affected by this spell. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 276 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 5d8 + + Sleet Storm + 3 + C + NO + + 150 feet + V, S, M (a pinch of dust and a few drops of water) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. + The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. + If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 276 + + + Sleet Storm* + 3 + C + NO + + 150 feet + V, S, M (a pinch of dust and a few drops of water) + Concentration, up to 1 minute + Cleric (Tempest), Druid (Arctic) + Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. + The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. + If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 276 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Slow + 3 + T + NO + + 120 feet + V, S, M (a drop of molasses) + Concentration, up to 1 minute + Sorcerer, Wizard + You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. + An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. + If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. + A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. + + Source: Player's Handbook, p. 277 + + + Slow* + 3 + T + NO + + 120 feet + V, S, M (a drop of molasses) + Concentration, up to 1 minute + Cleric (Order), Cleric (Protection), Druid (Arctic) + You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. + An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. + If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. + A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. + + Source: Player's Handbook, p. 277 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Snare + 1 + A + NO + + Touch + S, M (25 feet of rope, which the spell consumes) + 8 hours + Druid, Ranger, Wizard + As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. + + This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. + + The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. + + A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. + + After the trap is triggered, the spell ends when no creature is restrained by it. + + Source: Xanathar's Guide to Everything, p. 165 + + + Snilloc’s Snowball Swarm + 2 + EV + NO + + 90 feet + V, S, M (a piece of ice or a small white rock chip) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. + + Source: Xanathar's Guide to Everything, p. 165 + Elemental Evil Player's Companion, p. 21 + Princes of the Apocalypse, p. 240 + 3d6 + + + Soul Cage + 6 + N + NO + + 60 feet + V, S, M (a tiny silver cage worth 100 gp) + 8 hours + Warlock, Wizard + This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. + + Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. + + Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. + + Borrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. + + Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. + + A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. + + + + Source: Xanathar's Guide to Everything, p. 165 + + + Spare the Dying + 0 + N + NO + + Touch + V, S + Instantaneous + Cleric + You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. + + Source: Player's Handbook, p. 277 + + + Spare the Dying (Grave Domain) + 0 + N + NO + + 30 feet + V, S + Instantaneous + Cleric (Grave) + You target a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. + + Source: Player's Handbook, p. 277 (spell) + Xanathar's Guide to Everything, p. 20 (class feature) + + + Speak with Animals + 1 + D + YES + + Self + V, S + 10 minutes + Bard, Druid, Ranger + You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. + + Source: Player's Handbook, p. 277 + + + Speak with Animals* + 1 + D + YES + + Self + V, S + 10 minutes + Cleric (Nature), Paladin (Ancients) + You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. + + Source: Player's Handbook, p. 277 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Speak with Animals (Ritual Only) + 1 + D + YES + + Self + V, S + 10 minutes + Ritual Caster + You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. + + On spell lists: Bard, Druid, Ranger + + Source: Player's Handbook, p. 277 + + + Speak with Dead + 3 + N + NO + + 10 feet + V, S, M (burning incense) + 10 minutes + Bard, Cleric, Warlock (Raven Queen), Warlock (Undying) + You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. + Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. + + Source: Player's Handbook, p. 277 + + + Speak with Dead* + 3 + N + NO + + 10 feet + V, S, M (burning incense) + 10 minutes + Cleric (Knowledge) + You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. + Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. + + Source: Player's Handbook, p. 277 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Speak with Plants + 3 + T + NO + + Self (30-foot radius) + V, S + 10 minutes + Bard, Druid, Ranger + You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. + You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. + Plants might be able to perform other tasks on your behalf, at the DM'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 shard 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. + + Source: Player's Handbook, p. 277 + + + Spider Climb + 2 + T + NO + + Touch + V, S, M (a drop of bitumen and a spider) + Concentration, up to 1 hour + Artificer, Sorcerer, Warlock, Wizard + Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. + + Source: Player's Handbook, p. 277 + + + Spider Climb* + 2 + T + NO + + Touch + V, S, M (a drop of bitumen and a spider) + Concentration, up to 1 hour + Druid (Forest), Druid (Mountain), Druid (Underdark) + Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. + + Source: Player's Handbook, p. 277 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Spike Growth + 2 + T + NO + + 150 feet + V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) + Concentration, up to 10 minutes + Druid, Ranger + The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. + The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. + + Source: Player's Handbook, p. 277 + + + Spike Growth* + 2 + T + NO + + 150 feet + V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) + Concentration, up to 10 minutes + Cleric (Nature), Druid (Arctic), Druid (Mountain) + The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. + The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. + + Source: Player's Handbook, p. 277 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Spirit Guardians + 3 + C + NO + + Self (15-foot-radius) + V, S, M (a holy symbol) + Concentration, up to 10 minutes + Cleric + You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. + When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. + + Source: Player's Handbook, p. 278 + 3d8 + + + Spirit Guardians* + 3 + C + NO + + Self (15-foot-radius) + V, S, M (a holy symbol) + Concentration, up to 10 minutes + Cleric (War), Paladin (Crown) + You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. + When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. + + Source: Player's Handbook, p. 278 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d8 + + Spiritual Weapon + 2 + EV + NO + + 60 feet + V, S + 1 minute + Cleric, Warlock (Raven Queen) + You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8+your spellcasting ability modifier. + As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. + The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (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 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd. + + Source: Player's Handbook, p. 278 + 1d20+SPELL+PROF + 1d8+SPELL + + + Spiritual Weapon* + 2 + EV + NO + + 60 feet + V, S + 1 minute + Cleric (Life), Cleric (War), Paladin (Conquest) + You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8+your spellcasting ability modifier. + As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. + The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (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 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd. + + Source: Player's Handbook, p. 278 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 1d20+SPELL+PROF + 1d8+SPELL + + Staggering Smite + 4 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery), Warlock (Hexblade) + The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. + + Source: Player's Handbook, p. 278 + 4d6 + + + Steel Wind Strike + 5 + C + NO + + 30 feet + S, M (a melee weapon worth at least 1 sp) + Instantaneous + Ranger, Wizard + You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. + + You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. + + Source: Xanathar's Guide to Everything, p. 166 + + + Stinking Cloud + 3 + C + NO + + 90 feet + V, S, M (a rotten egg or several skunk cabbage leaves) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock (Fiend), Wizard + You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. + Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. + A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. + + Source: Player's Handbook, p. 278 + + + Stinking Cloud* + 3 + C + NO + + 90 feet + V, S, M (a rotten egg or several skunk cabbage leaves) + Concentration, up to 1 minute + Druid (Swamp), Druid (Underdark) + You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. + Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. + A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. + + Source: Player's Handbook, p. 278 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Stone Shape + 4 + T + NO + + Touch + V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) + Instantaneous + Artificer, Cleric, Druid, Wizard + You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. + + Source: Player's Handbook, p. 278 + + + Stone Shape* + 4 + T + NO + + Touch + V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) + Instantaneous + Druid (Mountain), Druid (Underdark) + You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. + + Source: Player's Handbook, p. 278 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Stoneskin + 4 + A + NO + + Touch + V, S, M (diamond dust worth 100 gp, which the spell consumes) + Concentration, up to 1 hour + Artificer, Fighter (Eldritch Knight), Druid, Ranger, Sorcerer, Wizard + This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. + + Source: Player's Handbook, p. 278 + + + Stoneskin* + 4 + A + NO + + Touch + V, S, M (diamond dust worth 100 gp, which the spell consumes) + Concentration, up to 1 hour + Cleric (War), Druid (Mountain), Paladin (Ancients), Paladin (Conquest), Paladin (Redemption) + This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. + + Source: Player's Handbook, p. 278 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Storm of Vengeance + 9 + C + NO + + Sight + V, S + Concentration, up to 1 minute + Druid + A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. + Each round you maintain concentration on this spell, the storm produces additional effects on your turn. + Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. + Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. + Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. + Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 279 + 1d6 + 10d6 + 2d6 + + + Storm Sphere + 4 + EV + NO + + 150 feet + V, S + Concentration, up to 1 minute + Fighter (Eldritch Knight), Sorcerer, Wizard + A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. + + Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. + + Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th. + + Source: Xanathar's Guide to Everything, p. 166 + Elemental Evil Player's Companion, p. 22 + 2d6 + 4d6 + + + Sudden Awakening + 1 + EN + NO + + 10 feet + V + Instantaneous + Bard, Ranger, Sorcerer, Wizard + Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement. + + Source: Unearthed Arcana: Starter Spells, p. 4 + + + Suggestion + 2 + EN + NO + + 30 feet + V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + Concentration, up to 8 hours + Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. + The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. + You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed. + If you or any of your companions damage the target, the spell ends. + + Source: Player's Handbook, p. 279 + + + Suggestion* + 2 + EN + NO + + 30 feet + V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + Concentration, up to 8 hours + Cleric (Knowledge) + You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. + The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. + You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed. + If you or any of your companions damage the target, the spell ends. + + Source: Player's Handbook, p. 279 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Summon Greater Demon + 4 + C + NO + + 60 feet + V, S, M (a vial of blood from a humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Warlock, Wizard + You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. + + Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. + + At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. + + As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. + + + + Source: Xanathar's Guide to Everything, p. 166 + + + Summon Lesser Demons + 3 + C + NO + + 60 feet + V, S, M (a vial of blood from a humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Warlock, Wizard + You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. + + d6 — Demons Summoned: + 1-2 — Two demons of challenge rating 1 or lower + 3-4 — Four demons of challenge rating 1/2 or lower + 5-6 — Eight demons of challenge rating 1/4 or lower + + The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. + + The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. + + As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. + + At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. + + Source: Xanathar's Guide to Everything, p. 167 + + + Sunbeam + 6 + EV + NO + + Self (60-foot line) + V, S, M (a magnifying glass) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-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. The light is sunlight. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Player's Handbook, p. 279 + 6d8 + + + Sunburst + 8 + EV + NO + + 150 feet + V, S, M (fire and a piece of sunstone) + Instantaneous + Druid, Sorcerer, Wizard + Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. + A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. + This spell dispels any darkness in its area that was created by a spell. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Player's Handbook, p. 279 + 12d6 + + + Sweeping Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. + + Source: Player's Handbook, p. 74 + + + Sweeping Cinder Strike + 1 + EV + NO + + Self (15-foot cone) + V, S, 2 ki points + Instantaneous + Monk (Way of the Four Elements) + You can spend 2 ki points to cast burning hands. + + Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. + The fire ignites any flammable objects in the area that aren't being worn or carried. + + Additional Ki Points: When you cast this spell using a or more ki points, the damage increases by 1d6 for each ki point above 2.. + + Source: Player's Handbook, p. 81 + 3d6 + + + Swift Quiver + 5 + T + NO + + Touch + V, S, M (a quiver containing at least one piece of ammunition) + Concentration, up to 1 minute + Ranger + You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. + On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. + + Source: Player's Handbook, p. 279 + + + Sword Burst + 0 + C + NO + + 5 feet + V + Instantaneous + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. + This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Sword Coast Adventurer's Guide, p. 143 + 1d6 + + + Symbol + 7 + A + NO + + Touch + V, 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 triggered + Bard, Cleric, Wizard + When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. + The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. + You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. + You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. + When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. + Death: Each target must make a Constitution saving throw, taking 10d 10 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 DM 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Player's Handbook, p. 280 + 10d10 + + + Synaptic Static + 5 + EN + NO + + 120 feet + V, S + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. + + After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything, p. 167 + + + Tasha's Hideous Laughter + 1 + EN + NO + + 30 feet + V, S, M (tiny tarts and a feather that waved in the air) + Concentration, up to 1 minute + Rogue (Arcane Trickster), Bard, Warlock (Great Old One), Wizard + A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 280 + + + Telekinesis + 5 + T + NO + + 60 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Warlock (Great Old One), Wizard + You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. + Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. + On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. + Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. + If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. + You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 280 + + + Telepathic Contact + 1 + NO + + + None + + Mystic, Mystic (Awakened) + By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. + + Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. + + Exacting Query: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Occluded Mind: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Broken Will: (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Psychic Grip: (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. + + Psychic Domination: (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Source: Unearthed Arcana: The Mystic Class, p. 26 + + + Telepathy + 8 + EV + NO + + Unlimited + V, S, M (a pair of linked silver rings) + 24 hours + Wizard + You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. + Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. + + Source: Player's Handbook, p. 281 + + + Teleport + 7 + C + NO + + 10 feet + V + Instantaneous + Bard, Sorcerer, Wizard + This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. + Familiarity: + 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 1-33, 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 x 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 d 10s, then you would be off target by 15 percent, or 18 miles. The DM 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 DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). + + + Source: Player's Handbook, p. 281 + + + Teleportation Circle + 5 + C + NO + + 10 feet + V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) + 1 round + Bard, Sorcerer, Ranger (Horizon Walker), Wizard + As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. + Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. 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. + + Source: Player's Handbook, p. 282 + + + Teleportation Circle* + 5 + C + NO + + 10 feet + V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) + 1 round + Cleric (Arcana) + As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. + Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. 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. + + Source: Player's Handbook, p. 282 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Temple of the Gods + 7 + C + NO + + 120 feet + V, S, M (a holy symbol worth at least 5 gp) + 24 hours + Cleric + You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. + + You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. + + The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. + + The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. + + In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. + + Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). + + The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. + + Casting this spell on the same spot every day for a year makes this effect permanent. + + Source: Xanathar's Guide to Everything, p. 167 + + + Tenser's Floating Disk + 1 + C + YES + + 30 feet + V, S, M (a drop of mercury) + 1 hour + Wizard + This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. + The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more 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. + + Source: Player's Handbook, p. 282 + + + Tenser's Floating Disk (Ritual Only) + 1 + C + YES + + 30 feet + V, S, M (a drop of mercury) + 1 hour + Ritual Caster + This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. + The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more 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. + + On spell lists: Wizard + + Source: Player's Handbook, p. 282 + + + Tenser’s Transformation + 6 + T + NO + + Self + V, S, M (a few hairs from a bull) + Concentration, up to 10 minutes + Wizard + You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: + + • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. + + • You have advantage on attack rolls that you make with simple and martial weapons. + + • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. + + • You have proficiency with all armor, shields, simple weapons, and martial weapons. + + • You have proficiency in Strength and Constitution saving throws. + + • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. + + Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + Source: Xanathar's Guide to Everything, p. 168 + + + Thaumaturgy + 0 + T + NO + + 30 feet + V + Up to 1 minute + Cleric + You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: + • 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. + + Source: Player's Handbook, p. 282 + + + Third Eye + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses. + + Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. + + Tremorsense: (2 psi; conc., 1 min.) As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. + + Unwavering Eye: (2 psi) As a bonus action, you gain advantage on Wisdom checks for 1 minute. + + Piercing Sight: (3 psi; conc., 1 min.) As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends + + Truesight: (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 26 + + + Thorn Whip + 0 + T + NO + + 30 feet + V, S, M + Instantaneous + Druid + You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. + This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Player's Handbook, p. 282 + 1d6 + + + Thunder Step + 3 + C + NO + + 90 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. + + You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport 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, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 168 + + + Thunderclap + 0 + EV + NO + + 5 feet + S + Instantaneous + Bard, Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard + You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 168 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + 1d6 + + + Thunderous Smite + 1 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery) + The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 282 + 2d6 + + + Thunderwave + 1 + EV + NO + + Self (15-foot cube) + V, S + Instantaneous + Fighter (Eldritch Knight), Bard, Druid, Sorcerer, Wizard + A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. + In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. + + At Higher Levels: + When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + + Source: Player's Handbook, p. 282 + 2d8 + + + Thunderwave* + 1 + EV + NO + + Self (15-foot cube) + V, S + Instantaneous + Cleric (Tempest) + A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. + In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. + + At Higher Levels: + When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + + Source: Player's Handbook, p. 282 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 2d8 + + Tidal Wave + 3 + C + NO + + 120 feet + V, S, M (a drop of water) + Instantaneous + Druid, Sorcerer, Wizard + You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Xanathar's Guide to Everything, p. 168 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + 4d8 + + + Time Stop + 9 + T + NO + + Self + V + Instantaneous + Sorcerer, Wizard + You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal. + This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. + + Source: Player's Handbook, p. 283 + 1d4+1 + + + Tiny Servant + 3 + T + NO + + Touch + V, S + 8 hours + Wizard + You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. + + As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. + + When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. + + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. + + Source: Xanathar's Guide to Everything, p. 168 + + + Toll the Dead + 0 + N + NO + + 60 feet + V, S + Instantaneous + Cleric, Warlock, Wizard + You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. + + The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). + + Source: Xanathar's Guide to Everything, p. 169 + 1d8 + 1d12 + + + Tongues + 3 + D + NO + + Touch + V, M (a small clay model of a ziggurat) + 1 hour + Bard, Cleric, Sorcerer, Warlock, Wizard + This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. + + Source: Player's Handbook, p. 283 + + + Transmute Rock + 5 + T + NO + + 120 feet + V, S, M (clay and water) + Until dispelled + Druid, Wizard + You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. + + Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. + + The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. + + If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + + Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 169 + Elemental Evil Player's Companion, p. 22 + Princes of the Apocalypse, p. 240 + 4d8 + + + Transport via Plants + 6 + C + NO + + 10 feet + V, S + 1 round + Druid + This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. + + Source: Player's Handbook, p. 283 + + + Tree Stride + 5 + C + NO + + Self + V, S + Concentration, up to 1 minute + Druid, Ranger + You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. + You can use this transportation ability once per round for the duration. You must end each turn outside a tree. + + Source: Player's Handbook, p. 283 + + + Tree Stride* + 5 + C + NO + + Self + V, S + Concentration, up to 1 minute + Cleric (Nature), Druid (Forest), Paladin (Ancients) + You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. + You can use this transportation ability once per round for the duration. You must end each turn outside a tree. + + Source: Player's Handbook, p. 283 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Trip Attack + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Ranger (No Spells) + When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 74 + + + True Polymorph + 9 + T + NO + + 30 feet + V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) + Concentration, up to 1 hour + Bard, Warlock, Wizard + Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. + This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. + Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. + The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. + The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. + The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. + Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM 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. + This spell can’t affect a target that has 0 hit points. + + Source: Player's Handbook, p. 283 + + + True Resurrection + 9 + N + NO + + Touch + V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) + Instantaneous + Cleric, Druid + You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. + This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. + 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. + + Source: Player's Handbook, p. 284 + + + True Seeing + 6 + D + NO + + Touch + V, S, M (an ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, and is consumed by the spell) + 1 hour + Bard, Cleric, Sorcerer, Warlock, Wizard + This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. + + Source: Player's Handbook, p. 284 + + + True Strike + 0 + D + NO + + 30 feet + S + Concentration, up to 1 round + Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard + You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. + + Source: Player's Handbook, p. 284 + + + Tsunami + 8 + C + NO + + Sight + V, S + Concentration, up to 6 rounds + Druid + A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. + When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. + At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. + A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground. + + Source: Player's Handbook, p. 284 + 6d10 + 5d10 + 4d10 + 3d10 + 2d10 + 1d10 + + + Unearthly Chorus + 1 + I + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Bard + Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. + Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage. + + Source: Unearthed Arcana: Starter Spells, p. 4 + + + Unseen Servant + 1 + C + YES + + 60 feet + V, S, M (a piece of string and a bit of wood) + 1 hour + Bard, Warlock, Wizard + This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. + Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. + If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. + + Source: Player's Handbook, p. 284 + + + Unseen Servant (Ritual Only) + 1 + C + YES + + 60 feet + V, S, M (a piece of string and a bit of wood) + 1 hour + Ritual Caster + This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. + Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. + If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. + + On spell lists: Bard, Warlock, Wizard + + Source: Player's Handbook, p. 284 + + + Vampiric Touch + 3 + N + NO + + Self + V, S + Concentration, up to 1 minute + Warlock, Wizard + The touch of your shadow-wreathed hand can siphon 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. + + Source: Player's Handbook, p. 285 + 3d6 + + + Vampiric Touch* + 3 + N + NO + + Self + V, S + Concentration, up to 1 minute + Cleric (Death), Cleric (Grave) + The touch of your shadow-wreathed hand can siphon 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. + + Source: Player's Handbook, p. 285 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d6 + + Vicious Mockery + 0 + EN + NO + + 60 feet + V + Instantaneous + Bard + You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. + This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4). + + Source: Player's Handbook, p. 285 + 1d4 + + + Virtue + 0 + A + NO + + Touch + V, S + 1 round + Cleric + You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends. + + Source: Unearthed Arcana: Starter Spells, p. 5 + 1d4+SPELL + + + Vitriolic Sphere + 4 + EV + NO + + 150 feet + V, S, M (a drop of giant slug bile) + Instantaneous + Fighter (Eldritch Knight), Sorcerer, Wizard + You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half 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 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + 10d4 + 5d4 + + + Wall of Fire + 4 + EV + NO + + 120 feet + V, S, M (a small piece of phosphorus) + Concentration, up to 1 minute + Fighter (Eldritch Knight), Druid, Sorcerer, Warlock (Celestial), Warlock (Fiend), Wizard + You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. 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. + + Source: Player's Handbook, p. 285 + 5d8 + + + Wall of Fire* + 4 + EV + NO + + 120 feet + V, S, M (a small piece of phosphorus) + Concentration, up to 1 minute + Cleric (Forge), Cleric (Light) + You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. 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. + + Source: Player's Handbook, p. 285 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 5d8 + + Wall of Force + 5 + EV + NO + + 120 feet + V, S, M (a pinch of powder made by crushing a clear gemstone) + Concentration, up to 10 minutes + Wizard + An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). + Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. + + Source: Player's Handbook, p. 285 + + + Wall of Force* + 5 + EV + NO + + 120 feet + V, S, M (a pinch of powder made by crushing a clear gemstone) + Concentration, up to 10 minutes + Cleric (Protection), Paladin (Redemption) + An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). + Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. + + Source: Player's Handbook, p. 285 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Wall of Ice + 6 + EV + NO + + 120 feet + V, S, M (a small piece of quartz) + Concentration, up to 10 minutes + Wizard + You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium 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. The creature takes 5f6 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. + + Source: Player's Handbook, p. 285 + 10d6 + 5d6 + + + Wall of Light + 5 + EV + NO + + 120 feet + V, S, M (a hand mirror) + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. + + When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. + + A creature that ends its turn in the wall’s area takes 4d8 radiant damage. + + Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. + + 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. + + + + Source: Xanathar's Guide to Everything, p. 170 + + + Wall of Sand + 3 + EV + NO + + 90 feet + V, S, M (a handful of sand) + Concentration, up to 10 minutes + Fighter (Eldritch Knight), Wizard + You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. + + + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Wall of Stone + 5 + EV + NO + + 120 feet + V, S, M (a small block of granite) + Concentration, up to 10 minutes + Druid, Sorcerer, Wizard + A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on 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 resting 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 DM'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. + + Source: Player's Handbook, p. 287 + + + Wall of Stone* + 5 + EV + NO + + 120 feet + V, S, M (a small block of granite) + Concentration, up to 10 minutes + Druid (Desert), Druid (Mountain) + A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on 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 resting 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 DM'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. + + Source: Player's Handbook, p. 287 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Wall of Thorns + 6 + C + NO + + 120 feet + V, S, M (a handful of thorns) + Concentration, up to 10 minutes + Druid + You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. + When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. + A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save. + + 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. + + Source: Player's Handbook, p. 287 + 7d8 + + + Wall of Water + 3 + EV + NO + + 60 feet + V, S, M (a drop of water) + Concentration, up to 10 minutes + Druid, Fighter (Eldritch Knight), Sorcerer, Wizard + You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. + + Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. + + + + Source: Xanathar's Guide to Everything, p. 170 + Volo's Guide to Monsters, p. 116 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Warding Bond + 2 + A + NO + + Touch + V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration) + 1 hour + Cleric + This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. + The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. + + Source: Player's Handbook, p. 287 + + + Warding Bond* + 2 + A + NO + + Touch + V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration) + 1 hour + Paladin (Crown) + This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. + The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. + + Source: Player's Handbook, p. 287 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Warding Wind + 2 + EV + NO + + Self + V + Concentration, up to 10 minutes + Bard, Druid, Fighter (Eldritch Knight), Sorcerer, Wizard + A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. + + The wind has the following effects: + + • It deafens you and other creatures in its area. + + • It extinguishes unprotected flames in its area that are torch-sized or smaller. + + • It hedges out vapor, gas, and fog that can be dispersed by strong wind. + + • The area is difficult terrain for creatures other than you. + + • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Water Breathing + 3 + T + YES + + 30 feet + V, S, M (a short reed or piece of straw) + 24 hours + Artificer, Druid, Ranger, Sorcerer, Wizard + This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. + + Source: Player's Handbook, p. 287 + + + Water Breathing* + 3 + T + YES + + 30 feet + V, S, M (a short reed or piece of straw) + 24 hours + Druid (Coast) + This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. + + Source: Player's Handbook, p. 287 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Water Breathing (Ritual Only) + 3 + T + YES + + 30 feet + V, S, M (a short reed or piece of straw) + 24 hours + Ritual Caster + This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. + + On spell lists: Druid, Ranger, Sorcerer, Wizard + + Source: Player's Handbook, p. 287 + + + Water Walk + 3 + T + YES + + 30 feet + V, S, M (a piece of cork) + 1 hour + Artificer, Cleric, Druid, Ranger, Sorcerer + This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. + If your 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. + + Source: Player's Handbook, p. 287 + + + Water Walk* + 3 + T + YES + + 30 feet + V, S, M (a piece of cork) + 1 hour + Druid (Coast), Druid (Swamp) + This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. + If your 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. + + Source: Player's Handbook, p. 287 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Water Walk (Ritual Only) + 3 + T + YES + + 30 feet + V, S, M (a piece of cork) + 1 hour + Ritual Caster + This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. + If your 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. + + On spell lists: Cleric, Druid, Ranger, Sorcerer + + Source: Player's Handbook, p. 287 + + + Water Whip + 1 + NO + + 30 feet + 2 ki points + Instantaneous + Monk (Way of the Four Elements) + You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 81 + 3d10 + + + Watery Sphere + 4 + C + NO + + 90 feet + V, S, M (a droplet of water) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. + + Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. + + The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. + + As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. + + When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 170 + Elemental Evil Player's Companion, p. 23 + Princes of the Apocalypse, p. 241 + + + Wave of Rolling Earth + 1 + EV + NO + + 120 feet + V, S, 6 ki points + Concentration, up to 10 minutes + Monk (Way of the Four Elements) + Prerequisite: 17th level + You can spend 6 ki points to cast wall of stone. + + Wall of Stone: A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on 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 resting 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 DM'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. + + Source: Player's Handbook, p. 81 + + + Web + 2 + C + NO + + 60 feet + V, S, M (a bit of spider web) + Concentration, up to 1 hour + Sorcerer, Wizard + You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. + If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. + Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. + A creature restrained by the webs can use its actions 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 287 + + + Web* + 2 + C + NO + + 60 feet + V, S, M (a bit of spider web) + Concentration, up to 1 hour + Druid (Underdark) + You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. + If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. + Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. + A creature restrained by the webs can use its actions 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 287 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Weird + 9 + I + NO + + 120 feet + V, S + Concentration, up to 1 minute + Wizard + Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 288 + 4d10 + + + Whirlwind + 7 + EV + NO + + 300 feet + V, M (a piece of straw) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. + + A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. + + A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 _ 10 feet away from it in a random direction. + + + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Xanathar's Guide to Everything, p. 171 + Elemental Evil Player's Companion, p. 24 + Princes of the Apocalypse, p. 242 + 10d6 + + + Wild Cunning + 1 + T + NO + + 120 feet + V, S + Instantaneous + Druid, Ranger + You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: + • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. + • If there is edible forage within range, you know it and where to find it. + • If there is clean drinking water within range, you know it and where to find it. + • If there is suitable shelter for you and your companions with range, you know it and where to find. + • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. + • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish. + + Source: Unearthed Arcana: Starter Spells, p. 5 + + + Wind Walk + 6 + T + NO + + 30 feet + V, S, M (fire and holy water) + 8 hours + Druid + You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. + If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 288 + + + Wind Wall + 3 + EV + NO + + 120 feet + V, S, M (a tiny fan and a feather of exotic origin) + Concentration, up to 1 minute + Druid, Ranger + A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. + When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. + + Source: Player's Handbook, p. 288 + 3d8 + + + Wind Wall* + 3 + EV + NO + + 120 feet + V, S, M (a tiny fan and a feather of exotic origin) + Concentration, up to 1 minute + Cleric (Nature) + A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. + When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. + + Source: Player's Handbook, p. 288 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + 3d8 + + Wish + 9 + C + NO + + Self + V, S, M + Instantaneous + Sorcerer, Wizard + Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. + The basic use of this spell is to duplicate any other spell of 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 DM as precisely as possible. The DM 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. + + Source: Player's Handbook, p. 288 + + + Witch Bolt + 1 + EV + NO + + 30 feet + V, S, M (a twig from a tree that has been struck by lightning) + Concentration, up to 1 minute + Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard + A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. + + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. + + Source: Player's Handbook, p. 289 + 1d12 + + + Word of Radiance + 0 + EV + NO + + 5 feet + V, M (a holy symbol) + Instantaneous + Cleric + You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. + + The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Xanathar's Guide to Everything, p. 171 + + + Word of Recall + 6 + C + NO + + 5 feet + V, S, M + Instantaneous + Cleric + You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. + You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. + + Source: Player's Handbook, p. 289 + + + Wrath of Nature + 5 + EV + NO + + 120 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. + + Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. + + Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. + + Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. + + Rock:. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone. + + Source: Xanathar's Guide to Everything, p. 171 + + + Wrathful Smite + 1 + EV + NO + + Self + V, S, M + Concentration, up to 1 minute + Paladin, Sorcerer (Stone Sorcery), Warlock (Hexblade) + The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 289 + 1d6 + + + Zephyr Strike + 1 + T + NO + + Self + V + Concentration, up to 1 minute + Ranger + You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. + + Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. + + Source: Xanathar's Guide to Everything, p. 171 + + + Zone of Truth + 2 + EN + NO + + 60 feet + V, S, M + 10 minutes + Bard, Cleric, Paladin, Ranger (Monster Slayer) + You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. + An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. + + Source: Player's Handbook, p. 289 + + + Zone of Truth* + 2 + EN + NO + + 60 feet + V, S, M + 10 minutes + Paladin (Crown), Paladin (Devotion) + You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. + An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. + + Source: Player's Handbook, p. 289 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Invocation: Agonizing Blast + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Eldritch Blast cantrip + + When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. + + Source: Player's Handbook, p. 110 + + + Invocation: Armor of Shadows + 0 + NO + + + + + Eldritch Invocations + You can cast mage armor on yourself at will, without expending a spell slot or material components. + + Source: Player's Handbook, p. 110 + + + Invocation: Ascendant Step + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level + + You can cast levitate on yourself at will, without expending a spell slot or material components. + + Source: Player's Handbook, p. 110 + + + Invocation: Aspect of the Moon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Tome feature + + You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Beast Speech + 0 + NO + + + + + Eldritch Invocations + You can cast speak with animals at will, without expending a spell slot. + + Source: Player's Handbook, p. 110 + + + Invocation: Beguiling Influence + 0 + NO + + + + + Eldritch Invocations + You gain proficiency in the Deception and Persuasion skills. + + Source: Player's Handbook, p. 110 + + + Invocation: Bewitching Whispers + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 110 + + + Invocation: Book of Ancient Secrets + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Tome feature + You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. + On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. + + Source: Player's Handbook, p. 110 + + + Invocation: Burning Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Hexblade patron + + As a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1). + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Caiphon’s Beacon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Great Old One patron + + The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Chains of Carceri + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level, Pact of the Chain + + You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. + + Source: Player's Handbook, p. 110 + + + Invocation: Chilling Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Hexblade patron + + As a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1). + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Chronicle of the Raven Queen + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Raven Queen patron, Pact of the Tome feature + + You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Claw of Acamar + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Great Old One patron, Pact of the Blade feature + + You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 3 + + + Invocation: Cloak of Flies + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. + The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). + Once you use this invocation, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Curse Bringer + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Hexblade patron, Pact of the Blade feature + + You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. + When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Devil's Sight + 0 + NO + + + + + Eldritch Invocations + You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. + + Source: Player's Handbook, p. 110 + + + Invocation: Dreadful Word + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 110 + + + Invocation: Eldritch Sight + 0 + NO + + + + + Eldritch Invocations + You can cast detect magic at will, without expending a spell slot. + + Source: Player's Handbook, p. 110 + + + Invocation: Eldritch Smite + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, Pact of the Blade feature + + Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Eldritch Spear + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Eldritch Blast cantrip + + When you cast eldritch blast, its range is 300 feet. + + Source: Player's Handbook, p. 111 + + + Invocation: Eyes of the Rune Keeper + 0 + NO + + + + + Eldritch Invocations + You can read all writing. + + Source: Player's Handbook, p. 111 + + + Invocation: Fiendish Vigor + 0 + NO + + + + + Eldritch Invocations + You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. + + Source: Player's Handbook, p. 111 + + + Invocation: Frost Lance + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. + + Source: Unearthed Arcana: Revised Class Options, p. 6 + + + Invocation: Gaze of Two Minds + 0 + NO + + + + + Eldritch Invocations + You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Source: Player's Handbook, p. 111 + + + Invocation: Ghostly Gaze + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + Once you use this invocation, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 56 + + + Invocation: Gift of the Depths + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + You can breathe underwater, and you gain a swimming speed equal to your walking speed. + You can also cast waterbreathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Gift of the Ever-Living Ones + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Chain feature + + Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Grasp of Hadar + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to you. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Green Lord’s Gift + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Archfey patron + + The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Improved Pact Weapon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Blade feature + + You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. + In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. + Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Kiss of Mephistopheles + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, eldritch blast cantrip + + When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast. + + Source: Unearthed Arcana: Revised Class Options, p. 6 + + + Invocation: Lance of Lethargy + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Lifedrinker + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 12th level, Pact of the Blade + + When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). + + Source: Player's Handbook, p. 111 + + + Invocation: Mace of Dispater + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Fiend patron, Pact of the Blade feature + + When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Maddening Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, hex spell or a warlock feature that curses + + As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Mask of Many Faces + 0 + NO + + + + + Eldritch Invocations + You can cast disguise self at will, without expending a spell slot. + + Source: Player's Handbook, p. 111 + + + Invocation: Master of Myriad Forms + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level + + You can cast alter self at will, without expending a spell slot. + + Source: Player's Handbook, p. 111 + + + Invocation: Minions of Chaos + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level + + You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 111 + + + Invocation: Mire the Mind + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 111 + + + Invocation: Misty Visions + 0 + NO + + + + + Eldritch Invocations + You can cast silent image at will, without expending a spell slot or material components. + + Source: Player's Handbook, p. 111 + + + Invocation: Moon Bow + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Archfey patron, Pact of the Blade feature + + You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: One With Shadows + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 111 + + + Invocation: Otherworldly Leap + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level + + You can cast jump on yourself at will, without expending a spell slot or material components. + + Source: Player's Handbook, p. 111 + + + Invocation: Path of the Seeker + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Seeker patron + + The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 4 + + + Invocation: Raven Queen’s Blessing + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Raven Queen patron, eldritch blast cantrip + + When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point). + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Relentless Hex + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level, hex spell or a warlock feature that curses + + Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Repelling Blast + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Eldritch Blast cantrip + + When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. + + Source: Player's Handbook, p. 111 + + + Invocation: Sculptor of Flesh + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 111 + + + Invocation: Seeker’s Speech + 0 + NO + + + + + Eldritch Invocations + Prerequisite: The Seeker patron + + Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Shroud of Shadow + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level + + You can cast invisibility at will, without expending a spell slot. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Shroud of Ulban + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 18th level, the Great Old One patron + + The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Sign of Ill Omen + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 111 + + + Invocation: Superior Pact Weapon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level, Pact of the Blade feature + + Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Thief of Five Fates + 0 + NO + + + + + Eldritch Invocations + You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest. + + Source: Player's Handbook, p. 111 + + + Invocation: Thirsting Blade + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + Prerequisite: Pact of the Blade + + You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 111 + + + Invocation: Tomb of Levistus + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take this damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. + Once you use this invocation, you can’t use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Trickster's Escape + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. + + Source: Xanathar's Guide to Everything, p. 57 + + + Invocation: Ultimate Pact Weapon + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level, Pact of the Blade feature + + Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon. + + (deprecated) + + Source: Unearthed Arcana: Warlock & Wizard, p. 5 + + + Invocation: Visions of Distant Realms + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level + + You can cast arcane eye at will, without expending a spell slot. + + Source: Player's Handbook, p. 111 + + + Invocation: Voice of the Chain Master + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Chain + + You 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 of speech. + + Source: Player's Handbook, p. 111 + + + Invocation: Whispers of the Grave + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level + + You can cast speak with dead at will, without expending a spell slot. + + Source: Player's Handbook, p. 111 + + + Invocation: Witch Sight + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level + + You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. + + Source: Player's Handbook, p. 111 + + + Aarakocra + M + humanoid (aarakocra) + neutral good + 12 + 13 (3d8) + 20 ft., fly 50 ft. + 101410111211 + + Perception +5 + + + + + + 15 + Aarakocra, Auran + 1/4 + + Source + Monster Manual, p. 12 + + Dive Attack + If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. + Dive Attack||1d6 + + + Talon + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Talon|4|1d4+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. + Javelin|4|1d6+2 + + + Summon Air Elemental + Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. + + + + mountain + + + Abjurer + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 84 (13d8+26) + 30 ft. + 91414181211 + Int +8, Wis +5 + Arcana +8, History +8 + + + + + + 11 + any four languages + 9 + + Source + Volo's Guide to Monsters, p. 209 + + Spellcasting + The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: + + Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost + + 1st level {4 slots): alarm*, mage armor, magic missile, shield* + + 2nd level (3 slots): arcane lock*, invisibility + + 3rd level (3 slots): counterspell*, dispel magic*, fireball + + 4th level (3 slots): banishment*, stoneskin* + + 5th level (2 slots): cone of cold, wall of force + + 6th level (1 slot): flesh to stone, globe of invulnerability* + + 7th level (1 slot): symbol* teleport + + *Abjuration spell of 1st level or higher + + + Arcane Ward + The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands. + Quarterstaff|3|1d6-1 + Two Handed|3|1d8-1 + + blade ward. dancing lights, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol teleport + 4, 3, 3, 3, 2, 1, 1 + urban + + + Aboleth + L + aberration + lawful evil + 17 (natural armor) + 135 (18d10+36) + 10 ft., swim 40 ft. + 21915181518 + Con +6, Int +8, Wis +6 + History +12, Perception +10 + + + + + darkvision 120 ft. + 20 + Deep Speech, telepathy 120 ft. + 10 + + Source + Monster Manual, p. 13 + + Amphibious + The aboleth can breathe air and water + + + Mucous Cloud + While 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 Telepathy + If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. + + + Multiattack + The aboleth makes three tentacle attacks. + + + Tentacle + Melee 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+5 + + + Tail + Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage. + Tail|9|3d6+5 + + + Enslave (3/day) + The aboleth targets one creature it can see within 30 ft. 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Legendary Actions (3/Turn) + The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. + + + Detect + The aboleth makes a Wisdom (Perception) check. + + + Tail Swipe + The 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 + + + Abominable Yeti + H + monstrosity + chaotic evil + 15 (natural armor) + 137 (11d12+66) + 40 ft., climb 40 ft. + 2410229139 + + Perception +5, Stealth +4 + + + cold + + darkvision 60 ft. + 15 + Yeti + 9 + + Source + Monster Manual, p. 306 + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) cold damage. + Claw|11|2d6+7+2d6 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Cold Breath (Recharge 6) + The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath||10d8 + + + + arctic + + + Abyssal Wretch + M + fiend (demon) + chaotic evil + + 11 () + 18 (4d8) + 20 ft. + 91211585 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft. + 9 + + understands Abyssal but can’t speak + 1/4 + + Source + Mordenkainen's Tome of Foes, p. 136 + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. + Bite|3|1d8+1 + + + + + + Acererak + M + undead + neutral evil + 21 (natural armor) + 285 (30d8+150) + 30 ft. + + 131620272120 + Con +12, Int +15, Wis +12 + Arcana +22, History +22, Insight +12, Perception +12, Religion +15 + cold, lightning + + necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + truesight 120 ft. + 22 + Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon + 23 + + Source + Tomb of Annihilation, p. 209 + + Special Equipment + Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a talisman of the sphere and has a sphere of annihilation under his control. + + + Legendary Resistance (3/Day) + If Acererak fails a saving throw, he can choose to succeed instead. + + + Rejuvenation + Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden. + + + Spellcasting + Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared: + + Cantrips (at will): mage hand, ray of frost, shocking grasp + + 1st level (at will): ray of sickness, shield + + 2nd level (at will): arcane lock, knock + + 3rd level (at will): animate dead, counterspell + + 4th level (3 slots): blight, ice storm, phantasmal killer + + 5th level (3 slots): cloudkill, hold monster, wall of force + + 6th level (3 slots): chain lightning, circle of death, disintegrate + + 7th level (3 slots): finger of death, plane shift, teleport + + 8th level (2 slots): maze, mind blank + + 9th level (2 slots): power word kill, time stop. + + + Turn Resistance + Acererak has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Paralyzing Touch|8|3d6 + + + Staff (+3 Quarterstaff) + Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8+4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. + Staff|11|1d6+4+3d6 + + + Invoke Curse + While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target. + + + Legendary Actions (3/Turn) + Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Acererak regains spent legendary actions at the start of his turn. + + + At-Will Spell + Acererak can cast one of his at-will spells. + + + Melee Attack + Acererak uses Paralyzing Touch or makes one melee attack with his staff. + + + Frightening Gaze (Costs 2 Actions) + Acererak fixes his gaze on one creature it can see within 10 feet of him. The target must succeed on a DC 20 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 Acererak's gaze for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Talisman of the Sphere (Costs 2 Actions) + Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet. + + + Disrupt Life (Costs 3 Actions) + Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. + + mage hand, ray of frost, shocking grasp, ray of sickness, shield, arcane lock, knock, animate dead, counterspell, blight, ice storm, phantasmal killer, cloudkill, hold monster, wall of force, chain lightning, circle of death, disintegrate, finger of death, plane shift, teleport, maze, mind blank, power word kill, time stop + 0,0,0,3,3,3,3,2,2 + + + Acolyte + M + humanoid (any race) + any alignment + 10 + 9 (2d8) + 30 ft. + 101010101411 + + Medicine +4, Religion +2 + + + + + + 12 + any one language (usually Common) + 1/4 + + Source + Monster Manual, p. 342 + + Spellcasting + The 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: + + • Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (3 slots): bless, cure wounds, sanctuary + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + |2|1d4 + + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + 3 + urban + + + Adult Black Dragon + H + dragon + chaotic evil + 19 (natural armor) + 195 (17d12+85) + 40 ft., fly 80 ft., swim 40 ft. + 231421141317 + Dex +7, Con +10, Wis +6, Cha +8 + Perception +11, Stealth +7 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 14 + + Source + Monster Manual, p. 88 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d8 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|2d8+6 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Acid Breath||12d8 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + swamp + + + Adult Blue Dracolich + H + undead + lawful evil + 19 (natural armor) + 225 (18d12+108) + 40 ft., burrow 30 ft., fly 80 ft. + 251023161519 + Dex +5, Con +11, Wis +7, Cha +9 + Perception +12, Stealth +5 + necrotic + + lightning, poison + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 17 + + Source + Monster Manual, p. 84 + + Legendary Resistance (3/Day) + If the dracolich fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dracolich has advantage on saving throws against spells and other magical effects. + + + Multiattack + The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d10 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. + Claw|12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. + Tail|12|2d8+7 + + + Frightful Presence + Each creature of the dracolich's choice that is within 120 feet of the dracolich 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 dracolich's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lightning Breath (Recharge 5-6) + The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||12d10 + + + Legendary Actions (3/Turn) + The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn. + + + Detect + The dracolich makes a Wisdom (Perception) check. + + + Tail Attack + The dracolich makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + desert + + + Adult Blue Dragon + H + dragon + lawful evil + 19 + 225 (18d12+108) + 40 ft., burrow 30 ft., fly 80 ft. + 251023161519 + Dex +5, Con +11, Wis +7, Cha +9 + Perception +12, Stealth +5 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 16 + + Source + Monster Manual, p. 91 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d10 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. + Claw|12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. + Tail|12|2d8+7 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Lightning Breath||12d10 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + coastal, desert + + + Adult Brass Dragon + H + dragon + chaotic good + 18 (natural armor) + 172 (15d12+75) + 40 ft., burrow 40 ft., fly 80 ft. + 231021141317 + Dex +5, Con +10, Wis +6, Cha +8 + History +7, Perception +11, Persuasion +8, Stealth +5 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 13 + + Source + Monster Manual, p. 105 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|2d8+6 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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 45 (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. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||13d6 + + + + desert + + + Adult Bronze Dragon + H + dragon + lawful good + 19 (natural armor) + 212 (17d12+102) + 40 ft., fly 80 ft., swim 40 ft. + 251023161519 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 15 + + Source + Monster Manual, p. 108 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage. + Bite|12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. + Claw|12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. + Tail|12|2d8+7 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Lightning Breath||12d10 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + coastal + + + Adult Copper Dragon + H + dragon + chaotic good + 18 (natural armor) + 184 (16d12+80) + 40 ft., climb 40 ft., fly 80 ft. + 231221181517 + Dex +6, Con +10, Wis +7, Cha +8 + Deception +8, Perception +12, Stealth +6 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 14 + + Source + Monster Manual, p. 111 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|2d8+6 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Acid Breath||12d8 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + hill + + + Adult Gold Dragon + H + dragon + lawful good + 19 (natural armor) + 256 (19d12+133) + 40 ft., fly 80 ft., swim 40 ft. + 271425161524 + Dex +8, Con +13, Wis +8, Cha +13 + Insight +8, Perception +14, Persuasion +13, Stealth +8 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 24 + Common, Draconic + 17 + + Source + Monster Manual, p. 114 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage. + Bite|14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Fire Breath||12d10 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + forest, grassland + + + Adult Green Dragon + H + dragon + lawful evil + 19 (natural armor) + 207 (18d12+90) + 40 ft., fly 80 ft., swim 40 ft. + 231221181517 + Dex +6, Con +10, Wis +7, Cha +8 + Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 + + + poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 15 + + Source + Monster Manual, p. 94 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+2d6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|2d8+6 + + + Frightful Presence + Each 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 . + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Poison Breath||16d6 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + forest + + + Adult Kruthik + M + monstrosity + unaligned + + 18 (natural armor) + 39 (6d8+12) + 40 ft., burrow 20 ft., climb 40 ft. + 1516157128 + + + + + + + darkvision 60 ft., tremorsense 60 ft. + 11 + Kruthik + 2 + + Source + Mordenkainen's Tome of Foes, p. 212 + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. + + + Multiattack + The kruthik makes two stab attacks or two spike attacks. + + + Stab + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Stab|5|1d6+3 + + + Spike + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Spike|5|1d4+3 + + + + + + Adult Oblex + M + ooze + lawful evil + + 14 () + 75 (10d8+30) + 20 ft. + 81916191215 + Int +7, Cha +5 + Deception +5, Perception +4 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance) + 14 + Common plus two more languages + 5 + + Source + Mordenkainen's Tome of Foes, p. 218 + + Ooze Nature + An oblex doesn't require sleep. + + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Innate Spellcasting + The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + + 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell). + + + Sulfurous Impersonation + As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. + + + Multiattack + The oblex makes one pseudopod attack and uses Eat Memories. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. + Pseudopod|7|1d6+4+2d4 + + + Eat Memories + The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. + While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. + When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + charm person, color spray, detect thoughts, hold person + + + + Adult Red Dragon + H + dragon + chaotic evil + 19 (natural armor) + 256 (19d12+133) + 40 ft., climb 40 ft., fly 80 ft. + 271025161321 + Dex +6, Con +13, Wis +7, Cha +11 + Perception +13, Stealth +6 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 23 + Common, Draconic + 17 + + Source + Monster Manual, p. 98 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+2d6 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Fire Breath||18d6 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + hill, mountain + + + Adult Silver Dragon + H + dragon + lawful good + 19 (natural armor) + 243 (18d12+126) + 40 ft., fly 80 ft. + 271025161321 + Dex +5, Con +12, Wis +6, Cha +10 + Arcana +8, History +8, Perception +11, Stealth +5 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 16 + + Source + Monster Manual, p. 117 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage. + Bite|13|2d10+8 + + + Claw + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|13|2d6+8 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|13|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Cold Breath||13d8 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + mountain, urban + + + Adult White Dragon + H + dragon + chaotic evil + 18 (natural armor) + 200 (16d12+96) + 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + 22102281212 + Dex +5, Con +11, Wis +6, Cha +6 + Perception +11, Stealth +5 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 13 + + Source + Monster Manual, p. 101 + + Ice Walk + The 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. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d8 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|2d8+6 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Cold Breath||12d8 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + arctic + + + Aerisi Kalinoth + M + humanoid (elf) + neutral evil + 13 (16 with mage armor) + 66 (12d8+12) + 30 ft. + 81612171016 + + Arcana +6, History +6, Perception +3 + lightning + + + + darkvision 60 ft. + 13 + Auran, Common, Elvish + 7 + + Source + Princes of the Apocalypse p. 193 + + Fey Ancestry + Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Howling Defeat + When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind. + + + Legendary Resistance (2/Day) + If Aerisi fails a saving throw, she can choose to succeed instead. + + + Spellcasting + Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared: + + • Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp + + • 1st level (4 slots): charm person, feather fall, mage armor, thunderwave + + • 2nd level (3 slots): dust devil, gust of wind, invisibility + + • 3rd level (3 slots): fly, gaseous form, lightning bolt + + • 4th level (3 slots): ice storm, storm sphere + + • 5th level (2 slots): cloudkill, seeming (cast each day) + + • 6th level (1 slot): chain lightning + + + Windvane + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6+6) piercing damage, or 10 (1d8+6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage. + One Handed|9|1d6+6+1d6 + Two Handed|9|1d8+6+1d6 + + gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, charm person, feather fall, mage armor, thunderwave, dust devil, gust of wind, invisibility, fly, gaseous form, lightning bolt, ice storm, storm sphere, cloudkill, seeming, chain lightning + 4, 3, 3, 3, 2, 1 + + + Air Elemental + L + elemental + neutral + 15 + 90 (12d10+24) + fly 90 ft. (hover) + 1420146106 + + + lightning; thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + Auran + 5 + + Source + Monster Manual, p. 124 + + Air Form + The 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. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Slam|8|2d8+5 + + + Whirlwind (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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + desert, mountain + + + Air Elemental Myrmidon + M + elemental + neutral + 18 (plate) + 117 (18d8+36) + 30 ft., fly 30 ft. + 18141491010 + + + lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + + poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + 10 + Auran, one language of its creator's choice + 7 + + Source + Princes of the Apocalypse p. 212 + Mordenkainen's Tome of Foes, p. 202 + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Multiattack + The myrmidon makes three flail attacks. + + + Flail + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. + Flail|7|1d8+4 + + + Lightning Strike (Recharge 6) + The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Lightning Strike|7|1d8+4+4d8 + + + + + + Albino Dwarf Spirit Warrior + M + humanoid (dwarf) + any alignment + 13 (hide armor) + 30 (4d8+12) + 25 ft. + + 131317121411 + + Perception +4, Stealth +3, Survival +4 + poison + + + + darkvision 60 ft. + 14 + Common, Dwarvish + 1 + + Source + Tomb of Annihilation, p. 210 + + Dwarven Resilience + The dwarf has advantage on saving throws against poison. + + + Innate Spellcasting + The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: + + 1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plant + + + Handaxe + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. + Handaxe|3|1d6+1 + + hunter’s mark, jump, pass without trace, speak with animals, speak with plants + 0 + + + Albino Dwarf Warrior + M + humanoid (dwarf) + any alignment + 13 (hide armor) + 30 (4d8+12) + 25 ft. + + 131317121411 + + Perception +4, Stealth +3, Survival +4 + poison + + + + darkvision 60 ft. + 14 + Common, Dwarvish + 1/4 + + Source + Tomb of Annihilation, p. 210 + + Dwarven Resilience + The dwarf has advantage on saving throws against poison. + + + Handaxe + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. + Handaxe|3|1d6+1 + + + + + + Aldani (Lobsterfolk) + M + monstrosity + lawful neutral + 14 (natural armor) + 49 (9d8+9) + 20 ft., swim 30 ft. + + 13812101410 + + Perception +4, Survival +4 + + + + + darkvision 60 ft. + 14 + Common + 1 + + Source + Tomb of Annihilation, p. 210 + + Amphibious + The aldani can breathe air and water. + + + Multiattack + The aldani makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|3|1d8+1 + + + + + + Alhoon + M + undead + any evil alignment + 15 (natural armor) + 120 (16d8+48) + 30 ft. + 111216191717 + Con +7, Int +8, Wis +7, Cha +7 + Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5 + cold, lightning, necrotic + + poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + 17 + Deep Speech, Undercommon, telepathy 120 ft. + 10 + + Source + Volo's Guide to Monsters, p. 172 + + Magic Resistance + The alhoon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: + + Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp + + 1st level (4 slots): detect magic, disguise self, magic missile, shield + + 2nd level (3 slots): invisibility, mirror image, scorching ray + + 3rd level (3 slots): counterspell, fly, lightning bolt + + 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer + + 5th level (2 slots): modify memory, wall of force + + 6th level (1 slot): disintegrate, globe of invulnerability + + + Turn Resistance + The alhoon has advantage on saving throws against any effect that turns undead. + + + Chilling Grasp + Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. + Chilling Grasp|8|3d6 + + + Mind Blast (Recharge 5-6) + The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast| |4d8+4 + + detect thoughts, levitate, dominate monster, plane shift, chill touch, dancing lights, mage hand, prestidigitation, shocking grasp, detect magic, disguise self, magic missile, shield, invisibility, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, Evard’s black tentacles, phantasmal killer, modify memory, wall of force, disintegrate, globe of invulnerability + 4, 3, 3, 3, 2, 1 + underdark + + + Alkilith + M + fiend (demon) + chaotic evil + + 17 (natural armor) + 157 (15d8+90) + 40 ft. + 1219226117 + Dex +8, Con +10 + Stealth +8 + acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, frightened, poisoned + darkvision 120 ft. + 10 + understands Abyssal but can’t speak + 11 + + Source + Mordenkainen's Tome of Foes, p. 130 + + Amorphous + The alkilith can move through a space as narrow as 1 inch wide without squeezing. + + + False Appearance + While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. + + + Foment Madness + Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. + If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. + + + Magic Resistance + The alkilith has advantage on saving throws against spells and other magical effects. + + + Multiattack + The alkilith makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage. + Tentacle|8|4d6+4 + + + + + + Allip + M + undead + neutral evil + + 13 () + 40 (9d8) + 0 ft., fly 40 ft. (hover) + 61710171516 + Int +6, Wis +5 + Perception +5, Stealth +6 + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + cold; necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 15 + the languages it knew in life + 5 + + Source + Mordenkainen's Tome of Foes, p. 116 + + Undead Nature + An allip doesn't require air, food, drink, or sleep. + + + Incorporeal Movement + The allip 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. + + + Maddening Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. + Maddening Touch|6|4d6+3 + + + Whispers of Madness + The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect. + + + Howling Babble (Recharge 6) + Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + + + Allosaurus + L + beast + unaligned + 15 (natural armor) + 60 (6d10+18) + 60 ft. + 1913172125 + + Perception +5 + + + + + + 15 + + 2 + + Source + Monster Manual, p. 79 + + Pounce + If the allosaurus moves at least 30 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 allosaurus can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|6|2d10+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|6|1d8+4 + + + + grassland + + + Almiraj + S + beast + unaligned + 13 + 3 (1d6) + 50 ft. + + 2161021410 + + + + + + + + 12 + + 0 + + Source + Tomb of Annihilation, p. 211 + + Keen Senses + The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Horn + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Horn|5|1d4+3 + + + + + + Ambush Drake + M + dragon + unaligned + 13 (natural armor) + 22 (4d6+8) + 30 ft. + 1315144116 + + Perception +4, Stealth +4 + poison + + + + darkvision 60 ft. + 14 + understands Draconic but can't speak it + 1/2 + + Source + Hoard of the Dragon Queen p. 88 + + Pack Tactics + The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Surprise Attack + If the drake 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||2d6 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d6+1) piercing damage. + Bite|4|1d6+1 + + + + + + Amnizu + M + fiend (devil) + lawful evil + + 21 (natural armor) + 202 (27d8+81) + 30 ft., fly 40 ft. + 111316201218 + Dex +7, Con +9, Wis +7, Cha +10 + Perception +7 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + charmed, poisoned + darkvision 120 ft. + 17 + Common, Infernal, telepathy 1,000 ft. + 18 + + Source + Mordenkainen's Tome of Foes, p. 163 + + Devil's Sight + Magical darkness doesn't impede the amnizu's darkvision. + + + Innate Spellcasting + The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: + + At will: charm person, command + + 3/day each: dominate person, fireball + + 1/day each: dominate monster, feeblemind. + + + Magic Resistance + The amnizu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. + + + Taskmaster Whip + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. + Taskmaster Whip|11|2d4+5+6d10 + + + Disruptive Touch + Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. + Disruptive Touch|11|8d10 + + + Poison Mind + The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Forgetfulness (Recharge 6) + The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Variant: Summon Devil (1/Day) + The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action. + + + Instinctive Charm + When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. + + + charm person, command, dominate person, fireball, dominate monster, feeblemind + + + + Amphisbaena + M + monstrosity + unaligned + 14 + 11 (2d8+2) + 30 ft., swim 30 ft. + 1418123103 + + Perception +2 + + + + + blindsight 10 ft. + 13 + + 1/2 + + Source + Ghosts of Saltmarsh p. 230 + + Two Heads + The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Multiattack + The amphisbaena makes two bite attacks + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|6|1d4+4+1d6 + + + + underwater + + + Ancient Black Dragon + G + dragon + chaotic evil + 22 (natural armor) + 367 (21d20+147) + 40 ft., fly 80 ft., swim 40 ft. + 271425161519 + Dex +9, Con +14, Wis +9, Cha +11 + Perception +16, Stealth +9 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 26 + Common, Draconic + 21 + + Source + Monster Manual, p. 87 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+2d8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|15|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + swamp + + + Ancient Blue Dragon + G + dragon + lawful evil + 22 (natural armor) + 481 (26d20+208) + 40 ft., burrow 40 ft., fly 80 ft. + 291027181721 + Dex +7, Con +15, Wis +10, Cha +12 + Perception +17, Stealth +7 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 23 + + Source + Monster Manual, p. 90 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+2d10 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. + Claw|16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage. + Tail|16|2d8+9 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Lightning Breath||16d10 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + coastal, desert + + + Ancient Brass Dragon + G + dragon + chaotic good + 20 (natural armor) + 297 (17d20+119) + 40 ft., burrow 40 ft., fly 80 ft. + 271025161519 + Dex +6, Con +13, Wis +8, Cha +10 + History +9, Perception +14, Persuasion +10, Stealth +6 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 24 + Common, Draconic + 20 + + Source + Monster Manual, p. 104 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage. + Bite|14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||16d6 + + + Change Shape + The 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. + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + desert + + + Ancient Bronze Dragon + G + dragon + lawful good + 22 (natural armor) + 444 (24d20+192) + 40 ft., fly 80 ft., swim 40 ft. + 291027181721 + Dex +7, Con +15, Wis +10, Cha +12 + Insight +10, Perception +17, Stealth +7 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 22 + + Source + Monster Manual, p. 107 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage. + Bite|16|2d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. + Claw|16|1d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage. + Tail|16|2d8+9 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Lightning Breath||16d10 + + + Change Shape + The 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. + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + coastal + + + Ancient Copper Dragon + G + dragon + chaotic good + 21 (natural armor) + 350 (20d20+140) + 40 ft., climb 40 ft., fly 80 ft. + 271225201719 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Perception +17, Stealth +8 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 21 + + Source + Monster Manual, p. 110 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage. + Bite|15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|15|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Acid Breath||14d8 + + + Change Shape + The 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. + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + hill + + + Ancient Gold Dragon + G + dragon + lawful good + 22 (natural armor) + 546 (28d20+252) + 40 ft., fly 80 ft., swim 40 ft. + 301429181728 + Dex +9, Con +16, Wis +10, Cha +16 + Insight +10, Perception +17, Persuasion +16, Stealth +9 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 24 + + Source + Monster Manual, p. 113 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. + Bite|17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. + Tail|17|2d8+10 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Fire Breath||13d10 + + + Change Shape + The 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. + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + forest, grassland + + + Ancient Green Dragon + G + dragon + lawful evil + 21 (natural armor) + 385 (22d20+154) + 40 ft., fly 80 ft., swim 40 ft. + 271225201719 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 + + + poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 22 + + Source + Monster Manual, p. 93 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+3d6 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage. + Claw|15|4d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|16|2d8+8 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Poison Breath||22d6 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + forest + + + Ancient Red Dragon + G + dragon + chaotic evil + 22 (natural armor) + 546 (28d20+252) + 40 ft., climb 40 ft., fly 80 ft. + 301029181523 + Dex +7, Con +16, Wis +9, Cha +13 + Perception +16, Stealth +7 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 26 + Common, Draconic + 24 + + Source + Monster Manual, p. 97 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+4d6 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. + Tail|17|2d8+10 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Fire Breath||26d6 + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + hill, mountain + + + Ancient Silver Dragon + G + dragon + lawful good + 22 (natural armor) + 487 (25d20+225) + 40 ft., fly 80 ft. + 301029181523 + Dex +7, Con +16, Wis +9, Cha +13 + Arcana +11, History +11, Perception +16, Stealth +7 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 26 + Common, Draconic + 23 + + Source + Monster Manual, p. 116 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. + Bite|17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. + Tail|17|2d8+10 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Cold Breath||15d8 + + + Change Shape + The 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. + + + Legendary Actions (3/Turn) + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + mountain, urban + + + Ancient White Dragon + G + dragon + chaotic evil + 20 (natural armor) + 333 (18d20+144) + 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. + 261026101314 + Dex +6, Con +14, Wis +7, Cha +8 + Perception +13, Stealth +6 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 23 + Common, Draconic + 20 + + Source + Monster Manual, p. 100 + + Ice Walk + The 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. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+2d8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|2d8+8 + + + Frightful Presence + Each 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 . + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + Cold Breath||16d8 + + + + arctic + + + Androsphinx + L + monstrosity + lawful neutral + 17 (natural armor) + 199 (19d10+95) + 40 ft., fly 60 ft. + 221020161823 + Dex +6, Con +11, Int +9, Wis +10 + Arcana +9, Perception +10, Religion +15 + + + psychic; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, frightened + truesight 120 ft. + 20 + Common, Sphinx + 17 + + Source + Monster Manual, p. 281 + + Inscrutable + The 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 Weapons + The sphinx's weapon attacks are magical. + + + Spellcasting + The 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: + + • Cantrips (at will): sacred flame, spare the dying, thaumaturgy + + • 1st level (4 slots): command, detect evil and good, detect magic + + • 2nd level (3 slots): lesser restoration, zone of truth + + • 3rd level (3 slots): dispel magic, tongues + + • 4th level (3 slots): banishment, freedom of movement + + • 5th level (2 slots): flame strike, greater restoration + + • 6th level (1 slot): heroes' feast + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage. + Claw|12|2d10+6 + + + Roar (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. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Legendary Actions (3/Turn) + The androsphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The androsphinx regains spent legendary actions at the start of his turn. + + + Claw Attack + The 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 restoration, heroes' feast + 4, 3, 3, 3, 2, 1 + desert + + + Animated Armor + M + construct + unaligned + 18 (natural armor) + 33 (6d8+6) + 25 ft. + 141113131 + + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 6 + + 1 + + Source + Monster Manual, p. 19 + + Antimagic Susceptibility + The 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + False Appearance + While the armor remains motionless, it is indistinguishable from a normal suit of armor. + + + Multiattack + The armor makes two melee attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d6+2 + + + + + + + Animated Table + L + construct + unaligned + 15 (natural armor) + 39 (6d10+6) + 40 ft. + 18813131 + + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 6 + + 2 + + Source + Tales from the Yawning Portal, p. 230 + + Constructed Nature + An animated table doesn't require air, food, drink, or sleep. + + + Antimagic Susceptibility + The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + False Appearance + While the table remains motionless, it is indistinguishable from a normal table. + + + Charge + If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Ram + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. + Ram|6|2d8+4 + + + + + + Ankheg + L + monstrosity + unaligned + 14 (natural armor, 11 while prone) + 39 (6d10+6) + 30 ft., burrow 10 ft. + 1711131136 + + + + + + + darkvision 60 ft., tremorsense 60 ft. + 11 + + 2 + + Source + Monster Manual, p. 21 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Bite|5|2d6+3+1d6 + + + Acid 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. + Acid Spray||3d6 + + + + forest, grassland + + + Ankylosaurus + H + beast + unaligned + 15 (natural armor) + 68 (8d12+16) + 30 ft. + 1911152125 + + + + + + + + 11 + + 3 + + Source + Monster Manual, p. 79 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|7|4d6+4 + + + + grassland + + + Ankylosaurus Zombie + H + undead + unaligned + 14 (natural armor) + 68 (8d12+16) + 20 ft. + 19915263 + + + + + poison + poisoned + darkvision 60 ft. + 8 + + + 3 + + Source + Tomb of Annihilation, p. 240 + + Undead Fortitude + If 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. + + + Tail + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|6|4d6+4 + + + + + + Annis Hag + L + fey + chaotic evil + 17 (natural armor) + 75 (10d10+20) + 40 ft. + 211214131415 + Con +5 + Deception +5, Perception +5 + cold; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 15 + Common, Giant, Sylvan + 6 + + Source + Volo's Guide to Monsters, p. 159 + + Innate Spellcasting + The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: + + 3/day each: disguise self (including the form of a Medium humanoid), fog cloud + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Multiattack + The annis makes three attacks: one with her bite and two with her claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage. + Bite|8|3d6+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage. + Claw|8|3d6+5 + + + Crushing Hug + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Crushing Hug|8|9d6+5 + Per Turn| |9d6+5 + + disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + hill, mountain + + + Ape + M + beast + unaligned + 12 + 19 (3d8+6) + 30 ft., climb 30 ft. + 1614146127 + + Athletics +5, Perception +3 + + + + + + 13 + + 1/2 + + Source + Monster Manual, p. 317 + + + Multiattack + The ape makes two fist attacks. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Fist|5|1d6+3 + + + Rock + Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Rock|5|1d6+3 + + + + forest + + + Apprentice Wizard + M + humanoid (any race) + any alignment + 10 + 9 (2d8) + 30 ft. + 101010141011 + + Arcana +4, History +4 + + + + + + 10 + any one language (usually Common) + 1/4 + + Source + Volo's Guide to Monsters, p. 209 + + Spellcasting + The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): fire bolt, mending, prestidigitation + + 1st level (2 slots): burning hands, disguise self, shield + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage. + Dagger|2|1d4 + + fire bolt, mending, prestidigitation, burning hands, disguise self, shield + 2 + urban + + + Arcanaloth + M + fiend (yugoloth) + neutral evil + 17 (natural armor) + 104 (16d8+32) + 30 ft., fly 30 ft. + 171214201617 + Dex +5, Int +9, Wis +7, Cha +7 + Arcana +13, Deception +9, Insight +9, Perception +7 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + charmed, poisoned + truesight 120 ft. + 17 + all, telepathy 120 ft. + 12 + + Source + Monster Manual, p. 313 + + Innate Spellcasting + The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: + + At will: alter self, darkness, heat metal, invisibility (self only), magic missile + + + Magic Resistance + The arcanaloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The arcanaloth's weapon attacks are magical. + + + Spellcasting + The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: + + • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation + + • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk + + • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion + + • 3rd level (3 slots): counterspell, fear, fireball + + • 4th level (3 slots): banishment, dimension door + + • 5th level (2 slots): contact other plane, hold monster + + • 6th level (1 slot): chain lightning + + • 7th level (1 slot): finger of death + + • 8th level (1 slot): mind blank + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Claws|7|2d4+3 + + + Teleport + The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Summon Yugoloth (1/Day) + The yugoloth attempts a magical summoning. + An arcanaloth has a 40 percent chance of summoning one arcanaloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank + 4, 3, 3, 3, 2, 1, 1, 1 + + + + Archdruid + M + humanoid (any race) + any alignment + 16 (hide armor, shield) + 132 (24d8+24) + 30 ft. + 101412122011 + Int +5, Wis +9 + Medicine +9, Nature +5, Perception +9 + + + + + + 19 + Druidic plus any two languages + 12 + + Source + Volo's Guide to Monsters, p. 210 + + Spellcasting + The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: + + Cantrips (at will): druidcraft, mending, poison spray, produce flame + + 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals + + 2nd level (3 slots): animal messenger, beast sense, hold person + + 3rd level (3 slots): conjure animals, meld into stone, water breathing + + 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire + + 5th level (3 slots): commune with nature, mass cure wounds, tree stride + + 6th level (1 slot): heal, heroes’ feast, sunbeam + + 7th level (1 slot): fire storm + + 8th level (1 slot): animal shapes + + 9th level (1 slot): foresight + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Scimitar|6|1d6+2 + + + Change Shape (2/Day) + The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. + While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. + The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. + + druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight + 4, 3, 3, 3, 3, 1, 1, 1, 1 + forest, mountain, swamp, underwater + + + Archer + M + humanoid (any race) + any alignment + 16 (studded leather armor) + 75 (10d8+30) + 30 ft. + 111816111310 + + Acrobatics +6, Perception +5 + + + + + + 15 + any one language (usually Common) + 3 + + Source + Volo's Guide to Monsters, p. 210 + + Archer's Eye + As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. + + + Multiattack + The archer makes two attacks with its longbow. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage. + Shortsword|6|1d6+4 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage. + Longbow|6|1d8+4 + + + + forest, urban + + + Archmage + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 99 (18d8+18) + 30 ft. + 101412201516 + Int +9, Wis +6 + Arcana +13, History +13 + damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin) + + + + + 12 + any six languages + 12 + + Source + Monster Manual, p. 342 + + Magic Resistance + The archmage has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The 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: + + • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + + • 2nd level (3 slots): detect thoughts, mirror image, misty step + + • 3rd level (3 slots): counterspell, fly, lightning bolt + + • 4th level (3 slots): banishment, fire shield, stoneskin* + + • 5th level (3 slots): cone of cold, scrying, wall of force + + • 6th level (1 slot): globe of invulnerability + + • 7th level (1 slot): teleport + + • 8th level (1 slot): mind blank* + + • 9th level (1 slot): time stop + * The archmage casts these spells on itself before combat. + + + Dagger + Melee 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+2 + + fire 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 stop + 4, 3, 3, 3, 3, 1, 1, 1, 1 + urban + + + Armanite + L + fiend (demon) + chaotic evil + + 16 (natural armor) + 84 (8d10+40) + 60 ft. + 21182181213 + + + cold, fire, lightning + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 7 + + Source + Mordenkainen's Tome of Foes, p. 130 + + Magic Resistance + The armanite has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The armanite's weapon attacks are magical. + + + Multiattack + The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. + Hooves|8|2d6+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. + Claws|8|2d4+5 + + + Serrated Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. + Serrated Tail|8|2d10+5 + + + Lightning Lance (Recharge 5-6) + The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. + + + + + + Artus Cimber + M + humanoid (human) + neutral good + 14 (studded leather) + 82 (15d8+15) + 30 ft. + + 101513171618 + Dex +5, Cha +7 + Deception +7, History +9, Insight +6, Survival +9 + + + cold (while wearing the Ring of Winter) + + + 13 + Common, Draconic, Dwarvish, Goblin + 7 + + Source + Tomb of Annihilation, p. 212 + + Special Equipment + Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold. + Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn: + + • Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. + + • Turn the dagger into a compass that, while resting on Artus's palm, points north. + + • Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn. + + • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn. + + + Multiattack + Artus makes three attacks with [magic item]Bookmark[magic item] or his longbow. + + + Bookmark (+3 Dagger) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage. + Bookmark|8|1d4+5 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + Longbow|5|1d8+2 + + + Ring of Winter + The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties: + + • Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of _30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. + + • Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). + + • Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary. + + + + + + Assassin + M + humanoid (any race) + any non-good alignment + 15 (studded leather) + 78 (12d8+24) + 30 ft. + 111614131110 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + poison + + + + + 13 + Thieves' cant plus any two languages + 8 + + Source + Monster Manual, p. 343 + + Assassinate + During 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. + + + Evasion + If 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 14 (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||4d6 + + + Multiattack + The assassin makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 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. + |6|1d6+3 + + + Light Crossbow + Ranged Weapon Attack: +6 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. + |6|1d8+3 + + + + urban + + + Assassin Vine + L + plant + unaligned + 13 (natural armor) + 85 (10d10+30) + 5 ft., climb 5 ft. + + 1810161101 + + + cold, fire + + + blinded, deafened, exhaustion, prone + blindsight 30 ft. + 10 + + 3 + + Source + Tomb of Annihilation, p. 213 + + False Appearance + While the assassin vine remains motionless, it is indistinguishable from a normal plant. + + + Constrict + Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|6|2d6+4 + + + Entangling Vines + The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + + + Astral Dreadnought + G + monstrosity (titan) + unaligned + + 20 (natural armor) + 297 (17d20+119) + 15 ft., fly 80 ft. (hover) + 2872551418 + Dex +5, Wis +9 + Perception +9 + bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + darkvision 120 ft. + 19 + + 21 + + Source + Mordenkainen's Tome of Foes, p. 117 + + Titanic Nature + Although it eats and sleeps if it so desires, an astral dreadnought doesn’t require air, food, drink, or sleep. + + + Antimagic Cone + The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded. + + + Astral Entity + The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. + + + Demiplanar Donjon + Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. + + + Legendary Resistance (3/Day) + If the astral dreadnought fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + An astral dreadnought's weapon attacks are magical. + + + Sever Silver Cord + If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage. + + + Multiattack + The astral dreadnought makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. + Bite|16|5d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage. + Claw|16|3d6+9 + + + Legendary Actions (3/Turn) + The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn. + + + Claw + The astral dreadnought makes one claw attack. + + + Donjon Visit (Costs 2 Actions) + One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + + + Psychic Projection (Costs 3 Actions) + Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. + + + + + + Atropal + H + undead (titan) + neutral evil + 7 + 225 (18d12+108) + 0 ft., fly 50 ft. (hover) + + 19522251924 + Con +11, Wis +9 + + + radiant + cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks + exhaustion, frightened, paralyzed, poisoned, prone + darkvision 120 ft., truesight 120 ft. + 14 + understands Celestial but utters only obscene nonsense + 13 + + Source + Tomb of Annihilation, p. 214 + + Magic Resistance + The atropal has advantage on saving throws against spells and other magical effects. + + + Negative Energy Aura + Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage. + If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature. + + + Turn Resistance Aura + The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead. + + + Touch + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. + Touch|9|3d6 + + + Ray of Cold + Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage. + Ray of Cold|12|6d6 + + + Life Drain + The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt. + + + Summon Wraith (Recharge 6) + The atropal summons a wraith, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies. + + + Legendary Actions (3/Turn) + The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The atropal regains spent legendary actions at the start of its turn. + + + Touch + The atropal makes a touch attack. + + + Ray of Cold (Costs 2 Actions) + The atropal uses its Ray of Cold. + + + Disrupt Life (Costs 3 Actions) + The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion. + + + + + + Augrek Brighthelm + M + humanoid (shield dwarf) + lawful good + 15 (chain shirt, shield) + 13 (2d8+4) + 25 ft. + 141115101111 + + Athletics +4, Perception +2 + poison + + + + darkvision 60 ft. + 12 + Common, Dwarvish + + + Source + Storm King's Thunder, p. 247 + + Dwarvish Resilience + Augrek has advantage on saving throws against poison. + + + Roleplaying Information + Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart. + + Ideal: "You'll get farther in life with a kind word than an axe." + + Bond: "Bryn Shander is my home. It's my job to protect her." + + Flaw: "I'm head over heels in love with Sheriff Southwell. One day I hope to marry him." + + + Warhammer + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands. + One Handed|4|1d8+2 + Two Handed|4|1d10+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts. + Heavy Crossbow|2|1d10 + + + + + + Aurochs + L + beast + unaligned + 11 (natural armor) + 38 (4d10+16) + 50 ft. + 2010192125 + + + + + + + + 11 + + 2 + + Source + Volo's Guide to Monsters, p. 207 + + Charge + If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. + Gore|7|2d8+5 + + + + grassland, hill, mountain + + + Autumn Eladrin + M + fey (elf) + chaotic neutral + + 19 (natural armor) + 127 (17d8+51) + 30 ft. + 121616141718 + + Insight +7, Medicine +7 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 13 + Common, Elvish, Sylvan + 10 + + Source + Mordenkainen's Tome of Foes, p. 195 + + Enchanting Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. + Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Innate Spellcasting + The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: calm emotions, sleep + + 3/day each: cure wounds (as a 5th-level spell), lesser restoration + + 1/day each: greater restoration, heal, raise dead. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage. + Longsword|5|1d8+1 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. + Longbow|7|1d8+3+4d8 + + + Foster Peace + If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. + + + calm emotions, sleep, cure wounds, lesser restoration, greater restoration, heal, raise dead + 0 + + + Avatar of Death + M + undead + neutral evil + 20 + 0 + 60 ft., fly 60 ft. (hover) + 161616161616 + + + + + necrotic, poison + charmed, frightened, paralyzed, petrified, poisoned , unconscious + darkvision 60 ft., truesight 60 ft. + 13 + all languages known to its summoner + 00 + + Source + Dungeon Master's Guide, p. 164 + + Incorporeal Movement + The avatar 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. + + + Turning Immunity + The avatar is immune to features that turn undead. + + + Hit Points + The Avatar of Death appears with hit points equal to half its summoner's maximum hit points. + + + Reaping Scythe + The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. + Reaping Scythe||1d8+3+1d8 + + + + + + + Awakened Shrub + S + plant + unaligned + 9 + 10 (3d6) + 20 ft. + 381110106 + + + piercing + fire + + + + 10 + one language known by its creator + 0 + + Source + Monster Manual, p. 317 + + False Appearance + While the shrub remains motionless, it is indistinguishable from a normal shrub. + + + Rake + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) slashing damage. + |1|1d4-1 + + + + forest + + + Awakened Tree + H + plant + unaligned + 13 (natural armor) + 59 (7d12+14) + 20 ft. + 1961510107 + + + bludgeoning, piercing + fire + + + + 10 + one language known by its creator + 2 + + Source + Monster Manual, p. 317 + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal tree. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. + |6|3d6+4 + + + + forest + + + Awakened Zurkhwood + H + plant + unaligned + 13 (natural armor) + 59 (7d12+14) + 20 ft. + 1961510107 + + + bludgeoning, piercing + fire + + + darkvision 120 ft. + 10 + one language known by its creator (if created by a myconid sovereign, can't speak) + 2 + + Source + Out of the Abyss p. 230 + + False Appearance + While the zurkhwood remains motionless, it is indistinguishable from a normal zurkhwood mushroom. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. + Slam|6|3d6+4 + + + + + + Axe Beak + L + beast + unaligned + 11 + 19 (3d10+3) + 50 ft. + 1412122105 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 317 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + Beak|4|1d8+2 + + + + grassland, hill + + + Azbara Jos + M + humanoid (human) + lawful evil + 13 (16 with mage armor) + 39 (6d8+12) + 30 ft. + 91614161311 + Int +5, Wis +3 + Arcana +5, Deception +2, Insight +3, Stealth +5 + + + + + + 11 + Common, Draconic, Infernal, Primordial, Thayan + 4 + + Source + Hoard of the Dragon Queen p. 88 + + Special Equipment + Azbara has two scrolls of mage armor. + + + Potent Cantrips + When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect. + + + Sculpt Spells + When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell. + + + Spellcasting + Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp + + • 1st level (4 slots): fog cloud, magic missile, shield, thunderwave + + • 2nd level (3 slots): invisibility, misty step, scorching ray + + • 3rd level (3 slots): counterspell, dispel magic, fireball + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 5 (1d4+3) piercing damage. + Dagger|5|1d4+3 + + mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball + 4, 3, 3 + + + Azer + M + elemental + lawful neutral + 17 (natural armor, shield) + 39 (6d8+12) + 30 ft. + 171215121310 + Con +4 + + + + fire, poison + poisoned + + 11 + Ignan + 2 + + Source + Monster Manual, p. 22 + + Heated Body + A 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||1d10 + + + Heated Weapons + When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). + + + Illumination + The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. + + + Warhammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Warhammer|5|1d8+3+1d6 + + + + + + + Baba Lysaga + M + humanoid (human, shapechanger) + chaotic evil + 15 (natural armor) + 120 (16d8+48) + 30 ft. + 181016201713 + Wis +7 + Arcana +13, Religion +13 + + + + + + 13 + Abyssal, Common, Draconic, Dwarvish, Giant + 11 + + Source + Curse of Strahd p. 228 + + Shapechanger + Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does. + + + Blessing of Mother Night + Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell. + + + Spellcasting + Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared: + + • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation + + •1st level (4 slots): detect magic, magic missile, sleep, witch bolt + + •2nd level (3 slots): crown of madness, enlarge/reduce, misty step + + •3rd level (3 slots): dispel magic, fireball, lightning bolt + + •4th level (3 slots): blight, Everard's black tentacles, polymorph + + •5th level (2 slots): cloudkill, geas, scrying + + •6th level (1 slot): programmed illusion, true seeing + + •7th level (1 slot): finger of death, mirage arcane + + •8th level (1 slot): power word stun + + + Multiattack + Baba Lysaga makes three attacks with her quarterstaff + + + Quarterstaff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands. + One Handed|8|1d6+4 + Two Handed|8|1d8+4 + + + Summon Swarms of Insects (Recharges after a Short or Long Rest) + Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action. + + acid splash, fire bolt, light, mage hand, prestidigitation, detect magic, magic missile, sleep, witch bolt, crown of madness, enlarge/reduce, misty step, dispel magic, fireball, lightning bolt, blight, Everard's black tentacles, polymorph, cloudkill, geas, scrying, programmed illusion, true seeing, finger of death, mirage arcane, power word stun + 4, 3, 3, 3, 2, 1, 1, 1 + + + Baba Lysaga's Creeping Hut + G + construct + unaligned + 16 (natural armor) + 263 (17d10+85) + 30 ft. + 26720133 + Con +9, Wis +0, Cha +0 + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone + blindsight 120 ft. (blind beyond this radius) + 6 + + 11 + + Source + Curse of Strahd p. 226 + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Siege Monster + The hut deals double damage to objects and structures. + + + Multiattack + The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack. + + + Root + Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. + Root|12|4d10+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. + Rock|12|3d8+8 + + + + + + Babau + M + fiend (demon) + chaotic evil + 16 (natural armor) + 82 (11d8+33) + 40 ft. + 191616111213 + + Perception +5, Stealth +5 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 15 + Abyssal + 4 + + Source + Volo's Guide to Monsters, p. 136 + + Innate Spellcasting + The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: + + At will: darkness, dispel magic, fear, heat metal, levitate + + + Multiattack + The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage. + Claw|6|1d8+4 + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack. + One Handed|6|1d6+4 + Two Handed|6|1d8+4 + + + Weakening Gaze + The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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. + + darkness, dispel magic, fear, heat metal, levitate + + underdark, urban + + + Baboon + S + beast + unaligned + 12 + 3 (1d6) + 30 ft., climb 30 ft. + 814114126 + + + + + + + + 11 + + 0 + + Source + Monster Manual, p. 318 + + Pack Tactics + The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage. + Bite|1|1d4-1 + + + + forest, hill + + + Badger + T + beast + unaligned + 10 + 3 (1d4+1) + 20 ft., burrow 5 ft. + 411122125 + + + + + + + darkvision 30 ft. + 11 + + 0 + + Source + Monster Manual, p. 318 + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|2|1 + + + + forest + + + Bael + L + fiend (devil) + lawful evil + + 18 (plate) + 189 (18d10+90) + 30 ft. + 241720212424 + Dex +9, Con +11, Int +11, Cha +13 + Intimidation +13, Perception +13, Persuasion +13 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 23 + all, telepathy 120 ft. + 19 + + Source + Mordenkainen's Tome of Foes, p.170 + + Dreadful + Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Innate Spellcasting + Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + + At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image + + 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire + + 1/day each: dominate monster, symbol (stunning only). + + + Legendary Resistance (3/Day) + If Bael fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Bael has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Bael's weapon attacks are magical. + + + Regeneration + Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Bael makes two melee attacks. + + + Hellish Morningstar + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. + Hellish Morningstar|13|2d8+7+3d8 + + + Infernal Command + Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn. + + + Teleport + Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Legendary Actions (3/Turn) + Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn. + + + Attack (Costs 2 Actions) + Bael attacks once with his hellish morningstar. + + + Awaken Greed + Bael casts charm person or major image. + + + Infernal Command + Bael uses his Infernal Command action. + + + Teleport + Bael uses his Teleport action. + + alter self, animate dead, charm person, detect magic, inflict wounds, invisibility, major image, counterspell, dispel magic, fly, suggestion, wall of fire, dominate monster, symbol + + + + Balhannoth + L + aberration + chaotic evil + + 17 (natural armor) + 114 (12d10+48) + 25 ft., climb 25 ft. + 178186158 + Con +8 + Perception +6 + + + + blinded + blindsight 500 ft. (blind beyond this radius) + 16 + understands Deep Speech, telepathy 1 mile + 11 + + Source + Mordenkainen's Tome of Foes, p.118 + + Legendary Resistance (2/Day) + If the balhannoth fails a saving throw, it can choose to succeed instead. + + + Multiattack + The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. + Bite|7|4d10+3 + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacle|7|2d6+3 + + + Lair Actions + When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row: + + • The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again. + + • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it. + + • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Legendary Actions (3/Turn) + The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn. + + + Bite Attack + The balhannoth makes one bite attack against one creature it has grappled. + + + Teleport + The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. + + + Vanish + The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. + + + + + + Balor + H + fiend (demon) + chaotic evil + 19 (natural armor) + 262 (21d12+126) + 40 ft., fly 80 ft. + 261522201622 + Str +14, Con +12, Wis +9, Cha +12 + + cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + fire, poison + poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 19 + + Source + Monster Manual, p. 55 + + Death Throes + When 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||20d6 + + + Fire Aura + At 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||3d6 + + + Magic Resistance + The balor has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The balor's weapon attacks are magical. + + + Multiattack + The balor makes two attacks: one with its longsword and one with its whip. + + + Longsword + Melee 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+3d8 + + + Whip + Melee 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+3d6 + + + Teleport + The 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. + + + + + + + Banderhobb + L + monstrosity + neutral evil + 15 (natural armor) + 84 (8d10+40) + 30 ft. + 20122011148 + + Athletics +8, Stealth +7 + + + + charmed, frightened + darkvision 120 ft. + 12 + understands Common and the languages of its creator, but can't speak + 5 + + Source + Volo's Guide to Monsters, p. 122 + + Resonant Connection + If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb. + + + Shadow Stealth + While in dim light or darkness, the banderhobb can take the Hide action as a bonus action. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|8|5d6+5 + + + Tongue + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target. + Tongue|8|3d6 + + + Swallow + The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable. + The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Swallow||3d6 + + + Shadow Step + The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack. + + + + urban + + + Bandit + M + humanoid (any race) + any non-lawful alignment + 12 (leather armor) + 11 (2d8+2) + 30 ft. + 111212101010 + + + + + + + + 10 + any one language (usually Common) + 1/8 + + Source + Monster Manual, p. 343 + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + |3|1d6+1 + + + Light Crossbow + Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + + arctic, coastal, desert, forest, hill, urban + + + Bandit Captain + M + humanoid (any race) + any non-lawful alignment + 15 (studded leather) + 65 (10d8+20) + 30 ft. + 151614141114 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + + + + + + 10 + any two languages + 2 + + Source + Monster Manual, p. 344 + + + Multiattack + The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + Dagger + Melee 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+3 + + + Parry + The 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, hill, urban + + + Banshee + M + undead + chaotic evil + 12 + 58 (13d8) + 0 ft., fly 40 ft. (hover) + 11410121117 + Wis +2, Cha +5 + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 10 + Common, Elvish + 4 + + Source + Monster Manual, p. 23 + + Detect Life + The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations. + + + Incorporeal Movement + The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Corrupting Touch + Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage. + |4|3d6+2 + + + Horrifying Visage + Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, 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 banshee's Horrifying Visage for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Wail (1/Day) + The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. + + + + coastal, forest + + + Baphomet + H + fiend (demon) + chaotic evil + 22 (natural armor) + 333 (23d12+184) + 40 ft. + 301426182416 + Dex +9, Con +15, Wis +14 + Intimidation +17, Perception +14 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 24 + all, telepathy 120 ft. + 23 + + Source + Out of the Abyss p. 234 + Mordenkainen's Tome of Foes, p. 143 + + Charge + If Baphomet 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 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. + ||4d10 + + + Innate Spellcasting + Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: + + At will: detect magic + 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone + 1/day each: teleport + + + Labyrinthine Recall + Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. + + + Legendary Resistance (3/Day) + If Baphomet fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Baphomet has advantage on saving throws against spells and other magic effects. + + + Magic Weapon + Baphomet's weapon attacks are magical. + + + Reckless + At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. + + + Multiattack + Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack. + + + Heartcleaver + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage + Heartcleaver|17|4d6+10 + + + Bite + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage. + Bite|17|2d8+10 + + + Gore + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) piercing damage. + Gore|17|2d10+10 + + + Frightful Presence + Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become 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. These later saves have disadvantage if Baphomet is within line of sight of the creature. + If a creature succeeds on any of these saves or the effect ends on it, the creature is immune is Baphomet's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lair Actions + On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row: + + • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. + + • Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it. + + • Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. + + + Legendary Actions (3/Turn) + Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn. + + + Heartcleaver Attack + Baphomet makes a melee attack with Heartcleaver. + Heartcleaver|17|4d6+10 + + + Charge (Costs 2 Actions) + Baphomet moves up to his speed, then makes a gore attack. + Charge|17|2d10+10 + + detect magic, dispel magic, dominate beast, hunter's mark, maze, wall of stone, teleport + + + + Barbed Devil + M + fiend (devil) + lawful evil + 15 (natural armor) + 110 (13d8+52) + 30 ft. + 161718121414 + Str +6, Con +7, Wis +5, Cha +5 + Deception +5, Insight +5, Perception +8 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 18 + Infernal, telepathy 120 ft. + 5 + + Source + Monster Manual, p. 70 + + Barbed Hide + At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. + Barbed Hide||1d10 + + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) piercing damage. + Claw|6|1d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Tail|6|2d6+3 + + + Hurl Flame + Ranged 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|3d6 + + + + + + + Bard + M + humanoid (any race) + any alignment + 15 (chain shirt) + 44 (8d8+8) + 30 ft. + 111412101314 + Dex +4, Wis +3 + Acrobatics +4, Perception +5, Performance +6 + + + + + + 15 + any two languages + 2 + + Source + Volo's Guide to Monsters, p. 211 + + Spellcasting + The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: + + Cantrips (at will): friends, mage hand, vicious mockery + + 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave + + 2nd level (3 slots): invisibility, shatter + + + Song of Rest + The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. + + + Taunt (2/day) + The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage. + Shortbow|4|1d6+2 + + friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter + 4, 3 + urban + + + Barghest + L + fiend (shapechanger) + neutral evil + 17 (natural armor) + 90 (12d10+24) + 60 ft. (30 ft.in goblin form) + 191514131214 + + Deception +4, Intimidation +4, Perception +5, Stealth +4 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 15 + Abyssal, Common, Goblin, Infernal, telepathy 60 ft. + 4 + + Source + Volo's Guide to Monsters, p. 123 + + Shapechanger + The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. + + + Fire Banishment + When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. + + + Keen Smell + The barghest has advantage on Wisdom (Perception) checks that rely on smell. + + + Innate Spellcasting + The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:: + + • At will: levitate, minor illusion, pass without trace + + • 1/day each: charm person, dimension door, suggestion + + + Soul Feeding + A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released. + While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + Bite|6|2d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claws|6|1d8+4 + + levitate, minor illusion, pass without trace, charm person, dimension door, suggestion + + forest, grassland, hill, mountain, underdark + + + Barlgura + L + fiend (demon) + chaotic evil + 15 (natural armor) + 68 (8d10+24) + 40 ft., climb 40 ft. + 1815167149 + Dex +5, Con +6 + Perception +5, Stealth +5 + cold, fire, lightning + + poison + poisoned + blindsight 30 ft., darkvision 120 ft. + 15 + Abyssal, telepathy 120 ft. + 5 + + Source + Monster Manual, p. 56 + + Innate Spellcasting + The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: + 1/day each: entangle, phantasmal force + 2/day each: disguise self, invisibility (self only) + + + Reckless + At the start of its turn, the barlgura 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. + + + Running Leap + The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. + + + Multiattack + The barlgura makes three attacks: one with its bite and two with its fists. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. + Bite|7|2d6+4 + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage. + Fist|7|1d10+4 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A barlgura has a 30 percent chance of summoning one barlgura. + 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. + + entangle, phantasmal force, disguise self, invisibility + + + + + Barovian Witch + M + humanoid (human) + chaotic evil + 10 + 16 (3d8+3) + 30 ft. + 71113141112 + + Arcana +4, Perception +2 + + + + + darkvision 60 ft. + 12 + Common + 1/2 + + Source + Curse of Strahd p. 229 + + Spellcasting + The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + •1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter + + •2nd level (2 slots): alter self, invisibility + + + Claws (Requires Alter Self) + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical. + Claws|3|1d6+1 + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. + Dagger|2|1d4 + + mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility + 4, 2 + + + Basilisk + M + monstrosity + unaligned + 12 (natural armor) + 52 (8d8+16) + 20 ft. + 16815287 + + + + + + + darkvision 60 ft. + 9 + + 3 + + Source + Monster Manual, p. 24 + + Petrifying Gaze + If 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. + |5|2d6+3+2d6 + + + + mountain + + + Bastian Thermandar + M + humanoid (fire genasi) + neutral evil + 12 (15 with mage armor) + 78 (12d8+24) + 30 ft. + 12141511918 + + Arcana +3, Deception +7 + fire + + + + darkvision 60 ft. + 9 + Common, Ignan + 8 + + Source + Princes of the Apocalypse p. 201 + + Innate Spellcasting + Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: + + • At will: produce flame + + • 1/day: burning hands + + + Spellcasting + Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: + + • Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp + + • 1st level (4 slots): mage armor, magic missile, shield + + • 2nd level (3 slots): misty step, scorching ray + + • 3rd level (3 slots): counterspell, fireball + + • 4th level (3 slots): dimension door, wall of fire + + • 5th level (1 slot): hold monster + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|5|1d4+2 + + produce flame, burning hands, fire bolt, mage hand, message, prestidigitation, shocking grasp, mage armor, magic missile, shield, misty step, scorching ray, counterspell, fireball, dimension door, wall of fire, hold monster + 4, 3, 3, 3, 1 + + + Bat + T + beast + unaligned + 12 + 1 (1d4-1) + 5 ft., fly 30 ft. + 21582124 + + + + + + + blindsight 60 ft. + 11 + + 0 + + Source + Monster Manual, p. 318 + Player's Handbook, p. 304 + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite||1 + + + + + + + Bearded Devil + M + fiend (devil) + lawful evil + 13 (natural armor) + 52 (8d8+16) + 30 ft. + 16151591111 + Str +5, Con +4, Wis +2 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 10 + Infernal, telepathy 120 ft. + 3 + + Source + Monster Manual, p. 70 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Steadfast + The devil can't be frightened while it can see an allied creature within 30 feet of it. + + + Multiattack + The devil makes two attacks: one with its beard and one with its glaive. + + + Beard + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Beard|5|1d8+2 + + + Glaive + Melee 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+3 + + + + + + + Behir + H + monstrosity + neutral evil + 17 (natural armor) + 168 (16d12+64) + 50 ft., climb 40 ft. + 23161871412 + + Perception +6, Stealth +7 + + + lightning + + darkvision 90 ft. + 16 + Draconic + 11 + + Source + Monster Manual, p. 25 + + + Multiattack + The behir makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage. + Bite|10|3d10+6 + + + Constrict + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|10|2d10+6+2d10+6 + + + Lightning 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. + Lightning Breath||12d10 + + + Swallow + The 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Acid Damage||6d6 + + + + underdark + + + Beholder + L + aberration + lawful evil + 18 (natural armor) + 189 (19d10+76) + 0 ft., fly 20 ft. (hover) + 101418171517 + Int +8, Wis +7, Cha +8 + Perception +12 + + + + prone + darkvision 120 ft. + 22 + Deep Speech, Undercommon + 13 + + Source + Monster Manual, p. 28 + + Antimagic Cone + The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. + Bite|5|4d6 + + + Eye Rays + The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: + 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 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. + 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened 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. + 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. 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 until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Legendary Actions (3/Turn) + The beholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. + + + Eye Ray + The beholder uses one random eye ray. + + + + underdark + + + Beholder Zombie + L + undead + neutral evil + 15 (natural armor) + 93 (11d10+33) + 0 ft., fly 20 ft. (hover) + 10816385 + Wis +2 + + + + poison + poisoned, prone + darkvision 60 ft. + 9 + understands Deep Speech and Undercommon but can't speak + 5 + + Source + Monster Manual, p. 316 + + Undead Fortitude + If 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. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. + Bite|3|4d6 + + + Eye Ray + The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. + 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 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. + 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened 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. + 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + underdark + + + Belaphoss + H + fiend (demon) + chaotic evil + 19 (natural armor) + 262 (21d12+126) + 40 ft., fly 80 ft. + 261522201622 + Str +14, Con +12, Wis +9, Cha +12 + + cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + + fire, poison + charmed, frightened, poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 20 + + Source + Dragon+ #4 + + Death Throes + When Belaphoss dies, he explodes, and each creature within 30 feet of him 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 Belaphoss's weapons. + + + Fire Aura + At the start of each of Belaphoss's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Belpahoss or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage. + + + Magic Resistance + Belaphoss has advantage on saving throws against spells and other magical effects. + + + Magic Weapon + Belaphoss's weapon attacks are magical. + + + Multiattack + Belaphoss makes two attacks: one with his greataxe and one with his whip. + + + Greataxe + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+9) slashing damage plus 13 (3d8) fire damage. If Belaphoss scores a critical hit, he rolls damage dice three times, instead of twice. + Greataxe|14|3d10+9+3d8 + + + Whip + Melee 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 Belaphoss. + Whip|14|2d6+8+3d6 + + + Abyssal Storm (Recharge 5-6) + Belaphoss surrounds himself with explosive fire that fills a 30-foot sphere centered on him and spreads around corners. Each creature in the fire must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much on a successful one. Belaphoss is immune to this damage. Objects in the area are subject to it, and the fire ignites flammable objects in the area that aren't being worn or carried. + + + Teleport + Belaphoss magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. + + + Winged Barrage + Belaphoss beats his wings. Each creature in a 20-foot cube originating from him must make a DC 20 Dexterity saving throw. On a failure, a target takes 29 (6d6+9) bludgeoning damage and is pushed 20 feet away from Belaphoss. On a success, the target takes half the bludgeoning damage and isn't pushed. Belaphoss can then fly up to half his flying speed. + + + + + + Beldora + M + humanoid (Illuskan human) + chaotic good + 12 + 18 (4d8) + 30 ft. + 101410161216 + + Deception +5, Insight +3, Investigation +5, Perception +3, Persuasion +5 + + + + + + 13 + Common, Draconic, Dwarvish, Halfling + + + Source + Storm King's Thunder, p. 249 + + Roleplaying Information + Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth. + + Ideal: "We should all strive to help one another." + + Bond: "I'll risk my life to protect the powerless." + + Flaw: "I like lying to people. Makes life more interesting, no?" + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts. + Hand Crossbow|4|1d6+2 + + + Duck and Cover + Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be grappled or restrained. + + + + + + Berbalang + M + aberration + neutral evil + + 14 (natural armor) + 38 (11d8-11) + 30 ft., fly 40 ft. + 9169171110 + Dex +5, Int +5 + Arcana +5, History +5, Insight +2, Perception +2, Religion +5 + + + + + truesight 120 ft. + 12 + all, but rarely speaks + 2 + + Source + Mordenkainen's Tome of Foes, p. 120 + + Spectral Duplicate (Recharges after a Short or Long Rest) + As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Innate Spellcasting + The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: + + At will: speak with dead + + 1/day each: plane shift (self only) + + + Multiattack + The berbalang makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. + Bite|5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. + Claw|5|2d4+3 + + speak with dead, plane shift + 0 + + + Berserker + M + humanoid (any race) + any chaotic alignment + 13 (hide armor) + 67 (9d8+27) + 30 ft. + 1612179119 + + + + + + + + 10 + any one language (usually Common) + 2 + + Source + Monster Manual, p. 344 + + Reckless + At 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. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. + |5|1d12+3 + + + + arctic, coastal, desert, forest, hill, mountain + + + Bheur Hag + M + fey + chaotic evil + 17 (natural armor) + 91 (14d8+28) + 30 ft. + 131614121316 + Wis +4 + Nature +4, Perception +4, Stealth +6, Survival +4 + + + cold + + darkvision 60 ft. + 14 + Auran, Common, Giant + 7 + + Source + Volo's Guide to Monsters, p. 160 + + Graystaff Magic + The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. + + + Ice Walk + The hag 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 her extra moment. + + + Innate Spellcasting + The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + + At will: hold person,* ray of frost + + 3/day each: cone of cold,* ice storm*, wall of ice* + + 1/day each: control weather + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage. + Slam|4|2d8+1+1d6 + + + Maddening Feast + The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. 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 hag’s Maddening Feast for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + hold person, ray of frost, cone of cold, ice storm, wall of ice, control weather, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + arctic + + + Black Abishai + M + fiend (devil) + lawful evil + + 15 (natural armor) + 58 (9d8+18) + 30 ft., fly 40 ft. + 141714131611 + Dex +6, Wis +6 + Perception +6, Stealth +6 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + acid, fire, poison + poisoned + darkvision 120 ft. + 16 + Draconic, Infernal, telepathy 120 ft. + 7 + + Source + Mordenkainen's Tome of Foes, p. 160 + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Shadow Stealth + While in dim light or darkness, the abishai can take the Hide action as a bonus action. + + + Multiattack + The abishai makes three attacks: two with its scimitar and one with its bite. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Scimitar|6|1d6+3 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. + Bite|6|1d10+3+2d8 + + + Creeping Darkness (Recharge 6) + The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. + + + + + + Black Bear + M + beast + unaligned + 11 (natural armor) + 19 (3d8+6) + 40 ft., climb 30 ft. + 1510142127 + + + + + + + + 13 + + 1/2 + + Source + Monster Manual, p. 318 + Player's Handbook, p. 304 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Bite|3|1d6+2 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. + Claws|3|2d4+2 + + + + forest + + + Black Dragon Wyrmling + M + dragon + chaotic evil + 17 (natural armor) + 33 (6d8+6) + 30 ft., fly 60 ft., swim 30 ft. + 151413101113 + Dex +4, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +4 + + + acid + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 88 + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. + Bite|4|1d10+2 + + + Acid 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. + Acid Breath||5d8 + + + + + + + Black Earth Guard + M + humanoid (human) + neutral evil + 18 (plate) + 39 (6d8+12) + 30 ft. + 17111410109 + + Intimidation +1, Perception +2 + + + + + + 12 + Common + 2 + + Source + Princes of the Apocalypse p. 195 + + + Multiattack + The guard makes two melee attacks. + + + Morningstar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Morningstar|5|1d8+3 + + + Unyielding + When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. + + + + + + Black Earth Priest + M + humanoid (human) + neutral evil + 17 (splint) + 45 (7d8+14) + 30 ft. + 151114121016 + + Intimidation +5, Religion +3, Persuasion +5 + + + + + + 10 + Common, Terran + 3 + + Source + Princes of the Apocalypse p. 195 + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): acid splash, blade ward, light, mending, mold earth + + • 1st level (4 slots): earth tremor, expeditious retreat, shield + + • 2nd level (3 slots): shatter, spider climb + + • 3rd level (2 slots): slow + + + Multiattack + The priest makes two melee attacks. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage. + Glaive|4|1d10+2 + + + Unyielding + When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. + + acid splash, blade ward, light, mending, mold earth, earth tremor, expeditious retreat, shield, shatter, spider climb, slow + 4, 3, 2 + + + Black Guard Drake + M + dragon + unaligned + 14 (natural armor) + 52 (7d8+21) + 30 ft., swim 30 ft. + 1611164107 + + Perception +2 + acid + + + + darkvision 60 ft. + 12 + understands Draconic but can't speak it + 2 + + Source + Volo's Guide to Monsters, p. 158 + + Amphibious + The guard drake can breathe air and water. + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Tail|5|1d6+3 + + + + swamp, urban + + + Black Pudding + L + ooze + unaligned + 7 + 85 (10d10+30) + 20 ft., climb 20 ft. + 16516161 + + + + + acid, cold, lightning, slashing + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 4 + + Source + Monster Manual, p. 241 + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A 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||1d8 + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee 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+4d8 + + + Split + When 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 + + + Blackguard + M + humanoid (any race) + any non-good alignment + 18 (plate) + 153 (18d8+72) + 30 ft. + 181118111415 + Wis +5, Cha +5 + Athletics +7, Deception +5, Intimidation +5 + + + + + + 12 + any one language (usually Common) + 8 + + Source + Volo's Guide to Monsters, p. 211 + + Spellcasting + The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared: + + 1st level (4 slots): command, protection from evil and good, thunderous smite + + 2nd level (3 slots): branding smite, find steed + + 3rd level (2 slots): blinding smite, dispel magic + + + Multiattack + The blackguard makes three attacks with its glaive or its shortbow. + + + Glaive + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage. + Glaive|7|1d10+4 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortbow|3|1d6+2 + + + Dreadful Aspect (Recharges after a Short or Long Rest) + The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic + 4, 3, 2 + underdark, urban + + + Blagothkus + H + giant (cloud giant) + neutral evil + 17 (splint) + 138 (12d12+60) + 40 ft. + 261320161515 + Con +9, Wis +6, Cha +6 + Arcana +7, Insight +6, Intimidation +6, Perception +6 + + + + + + 16 + Common, Draconic, Giant + 9 + + Source + Hoard of the Dragon Queen p. 89 + + Keen Smell + Blagothkus has advantage on Wisdom (Perception) checks that rely on smell. + + + Innate Spellcasting + Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: + + • 3/day each: fog cloud, levitate + + + Spellcasting + Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: + + • Cantrips (at will): light, mage hand, prestidigitation + + • 1st level (4 slots): detect magic, identify, magic missile, shield + + • 2nd level (3 slots): gust of wind, misty step, shatter + + • 3rd level (2 slots): fly, lightning bolt + + + Multiattack + Blagothkus attacks twice with his morningstar. + + + Morningstar + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 21 (3d8+8) piercing damage. + Morningstar|10|3d8+8 + + fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt + 4, 3, 2 + + + Blink Dog + M + fey + lawful good + 13 + 22 (4d8+4) + 40 ft. + 121712101311 + + Perception +3, Stealth +5 + + + + + + 10 + Blink Dog, understands Sylvan but can't speak it + 1/4 + + Source + Monster Manual, p. 318 + + Keen Hearing and Smell + The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. + Bite|3|1d6+1 + + + Teleport (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. + + + + forest + + + Blood Hawk + S + beast + unaligned + 12 + 7 (2d6) + 10 ft., fly 60 ft. + 614103145 + + Perception +4 + + + + + + 14 + + 1/8 + + Source + Monster Manual, p. 319 + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Beak|4|1d4+2 + + + + arctic, coastal, forest, grassland, hill, mountain + + + Blue Abishai + M + fiend (devil) + lawful evil + + 19 (natural armor) + 195 (26d8+78) + 30 ft., fly 50 ft. + 151417222318 + Int +12, Wis +12 + Arcana +12 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, lightning, poison + poisoned + darkvision 120 ft. + 16 + Draconic, Infernal, telepathy 120 ft. + 17 + + Source + Mordenkainen's Tome of Foes, p. 161 + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Spellcasting + The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: + + Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp + + 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave + + 2nd level (3 slots): darkness, mirror image, misty step + + 3rd level (3 slots): dispel magic, fear, lightning bolt + + 4th level (3 slots): dimension door, greater invisibility, ice storm + + 5th level (2 slots): cone of cold, wall of force + + 6th level (1 slot): chain lightning + + 7th level (1 slot): teleport + + + Multiattack + The abishai makes two attacks: one with its quarterstaff and one with its bite. + + + Quarterstaff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + Quarterstaff|8|1d6+2 + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. + Bite|8|2d10+2+4d6 + + friends, mage hand, message, minor illusion, shocking grasp, chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave, darkness, mirror image, misty step, dispel magic, fear, lightning bolt, dimension door, greater invisibility, ice storm, cone of cold, wall of force, chain lightning, teleport + 4,3,3,3,2,1,1 + + + Blue Dragon Wyrmling + M + dragon + lawful evil + 17 (natural armor) + 52 (8d8+16) + 30 ft., burrow 15 ft., fly 60 ft. + 171015121115 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + lightning + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 3 + + Source + Monster Manual, p. 91 + + + Bite + Melee 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+1d6 + + + Lightning 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. + Lightning Breath||4d10 + + + + + + + Blue Guard Drake + M + dragon + unaligned + 14 (natural armor) + 52 (7d8+21) + 30 ft., burrow 20 ft. + 1611164107 + + Perception +2 + lightning + + + + darkvision 60 ft. + 12 + understands Draconic but can't speak it + 2 + + Source + Volo's Guide to Monsters, p. 158 + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Tail|5|1d6+3 + + + + desert, urban + + + Blue Slaad + L + aberration + chaotic neutral + 15 (natural armor) + 123 (13d10+52) + 30 ft. + 201518779 + + Perception +1 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + 11 + Slaad, telepathy 60 ft. + 7 + + Source + Monster Manual, p. 276 + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. + Bite|8|2d6+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. + Claw|8|2d6+5 + + + + + + + Boar + M + beast + unaligned + 11 (natural armor) + 11 (2d8+2) + 40 ft. + 131112295 + + + + + + + + 9 + + 1/4 + + Source + Monster Manual, p. 319 + Player's Handbook, p. 304 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||1d6 + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + Tusk|3|1d6+1 + + + + forest, grassland, hill + + + Bodak + M + undead + chaotic evil + 15 (natural armor) + 58 (9d8+18) + 30 ft. + 15161571212 + + Perception +4, Stealth +6 + cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + lightning, poison + charmed, frightened, poisoned + darkvision 120 ft. + 14 + Abyssal, the languages it knew in life + 6 + + Source + Volo's Guide to Monsters, p. 127 + + Aura of Annihilation + The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. + + + Death Gaze + When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. + 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 has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. + + + Sunlight Hypersensitivity + The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage. + Fist|5|1d4+2+2d8 + + + Withering Gaze + One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. + Withering Gaze||4d10 + + + + swamp, underdark, urban + + + Boggle + S + fey + chaotic neutral + 14 + 18 (4d6+4) + 30 ft., climb 30 ft. + 818136127 + + Perception +3, Sleight of Hand +6, Stealth +6 + fire + + + + darkvision 60 ft. + 13 + Sylvan + 1/8 + + Source + Volo's Guide to Monsters, p. 128 + + Boggle Oil + The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. + + Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. + + Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Dimensional Rift + As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. + + + Uncanny Smell + The boggle has advantage on Wisdom (Perception) checks that rely on smell. + + + Pummel + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage. + Pummel|1|1d6-1 + + + Oil Puddle + The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour. + If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. + If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest, hill, underdark, urban + + + Bone Devil + L + fiend (devil) + lawful evil + 19 (natural armor) + 142 (15d10+60) + 40 ft., fly 40 ft. + 181618131416 + Int +5, Wis +6, Cha +7 + Deception +7, Insight +6 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 9 + Infernal, telepathy 120 ft. + 9 + + Source + Monster Manual, p. 71 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three attacks: two with its claws and one with its sting. + + + Multiattack + The devil makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|8|1d8+4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|8|1d8+4 + + + Sting + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Sting|8|2d8+4 + + + Sting + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Sting|8|2d8+4 + + + + + + + Bone Devil Polearm + L + fiend (devil) + lawful evil + 19 (natural armor) + 142 (15d10+60) + 40 ft., fly 40 ft. + 181618131416 + Int +5, Wis +6, Cha +7 + Deception +7, Insight +6 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 9 + Infernal, telepathy 120 ft. + 9 + + Source + Monster Manual, p. 71 + + + + + + + Bone Naga (Guardian) + L + undead + lawful evil + 15 (natural armor) + 58 (9d10+9) + 30 ft. + 151612151516 + + + + + poison + charmed, exhaustion, paralyzed, poisoned + darkvision 60 ft. + 12 + Common plus one other language + 4 + + Source + Monster Manual, p. 233 + + Spellcasting + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: + + • Cantrips (at will): mending, sacred flame, thaumaturgy + + • 1st level (4 slots): command, shield of faith + + • 2nd level (3 slots): calm emotions, hold person + + • 3rd level (2 slots): bestow curse + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage. + Bite|5|2d6+3+3d6 + + mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse + 4, 3, 2 + + + + Bone Naga (Spirit) + L + undead + lawful evil + 15 (natural armor) + 58 (9d10+9) + 30 ft. + 151612151516 + + + + + poison + charmed, exhaustion, paralyzed, poisoned + darkvision 60 ft. + 12 + Common plus one other language + 4 + + Source + Monster Manual, p. 233 + + Spellcasting + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: + + • Cantrips (at will): mage hand, minor illusion, ray of frost + + • 1st level (4 slots): charm person, sleep + + • 2nd level (3 slots): detect thoughts, hold person + + • 3rd level (2 slots): lightning bolt + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage. + Bite|5|2d6+3+3d6 + + mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt + 4, 3, 2 + + + + Boneclaw + L + undead + chaotic evil + + 16 (natural armor) + 127 (17d10+34) + 40 ft. + 19161513159 + Dex +7, Con +6, Wis +6 + Perception +6, Stealth +7 + cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 16 + Common plus the main language of its master + 12 + + Source + Mordenkainen's Tome of Foes, p. 121 + + Undead Nature + A boneclaw doesn’t require air, food, drink, or sleep. + + + Rejuvenation + While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master. + + + Shadow Stealth + While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. + + + Multiattack + The boneclaw makes two claw attacks. + + + Piercing Claw + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Piercing Claw|8|3d10+4 + + + Shadow Jump + If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. + The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. + + + Deadly Reach + In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. + + + + + + + Brass Dragon Wyrmling + M + dragon + chaotic good + 16 (natural armor) + 16 (3d8+3) + 30 ft., burrow 15 ft., fly 60 ft. + 151013101113 + Dex +2, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +2 + + + fire + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 1 + + Source + Monster Manual, p. 106 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. + Bite|4|1d10+2 + + + Breath 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. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||4d6 + + + + + + + Bridesmaid of Zuggtmoy + M + plant + chaotic evil + 13 (natural armor) + 22 (5d8) + 20 ft. + 14111114818 + + + + + + + darkvision 60 ft. + 9 + understands Abyssal but can't speak + 1/8 + + Source + Out of the Abyss p. 230 + + Fungus Stride + Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger. + + + Hallucination Spores + The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Infestation Spores (1/Day) + The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + + + + + Brontosaurus + G + beast + unaligned + 15 (natural armor) + 121 (9d20+27) + 30 ft. + 219172107 + Con +6 + + + + + + + 10 + + 5 + + Source + Volo's Guide to Monsters, p. 139 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Stomp|8|5d8+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage. + Tail|8|6d8+5 + + + + forest, grassland + + + Bronze Dragon Wyrmling + M + dragon + lawful good + 17 (natural armor) + 32 (5d8+10) + 30 ft., fly 60 ft., swim 30 ft. + 171015121115 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + lightning + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 109 + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Breath 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. + Lightning Breath||3d10 + + + + + + + Bronze Scout + M + construct + unaligned + + 13 () + 18 (4d8) + 30 ft., burrow 30 ft. + 1016113141 + + Perception +6, Stealth +7 + + + poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 16 + understands one language of its creator but can’t speak + 1 + + Source + Mordenkainen's Tome of Foes, p. 125 + + Constructed Nature + A clockwork doesn't require air, food, drink, or sleep. + + + Earth Armor + The bronze scout doesn't provoke opportunity attacks when it burrows. + + + Magic Resistance + The bronze scout has advantage on saving throws against spells and other magical effects. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. + A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. + + d10 — Enhancement: + + 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. + + 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. + + 3 — Improved Armor. The clockwork's AC increases by 2. + + 4 — Increased Speed. The clockwork's speed increases by 10 feet. + + 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. + + 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. + + 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. + + 8 — Suction. The clockwork gains a climbing speed of 30 feet. + + 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). + + 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + Clockwork Malfunctions: + + d10 — Malfunction + + 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. + + 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. + + 3 — Ground Fault. The clockwork has vulnerability to lightning damage. + + 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. + + 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. + + 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. + + 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. + + 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. + + 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. + + 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. + Bite|5|1d4+3+1d6 + + + Lightning Flare (Recharges after a Short or Long Rest) + Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. + + + + + + Broom of Animated Attack + S + construct + unaligned + 15 (natural armor) + 17 (5d6) + 0 ft., fly 50 ft. (hover) + 101710151 + + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone + blindsight 30 ft. (blind beyond this radius) + 7 + + 1/4 + + Source + Curse of Strahd p. 226 + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom. + + + Multiattack + The broom makes two melee attacks. + + + Broomstick + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. + Broomstick|5|1d4+3 + + + Animated Attack + If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll. + + + + + + Brown Bear + L + beast + unaligned + 11 (natural armor) + 34 (4d10+12) + 40 ft., climb 30 ft. + 1910162137 + + Perception +3 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 319 + Player's Handbook, p. 304 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|5|1d8+4 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claws|5|2d6+4 + + + + arctic, forest, hill + + + Bryn Lightfingers + S + humanoid (strongheart halfling) + neutral good + 14 (leather) + 22 (3d10+6) + 25 ft. + 91614101412 + Str +1, Dex +5 + + poison + + + + + 14 + Common, Draconic, Elvish, Halfling + 2 + + Source + Sword Coast Legends NPCs (wizards.com) + + Lucky + When Bryn rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. + + + Brave + Bryn has advantage on saving throws against being frightened. + + + Stout Resilience + Bryn has advantage on saving throws against poison. + + + Spellcasting + Bryn is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Bryn has the following ranger spells prepared: + + 1st level (3 slots): ensnaring strike, hunter's mark, longstrider + + + Multiattack + Bryn makes two attacks: one with her dagger and one with her shortsword. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + Dagger||5|1d4+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + ensnaring strike, hunter's mark, longstrider + 3 + + + Bugbear + M + humanoid (goblinoid) + chaotic evil + 16 (hide armor, shield) + 27 (5d8+5) + 30 ft. + 1514138119 + + Stealth +6, Survival +2 + + + + + darkvision 60 ft. + 10 + Common, Goblin + 1 + + Source + Monster Manual, p. 33 + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If 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||2d6 + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. + Morningstar|4|2d8+2 + + + Javelin + Melee 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+2 + Ranged|4|1d6+2 + + + + forest, grassland, underdark + + + Bugbear Chief + M + humanoid (goblinoid) + chaotic evil + 17 (chain shirt, shield) + 65 (10d8+20) + 30 ft. + 171414111211 + + Intimidation +2, Stealth +6, Survival +3 + + + + + darkvision 60 ft. + 11 + Common, Goblin + 3 + + Source + Monster Manual, p. 33 + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If 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||2d6 + + + Heart of Hruggek + The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. + + + Multiattack + The bugbear makes two melee attacks + + + Morningstar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage. + Morningstar|5|2d8+32 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range. + Melee|5|2d6+3 + Ranged|5|1d6+3 + + + + + + + Bulette + L + monstrosity + unaligned + 17 (natural armor) + 94 (9d10+45) + 40 ft., burrow 40 ft. + 1911212105 + + Perception +6 + + + + + darkvision 60 ft., tremorsense 60 ft. + 16 + + 5 + + Source + Monster Manual, p. 34 + + Standing Leap + The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage. + Bite|7|4d12+4 + + + Deadly Leap + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + grassland, hill, mountain + + + Bulezau + M + fiend (demon) + chaotic evil + + 14 (natural armor) + 52 (7d8+21) + 40 ft. + 151417896 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft. + 9 + + Abyssal, telepathy 60 ft. + 3 + + Source + Mordenkainen's Tome of Foes, p. 131 + + Rotting Presence + When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. + + + Standing Leap + The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Sure-Footed + The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Barbed Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Barbed Tail|4|1d12+2 + + + + + + Bullywug + M + humanoid (bullywug) + neutral evil + 15 (hide armor, shield) + 11 (2d8+2) + 20 ft., swim 40 ft. + 1212137107 + + Stealth +3 + + + + + + 10 + Bullywug + 1/4 + + Source + Monster Manual, p. 35 + + Amphibious + The bullywug can breathe air and water. + + + Speak with Frogs and Toads + The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Swamp Camouflage + The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Standing Leap + The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Multiattack + The bullywug makes two melee attacks: one with its bite and one with its spear. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + |3|1d4+1 + + + Spear + Melee 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. + |3|1d6+1 + + + + swamp + + + Bullywug Croaker + M + humanoid (bullywug) + neutral evil + 15 (hide armor, shield) + 33 (6d8+6) + 20 ft., swim 40 ft. + 14121271510 + Con +3 + Perception +4, Stealth +3 + + + + + + 14 + Bullywug + 2 + + Source + Ghosts of Saltmarsh, p. 232 + + Amphibious + The croaker can breathe air and water. + + + Speak with Frogs and Toads + The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Swamp Camouflage + The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Standing Leap + The croaker's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Spear + Melee 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+2 + |5|1d8+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d4+2 + + + Glaar-pat (3/Day) + The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw. taking 9 (2d8) psychic damage on a fai1ed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn. + + + Roooo-glog (1/Day) + The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points. + + + + swamp + + + Bullywug Royal + M + humanoid (bullywug) + neutral evil + 15 (hide armor, shield) + 52 (8d8+16) + 20 ft., swim 40 ft. + 161214101114 + Str +5, Dex +3 + Athletics +5, Intimidation +4, Stealth +3 + + + + + + 10 + Bullywug + 3 + + Source + Ghosts of Saltmarsh, p. 232 + + + Amphibious + The royal can breathe air and water. + + + Brute + A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack). + + + Frog Rider + The royal has advantage on melee attacks made while riding on a frog mount + + + Speak with Frogs and Toads + The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Swamp Camouflage + The royal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Standing Leap + The royal's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Multiattack + The royal makes two attacks: one with its royal spear and one with its bite. + + + Royal Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + |5|2d6+3 + |5|2d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) bludgeoning damage. + |5|1d6+3 + + + Croaked Decree (1/Day) + The royal makes a loud pronouncement . Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll. + + + + swamp + + + Burrowshark + M + humanoid (human) + neutral evil + 18 (plate) + 82 (11d8+33) + 30 ft. + 181216101113 + + Animal Handling +2, Athletics +6, Intimidation +3, Perception +2 + + + + + + 12 + Common + 4 + + Source + Princes of the Apocalypse p. 196 + + Bond of the Black Earth + The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month. + + + Multiattack + The burrowshark makes three melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack. + One Handed|6|1d6+4 + Two Handed|6|1d8+4 + + + Unyielding + When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. + + + + + + Cadaver Collector + L + construct + lawful evil + + 17 (natural armor) + 189 (18d10+90) + 30 ft. + 2114205118 + + + + + necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands all languages but can't speak + 14 + + Source + Mordenkainen's Tome of Foes, p. 122 + + Constructed Nature + A cadaver collector doesn't require air, food, drink, or sleep. + + + Magic Resistance + The cadaver collector has advantage on saving throws against spells and other magical effects. + + + Summon Specters (Recharges after a Short or Long Rest) + As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed. + + + Multiattack + The cadaver collector makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. + Slam|10|3d8+5+3d10 + + + Paralyzing Breath (Recharge 5-6) + The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + + + Cambion + M + fiend + any evil alignment + 19 (scale mail) + 82 (11d8+33) + 30 ft., fly 60 ft. + 181816141216 + Str +7, Con +6, Int +5, Cha +6 + Deception +6, Intimidation +6, Perception +4, Stealth +7 + cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 14 + Abyssal, Common, Infernal + 5 + + Source + Monster Manual, p. 36 + + Fiendish Blessing + The AC of the cambion includes its Charisma bonus. + + + Innate Spellcasting + The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: + 3/day each: alter self, command, detect magic + 1/day: plane shift (self only) + + + Multiattack + The cambion makes two melee attacks or uses its Fire Ray twice. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + One Handed|7|1d6+4 + Two Handed|7|1d8+4 + + + Fire Ray + Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. + Fire Ray|7|3d6 + + + Fiendish Charm + One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + alter self, command, detect magic, plane shift + + urban + + + Camel + L + beast + unaligned + 9 + 15 (2d10+4) + 50 ft. + 16814285 + + + + + + + + 9 + + 1/8 + + Source + Monster Manual, p. 320 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + Bite|5|1d4 + + + + desert + + + Canoloth + M + fiend (yugoloth) + neutral evil + + 16 (natural armor) + 120 (16d8+48) + 50 ft. + 18101751712 + + Investigation +3, Perception +9 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + darkvision 60 ft., truesight 120 ft. + 19 + Abyssal, Infernal, telepathy 60 ft. + 8 + + Source + Mordenkainen's Tome of Foes, p. 247 + + Dimensional Lock + Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. + + + Magic Resistance + The canoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The canoloth's weapon attacks are magical. + + + Uncanny Senses + The canoloth can't be surprised while it isn't incapacitated. + + + Multiattack + The canoloth makes two attacks: one with its tongue or its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. + Bite|7|6d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. + Claws|7|2d10+4 + + + Tongue + Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tongue|7|2d12+4 + + + + + + Captain Othelstan + M + humanoid (human) + lawful evil + 19 (splint, shield) + 93 (11d10+33) + 30 ft. + 191016131412 + Str +7, Con +6 + Athletics +7, Intimidation +7, Perception +5, Religion +4 + + + + + + 15 + Common, Draconic, Giant + 5 + + Source + Hoard of the Dragon Queen p. 89 + + Action Surge (Recharges on a Short or Long Rest) + On his turn, Othelstan can take one additional action. + + + Tiamat's Blessing of Retribution + When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies. + + + Multiattack + Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears. + + + Flail + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. + Flail|7|1d8+4 + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6+4) piercing damage. + One Handed|7|1d6+4 + Two Handed|7|1d8+4 + + + + + + Carrion Crawler + L + monstrosity + unaligned + 13 (natural armor) + 51 (6d10+18) + 30 ft., climb 30 ft. + 1413161125 + + Perception +3 + + + + + darkvision 60 ft. + 13 + + 2 + + Source + Monster Manual, p. 37 + + Keen Smell + The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. + + + Spider Climb + The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The carrion crawler makes two attacks: one with its tentacles and one with its bite. + + + Tentacles + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) poison damage, and the target 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 poison on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Tentacles|8|1d4+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. + Bite|4|2d4+2 + + + + underdark + + + Cat + T + beast + unaligned + 12 + 2 (1d4) + 40 ft., climb 30 ft. + 315103127 + + Perception +3, Stealth +4 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 320 + Player's Handbook, p. 305 + + Keen Smell + The cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Claws||1 + + + + desert, forest, grassland, urban + + + Catoblepas + L + monstrosity + unaligned + 14 (natural armor) + 84 (8d10+40) + 30 ft. + 1912213148 + + + + + + + darkvision 60 ft. + 12 + + 5 + + Source + Volo's Guide to Monsters, p. 129 + + Keen Smell + The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. + + + Stench + Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tail|7|5d6+4 + + + Death Ray (Recharge 5-6) + The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray. + Death Ray||8d8 + + + + swamp + + + Cave Bear + L + beast + unaligned + 12 (natural armor) + 42 (5d10+15) + 40 ft., swim 30 ft. + 2010162137 + + Perception +3 + + + + + darkvision 60 ft. + 13 + + 2 + + Source + Monster Manual, p. 334 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. + Bite|7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claws|7|2d6+5 + + + + + + + Cave Fisher + M + monstrosity + unaligned + 16 (natural armor) + 58 (9d8+18) + 20 ft., climb 20 ft. + 1613143103 + + Perception +2, Stealth +5 + + + + + blindsight 60 ft. + 12 + + 3 + + Source + Volo's Guide to Monsters, p. 130 + + Adhesive Filament + The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + + Flammable Blood + If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. + + + Spider Climb + The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The cave fisher makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage. + Claw|5|2d6+3 + + + Filament + One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament. + + + + underdark + + + Centaur + L + monstrosity + neutral good + 12 + 45 (6d10+12) + 50 ft. + 18141491311 + + Athletics +6, Perception +3, Survival +3 + + + + + + 13 + Elvish, Sylvan + 2 + + Source + Monster Manual, p. 38 + + Charge + If 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||3d6 + + + Multiattack + The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. + + + Pike + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage. + |6|1d10+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + |6|2d6+4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + |4|1d8+2 + + + + forest, grassland + + + Centaur Mummy + L + undead + lawful evil + 13 (natural armor) + 85 (10d10+30) + 30 ft. + 20121651412 + Wis +5 + + bludgeoning, piercing, and slashing from nonmagical attacks + fire + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 12 + Common, Sylvan + 6 + + Source + Tales from the Yawning Portal, p. 231 + + Undead Nature + A mummy doesn't require air, food, drink, or sleep. + + + Charge + If the centaur mummy moves at least 20 feet 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. + + + Multiattack + The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare. + + + Pike + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. + Pike|8|1d10+5 + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 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 similar magic. + Hooves|8|2d6+5+3d6 + + + Dreadful Glare + The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + + + Chain Devil + M + fiend (devil) + lawful evil + 16 (natural armor) + 85 (10d8+40) + 30 ft. + 181518111214 + Con +7, Wis +4, Cha +5 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 8 + Infernal, telepathy 120 ft. + 8 + + Source + Monster Manual, p. 72 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes two attacks with its chains. + + + Chain + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Chain|8|2d6+4 + + + Animate 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. + + + Unnerving Mask + When 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + + + + + Chamberlain of Zuggtmoy + L + plant + chaotic evil + 13 (natural armor) + 45 (6d10+12) + 20 ft. + 1771411812 + + + bludgeoning, piercing + + + + darkvision 60 ft. + 9 + Abyssal, Undercommon + 2 + + Source + Out of the Abyss p. 230 + + Mushroom Portal + The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy. + + + Poison Spores + Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Multiattack + The chamberlain makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. + Slam|5|2d6+3 + + + Infestation Spores (1/Day) + The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + + + + + Champion + M + humanoid (any race) + any alignment + 18 (plate) + 143 (22d8+44) + 30 ft. + 201514101412 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + + + + + + 16 + any one language (usually Common) + 9 + + Source + Volo's Guide to Monsters, p. 212 + + Indomitable (2/Day) + The champion rerolls a failed saving throw. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, the champion can regain 20 hit points. + + + Multiattack + The champion makes three attacks with its greatsword or its light crossbow. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. + Greatsword|9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. + Shortbow|6|1d6+2 + + + + desert, urban + + + Chasme + L + fiend (demon) + chaotic evil + 15 (natural armor) + 84 (13d10+13) + 20 ft., fly 60 ft. + 151512111410 + Dex +5, Wis +5 + Perception +5 + cold, fire, lightning + + poison + poisoned + blindsight 10 ft., darkvision 120 ft. + 15 + Abyssal, telepathy 120 ft. + 6 + + Source + Monster Manual, p. 57 + + Drone + The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours . + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Magic Resistance + The chasme has advantage on saving throws against spells and other magical effects. + + + Spider Climb + The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Proboscis + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . + Proboscis|5|4d6+2+7d6 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A chasme has a 30 percent chance of summoning one chasme. + 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. + + + + + + + Chimera + L + monstrosity + chaotic evil + 14 (natural armor) + 114 (12d10+48) + 30 ft., fly 60 ft. + 19111931410 + + Perception +8 + + + + + darkvision 60 ft. + 18 + understands Draconic but can't speak + 6 + + Source + Monster Manual, p. 39 + + + Multiattack + The 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. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. + |7|2d6+4 + + + Horns + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage. + |7|1d12+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + |7|2d6+4 + + + Fire 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. + ||7d8 + + + + grassland, hill, mountain, underdark + + + Chitine + S + monstrosity + chaotic evil + 14 (hide armor) + 18 (4d6+4) + 30 ft., climb 30 ft. + 10141210107 + + Athletics +4, Stealth +4 + + + + + darkvision 60 ft. + 10 + Undercommon + 1/2 + + Source + Volo's Guide to Monsters, p. 131 + + Fey Ancestry + The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep. + + + Sunlight Sensitivity + While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Sense + While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web. + + + Web Walker + The chitine ignores movement restrictions caused by webbing. + + + Multiattack + The chitine makes three attacks with its daggers. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + + + underdark + + + Choker + S + aberration + chaotic evil + 16 (natural armor) + 13 (3d6+3) + 30 ft. + 1614134127 + + Stealth +6 + + + + + darkvision 60 ft. + 11 + Deep Speech + 1 + + Source + Tales from the Yawning Portal, p. 232 + Mordenkainen's Tome of Foes, p. 123 + + Aberrant Quickness (Recharge after a Short or Long Rest) + The choker can take an extra action on its turn. + + + Spider Climb + The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The choker makes two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target (the choker has two tentacles). If this attack is a critical hit, the target also can't breathe or speak until the grapple ends . + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacle|5|1d4+3+1d6 + + + + + + Choldrith + M + monstrosity + chaotic evil + 15 (studded leather armor) + 15 (12d8+12) + 30 ft., climb 30 ft. + 121612111410 + + Athletics +5, Religion +2, Stealth +5 + + + + + darkvision 60 ft. + 12 + Undercommon + 3 + + Source + Volo's Guide to Monsters, p. 132 + + Fey Ancestry + The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep. + + + Spellcasting + The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: + + • Cantrips (at will): guidance, mending, resistance, thaumaturgy + + •1st level (4 slots): bane, healing word, sanctuary, shield of faith + + •2nd level (3 slots): hold person, spiritual weapon (dagger) + + + Spider Climb + The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Sense + While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. + + + Web Walker + The choldrith ignores movement restrictions caused by webbing. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage. + Dagger|5|1d4+3+3d6 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|5| + + guidance, mending, resistance, thaumaturgy, bane, healing word, sanctuary, shield of faith, hold person, spiritual weapon + 4, 3 + underdark + + + Chuul + L + aberration + chaotic evil + 16 (natural armor) + 93 (11d10+33) + 30 ft., swim 30 ft. + 1910165115 + + Perception +4 + + + poison + poisoned + darkvision 60 ft. + 14 + understands Deep Speech but can't speak + 4 + + Source + Monster Manual, p. 40 + + Amphibious + The chuul can breathe air and water. + + + Sense Magic + The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. + + + Multiattack + The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. + + + Pincer + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Pincer|6|2d6+4 + + + Tentacles + One 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + underdark + + + Chuul Spore Servant + L + plant + unaligned + 16 (natural armor) + 93 (11d10+33) + 30 ft., swim 30 ft. + 191016261 + + + + + poison + blinded, charmed, frightened, paralyzed, poisoned + blindsight 30 ft. (blind beyond this radius) + 8 + + 4 + + Source + Out of the Abyss p. 228 + + + Pincer + Melee 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 spore servant doesn't have two other creatures grappled. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Pincer|7|2d6+4 + + + + + + Chwinga + T + elemental + neutral + 15 + 5 (2d4) + 20 ft., climb 20 ft., swim 20 ft. + + 12010141616 + + Acrobatics +7, Perception +7, Stealth +7 + + + + + blindsight 60 ft. + 17 + + 0 + + Source + Tomb of Annihilation, p. 216 + + Evasion + When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Innate Spellcasting + The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: + + At will: druidcraft, guidance, pass without trace, resistance + + + Magical Gift (1/Day) + The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Master's Guide for more information on supernatural charms. + + + Natural Shelter + The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed. + + druidcraft, guidance, pass without trace, resistance + 0 + + + Clay Golem + L + construct + unaligned + 14 (natural armor) + 133 (14d10+56) + 20 ft. + 20918381 + + + + + acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 9 + understands the languages of its creator but can't speak + 9 + + Source + Monster Manual, p. 168 + + Acid Absorption + Whenever 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. + + + Berserk + Whenever 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 Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee 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+5 + + + Haste (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. + + + + + + + Cloaker + L + aberration + chaotic neutral + 14 (natural armor) + 78 (12d10+12) + 10 ft., fly 40 ft. + 171512131214 + + Stealth +5 + + + + + darkvision 60 ft. + 11 + Deep Speech, Undercommon + 8 + + Source + Monster Manual, p. 41 + + Damage Transfer + While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. + + + False Appearance + While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. + + + Light Sensitivity + While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. + + + Multiattack + The cloaker makes two attacks: one with its bite and one with its tail. + + + Bite + Melee 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + Bite|6|2d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage. + Tail|6|1d8+3 + + + Moan + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + + + + underdark + + + Cloud Giant + H + giant + neutral good (50%) or neutral evil (50%) + 14 (natural armor) + 200 (16d12+96) + 40 ft. + 271022121616 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + + + + + + 17 + Common, Giant + 9 + + Source + Monster Manual, p. 154 + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Innate Spellcasting + The 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 form + + + Multiattack + The giant makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage. + Morningstar|12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. + Rock|12|4d10+8 + + + Variant: Fling + The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. + + Storm King's Thunder, p. 245 + + + Variant: Wind Aura + A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + Storm King's Thunder, p. 245 + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + + mountain + + + Cloud Giant Smiling One + H + giant (cloud giant) + chaotic neutral + 15 (natural armor) + 262 (21d12+128) + 40 ft. + 261222151617 + Con +10, Int +6, Wis +7 + Deception +11, Insight +7, Perception +7, Sleight of Hand +9 + + + + + + 17 + Common, Giant + 11 + + Source + Volo's Guide to Monsters, p. 146 + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + + At will: detect magic, fog cloud, light + + 3/day each: featherfall, fly, misty step, telekinesis + + 1/day each: control weather, gaseous form + + + Spellcasting + The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: + + Cantrips (at will): minor illusion, prestidigitation, vicious mockery + + 1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s hideous laughter + + 2nd level (3 slots): invisibility, suggestion + + 3rd level (2 slots): major image, tongues + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two attacks with its morningstar. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. + Morningstar|12|3d8+8 + With Advantage|12|3d8+8+4d6 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. + Rock|12|4d10+8 + With Advantage|12|4d10+8+4d6 + + + Change Shape + The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. + + detect magic, fog cloud, light, featherfall, fly, misty step, telekinesis, control weather, gaseous form, minor illusion, prestidigitation, vicious mockery, cure wounds, disguise self, silent image, Tasha's hideous laughter, invisibility, suggestion, major image, tongues + 4, 3, 2 + mountain + + + Cockatrice + S + monstrosity + unaligned + 11 + 27 (6d6+6) + 20 ft., fly 40 ft. + 612122135 + + + + + + + darkvision 60 ft. + 11 + + 1/2 + + Source + Monster Manual, p. 42 + + + Bite + Melee 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + |3|1d4+1 + + + + grassland + + + Commoner + M + humanoid (any race) + any alignment + 10 + 4 (1d8) + 30 ft. + 101010101010 + + + + + + + + 10 + any one language (usually Common) + 0 + + Source + Monster Manual, p. 345 + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + |2|1d4 + + + + arctic, coastal, desert, forest, grassland, hill, urban + + + Conjurer + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 40 (9d8) + 30 ft. + 91411171211 + Int +6, Wis +4 + Arcana +6, History +6 + + + + + + 11 + any four languages + 6 + + Source + Volo's Guide to Monsters, p. 212 + + Spellcasting + The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: + + Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation + + 1st level (4 slots): mage armor, magic missile, unseen servant* + + 2nd level (3 slots): cloud of daggers*, misty step*, web* + + 3rd level (3 slots): fireball, stinking cloud* + + 4th level (3 slots): Evard’s black tentacles*, stoneskin + + 5th level (2 slots): cloudkill*, conjure elemental* + + *Conjuration spell of 1st level or higher + + + Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher) + As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|5|1d4+2 + + acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental + 4, 3, 3, 3, 2 + urban + + + Constrictor Snake + L + beast + unaligned + 12 + 13 (2d10+2) + 30 ft., swim 30 ft. + 1514121103 + + + + + + + blindsight 10 ft. + 10 + + 1/4 + + Source + Monster Manual, p. 320 + Player's Handbook, p. 305 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Constrict + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|4|1d8+2 + + + + desert, forest, swamp, underwater + + + Copper Dragon Wyrmling + M + dragon + chaotic good + 16 (natural armor) + 22 (4d8+4) + 30 ft., climb 30 ft., fly 60 ft. + 151213141113 + Dex +3, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +3 + + + acid + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 1 + + Source + Monster Manual, p. 112 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. + Bite|4|1d10+2 + + + Breath 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. + Acid Breath||4d8 + + + + + + + Corpse Flower + L + plant + chaotic evil + + 12 () + 127 (15d10+45) + 20 ft., climb 20 ft. + 1414167153 + + + + + + blinded, deafened + blindsight 120 ft. (blind beyond this radius) + 12 + + 8 + + Source + Mordenkainen's Tome of Foes, p. 127 + + Corpses + When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. + While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: + + • The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. + + • The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait). + + + Spider Climb + The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Stench of Death + Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + Multiattack + The corpse flower makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. + Tentacle|5|2d6+2 + + + Harvest the Dead + The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. + + + + + + Couatl + M + celestial + lawful good + 19 (natural armor) + 97 (13d8+39) + 30 ft., fly 90 ft. + 162017182018 + Con +5, Wis +7, Cha +6 + + radiant + + psychic; bludgeoning, piercing, and slashing from nonmagical attacks + + truesight 120 ft. + 15 + all, telepathy 120 ft. + 4 + + Source + Monster Manual, p. 43 + + Innate Spellcasting + The 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, scrying + + + Magic Weapons + The couatl's weapon attacks are magical. + + + Shielded Mind + The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. + + + Bite + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Bite|8|1d6+5 + + + Constrict + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|6|2d6+3 + + + Change Shape + The 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, scrying + + desert, forest, grassland, urban + + + Cow + L + beast + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + + + + + + 10 + + 1/4 + + Source + Volo's Guide to Monsters, p. 207 + + Charge + If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + + + + Crab + T + beast + unaligned + 11 (natural armor) + 2 (1d4) + 20 ft., swim 20 ft. + 21110182 + + Stealth +2 + + + + + blindsight 30 ft. + 9 + + 0 + + Source + Monster Manual, p. 320 + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. + Claw||1 + + + + coastal + + + Crag Cat + L + beast + unaligned + 13 + 34 (4d10+12) + 40 ft. + 1617164148 + + Perception +4, Stealth +7 + + + + + darkvision 60 ft. + 14 + + 1 + + Source + Storm King's Thunder, p. 240 + + Nondetection + The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors. + + + Pounce + If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. + + + Spell Turning + The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + + + + Cranium Rat + T + beast + lawful evil + 12 + 2 (1d4) + 30 ft. + 214104118 + + + + + + + darkvision 30 ft. + 10 + telepathy 30 ft. + 0 + + Source + Volo's Guide to Monsters, p. 133 + + Illumination + As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. + + + Telepathic Shroud + The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as immune to all divination spells. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|4|1 + + + + underdark, urban + + + Crawling Claw + T + undead + neutral evil + 12 + 2 (1d4) + 20 ft., climb 20 ft. + 1314115104 + + + + + poison + poisoned + blindsight 30 ft. (blind beyond this radius) + 10 + understands Common but can't speak + 0 + + Source + Monster Manual, p. 44 + + Turn Immunity + The claw is immune to effects that turn undead. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw's choice) . + Claw|3|1d4+1 + + + + + + + Crocodile + L + beast + unaligned + 12 (natural armor) + 19 (3d10+3) + 20 ft., swim 20 ft. + 1510132105 + + Stealth +2 + + + + + + 10 + + 1/2 + + Source + Monster Manual, p. 320 + Player's Handbook, p. 305 + + Hold Breath + The crocodile can hold its breath for 15 minutes. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|4|1d10+2 + + + + swamp, urban + + + Crushing Wave Priest + M + humanoid (human) + neutral evil + 13 (chain shirt) + 52 (8d8+16) + 30 ft. + 151114101116 + + Deception +5, Religion +2, Stealth +2 + + + + + + 10 + Aquan, Common + 2 + + Source + Princes of the Apocalypse p. 205 + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost + + • 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield + + • 2nd level (3 slots): blur, hold person + + • 3rd level (2 slots): sleet storm + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage. + One Handed|4|1d6+2 + Two Handed|4|1d8+2 + + chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, ice knife, magic missile, shield, blur, hold person, sleet storm + 4, 3, 2 + + + Crushing Wave Reaver + M + humanoid (human) + neutral evil + 14 (shield) + 22 (4d8+4) + 30 ft. + 15141310118 + + Athletics +4, Stealth +4 + + + + + + 10 + Common + 1/2 + + Source + Princes of the Apocalypse p. 205 + + + Sharktoothed Longsword + Melee 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. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword. + One Handed|4|1d8+2 + Two Handed|4|1d10+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. + Javelin|4|1d6+2 + + + + + + Cult Fanatic + M + humanoid (any race) + any non-good alignment + 13 (leather armor) + 22 (6d8+6) + 30 ft. + 111412101314 + + Deception +4, Persuasion +4, Religion +2 + + + + + + 11 + any one language (usually Common) + 2 + + Source + Monster Manual, p. 345 + + Dark Devotion + The fanatic has advantage on saving throws against being charmed or frightened. + + + Spellcasting + The 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: + + Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (4 slots): command, inflict wounds, shield of faith + + • 2nd level (3 slots): hold person, spiritual weapon + + + Multiattack + The fanatic makes two melee attacks. + + + Dagger + Melee 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+2 + + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + 4, 3 + urban + + + Cultist + M + humanoid (any race) + any non-good alignment + 12 (leather armor) + 9 (2d8) + 30 ft. + 111210101110 + + Deception +2, Religion +2 + + + + + + 10 + any one language (usually Common) + 1/8 + + Source + Monster Manual, p. 345 + + Dark Devotion + The cultist has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage. + |3|1d6+1 + + + + + + + Cyclops + H + giant + chaotic neutral + 14 (natural armor) + 138 (12d12+60) + 30 ft. + 2211208610 + + + + + + + + 8 + Giant + 6 + + Source + Monster Manual, p. 45 + + Poor Depth Perception + The cyclops has disadvantage on any attack roll against a target more than 30 ft. away. + + + Multiattack + The cyclops makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + |9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. + |9|4d10+6 + + + + coastal, desert, grassland, hill, mountain, underdark + + + Dao + L + elemental + neutral evil + 18 (natural armor) + 187 (15d10+105) + 30 ft., burrow 30 ft., fly 30 ft. + 231224121314 + Int +5, Wis +5, Cha +6 + + + + + petrified + darkvision 120 ft. + 11 + Terran + 11 + + Source + Monster Manual, p. 143 + + Earth Glide + The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. + + + Elemental Demise + If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. + + + Innate Spellcasting + The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, detect magic, stone shape + 3/day each: passwall, move earth, tongues + 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone + + + Sure-Footed + The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Variant: Genie Powers + Genies 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. + + + Multiattack + The Dao makes two fist attacks or two maul attacks. + + + Fist + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Fist|10|2d8+6 + + + Maul + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Maul|10|4d6+6 + + detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone + + underdark + + + Darathra Shendrel + M + humanoid (Chondathan human) + lawful good + 14 (breastplate) + 52 (8d8+16) + 30 ft. + 161114111115 + + History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4 + + + + + + 12 + Common + + + Source + Storm King's Thunder, p. 253 + + Brave + Darathra has advantage on saving throws against being frightened. + + + Roleplaying Information + As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster. + + Ideal: "Good people should be given every chance to prosper, free of tyranny." + + Bond: "I'll lay down my life to protect Triboar and its citizens." + + Flaw: "I refuse to back down. Push me, and I'll push back." + + + Multiattack + Darathra makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Greatsword|5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Darathra carries twenty crossbow bolts. + Heavy Crossbow|2|1d10 + + + + + + Dark Tide Knight + M + humanoid (human) + lawful evil + 13 + 58 (9d8+18) + 30 ft. + 171614101111 + + Athletics +7, Stealth +7 + + + + + + 10 + Common + 3 + + Source + Princes of the Apocalypse p. 205 + + Bonded Mount + The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month. + + + Sneak Attack + The knight 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 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll. + Sneak Attack||2d6 + + + Multiattack + The knight makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Lance + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage. + Lance|5|1d12+3 + + + Uncanny Dodge + When an attacker the knight can see hits it with an attack, the knight can halve the damage against it. + + + + + + Darkling + S + fey + chaotic neutral + 14 (leather armor) + 13 (3d6+3) + 30 ft. + 916112101210 + + Acrobatics +5, Deception +2, Perception +5, Stealth +7 + + + + + blindsight 30 ft., darkvision 120 ft. + 15 + Elvish, Sylvan + 1/2 + + Source + Volo's Guide to Monsters, p. 134 + + Death Flash + When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Light Sensitivity + While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage. + Dagger|5|1d4+3 + With Advantage|5|1d4+3+2d6 + + + + forest, swamp, underdark, urban + + + Darkling Elder + M + fey + chaotic neutral + 15 (studded leather armor) + 27 (5d8+5) + 30 ft. + 131712101413 + + Acrobatics +5, Deception +3, Perception +6, Stealth +7 + + + + + blindsight 30 ft., darkvision 120 ft. + 16 + Elvish, Sylvan + 2 + + Source + Volo's Guide to Monsters, p. 134 + + Death Burn + When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + Death Burn||2d6 + + + Multiattack + The darkling elder makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage. + Shortsword|5|1d6+3 + With Advantage|5|1d6+3+3d6 + + + Darkness (Recharges after a Short or Long Rest) + The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. + + darkness + + forest, swamp, underdark, urban + + + Darkmantle + S + monstrosity + unaligned + 11 + 22 (5d6+5) + 10 ft., fly 30 ft. + 1612132105 + + Stealth +3 + + + + + blindsight 60 ft. + 10 + + 1/2 + + Source + Monster Manual, p. 46 + + Echolocation + The darkmantle can't use its blindsight while deafened. + + + False Appearance + While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. + + + Crush + Melee 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + Crush|5|1d6+3 + + + Darkness 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. + + + + underdark + + + Darz Helgar + M + humanoid (Illuskan human) + neutral + 12 + 27 (5d8+5) + 30 ft. + 151512101111 + + Intimidation +2, Sleight of Hand +4, Stealth +4 + + + + + + 10 + Common + + + Source + Storm King's Thunder, p. 253 + + Sneak Attack (1/Turn) + Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll. + + + Roleplaying Information + In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker. + + Ideal: "You can run from your past, but you can't hide from it." + + Bond: "I've made a new life in Triboar. I'm not gonna run away this time." + + Flaw: "I have no regrets. I do whatever it takes to survive." + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Darz carries twenty sling stones. + Sling|4|1d4+2 + + + + + + Death Dog + M + monstrosity + neutral evil + 12 + 39 (6d8+12) + 40 ft. + 1514143136 + + Perception +5, Stealth +4 + + + + + darkvision 120 ft. + 15 + + 1 + + Source + Monster Manual, p. 321 + + Two-Headed + The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Multiattack + The dog makes two bite attacks. + + + Bite + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |4|1d6+2 + + + + desert + + + Death Kiss + L + aberration + neutral evil + 16 (natural armor) + 161 (17d10+68) + 0 ft., fly 30 ft. (hover) + 181418101210 + Con +8, Wis +5 + Perception +5 + + + lightning + prone + darkvision 120 ft. + 15 + Deep Speech, Undercommon + 10 + + Source + Volo's Guide to Monsters, p. 124 + + Lightning Blood + A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. + + + Multiattack + The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacle|6|1d8+4 + + + Blood Drain + One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points. + Blood Drain||4d10 + + + + underdark + + + Death Knight + M + undead + chaotic evil + 20 (plate, shield) + 180 (19d8+95) + 30 ft. + 201120121618 + Dex +6, Wis +9, Cha +10 + + + + necrotic, poison + exhaustion, frightened, poisoned + darkvision 120 ft. + 13 + Abyssal, Common + 17 + + Source + Monster Manual, p. 47 + + Magic Resistance + The death knight has advantage on saving throws against spells and other magical effects. + + + Marshal Undead + Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. + + + Spellcasting + The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: + + • 1st level (4 slots): command, compelled duel, searing smite + + • 2nd level (3 slots): hold person, magic weapon + + • 3rd level (3 slots): dispel magic, elemental weapon + + • 4th level (3 slots): banishment, staggering smite + + • 5th level (2 slots): destructive wave (necrotic) + + + Multiattack + The death knight makes three longsword attacks. + + + Longsword + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. + One Handed|11|1d8+5+4d8 + Two Handed|11|1d10+5+4d8 + + + Hellfire Orb (1/day) + The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Parry + The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. + + command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave + 4, 3, 3, 3, 2 + + + + Death Slaad + M + aberration (shapechanger) + chaotic evil + 18 (natural armor) + 170 (20d8+80) + 30 ft. + 201519151016 + + Arcana +6, Perception +8 + acid, cold, fire, lightning, thunder + + + + blindsight 60 ft., darkvision 60 ft. + 18 + Slaad, telepathy 60 ft. + 10 + + Source + Monster Manual, p. 278 + + Shapechanger + The slaad can use its action to polymorph into a Small or Medium humanoid, 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. + + + Innate Spellcasting + The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: + + At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image + 2/day each: fear, fireball, fly, tongues + 1/day each: cloudkill, plane shift + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Magic Weapons + The slaad's weapon attacks are magical. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or greatsword. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 7 (2d6) necrotic damage. + Bite|9|1d8+5+2d6 + + + Claws (Slaad Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) necrotic damage. + Claws|9|1d10+5+2d6 + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) necrotic damage. + Greatsword|9|2d6+5+2d6 + + detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift + + + + + Death Tyrant + L + undead + lawful evil + 19 (natural armor) + 187 (25d10+50) + 0 ft., fly 20 ft. (hover) + 101414191519 + Str +5, Con +7, Int +9, Wis +7, Cha +9 + Perception +12 + + + poison + charmed, exhaustion, paralyzed, petrified, poisoned, prone + darkvision 120 ft. + 22 + Deep Speech, Undercommon + 14 + + Source + Monster Manual, p. 29 + + Negative Energy Cone + The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. + Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. + Bite|5|4d6 + + + Eye Rays + The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: + 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 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. + 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened 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. + 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. 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 until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Legendary Actions (3/Turn) + The death tyrant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The death tyrant regains spent legendary actions at the start of its turn. + + + Eye Ray + The death tyrant uses one random eye ray. + + + + underdark + + + Deathlock + M + undead + neutral evil + + 12 (15 with mage armor) + 36 (8d8) + 30 ft. + 111510141216 + Int +4, Cha +5 + Arcana +4, History +4 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + poison + exhaustion, poisoned + darkvision 60 ft. + 11 + the languages it knew in life + 4 + + Source + Mordenkainen's Tome of Foes, p. 128 + + Undead Nature + A deathlock doesn't require air, food, drink, or sleep. + + + Innate Spellcasting + The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + + At will: detect magic, disguise self, mage armor. + + + Spellcasting + The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): chill touch, eldritch blast, mage hand 1st– + + 3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb. + + + Turn Resistance + The deathlock has advantage on saving throws against any effect that turns undead. + + + Variant: Patron-Specific Spells + You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. + + Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep + + Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray + + Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force + + + Deathly Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. + Deathly Claw|4|2d6+2 + + detect magic, disguise self, mage armor, chill touch, eldritch blast, mage hand, arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb + 0,0,2 + + + Deathlock Mastermind + M + undead + neutral evil + + 13 (16 with mage armor) + 110 (20d8+20) + 30 ft. + 111612151217 + Int +5, Cha +6 + Arcana +5, History +5, Perception +4 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + poison + exhaustion, poisoned + darkvision 120 ft. (including magical darkness) + 14 + the languages it knew in life + 8 + + Source + Mordenkainen's Tome of Foes, p. 129 + + Undead Nature + A deathlock doesn't require air, food, drink, or sleep. + + + Innate Spellcasting + The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + + At will: detect magic, disguise self, mage armor. + + + Spellcasting + The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st– + + 5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility. + + + Turn Resistance + The deathlock has advantage on saving throws against any effect that turns undead. + + + Variant: Patron-Specific Spells + You can customize a deathlock mastermind by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. + + Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep + + Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire + + Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis + + + Deathly Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). + Deathly Claw|6|3d6+3 + + + Grave Bolts + Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Grave Bolts|6|4d8 + + detect magic, disguise self, mage armor, chill touch, mage hand, minor illusion, poison spray, arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility + 0,0,0,0,2 + + + Deathlock Wight + M + undead + neutral evil + 12 (15 with mage armor) + 37 (5d8+15) + 30 ft. + 111416121416 + Wis +4 + Arcana +3, Perception +4 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, poisoned + darkvision 60 ft. + 14 + the languages it knew in life + 3 + + Source + Tales from the Yawning Portal, p. 233 + Mordenkainen's Tome of Foes, p. 129 + + Undead Nature + A wight doesn't require air, food, drink, or sleep. + + + Innate Spellcasting + The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: + + At will: detect magic, disguise self, mage armor + + 1/day each: fear, hold person, misty step + + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight attacks twice with Grave Bolt. + + + Grave Bolt + Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. + Grave Bolt|5|1d8+3 + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 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|2d6+2 + + detect magic, disguise self, mage armor, fear, hold person, misty step + + + + Decapus + L + monstrosity + unaligned + + 14 (natural armor) + 75 (10d10+20) + 15 ft., climb 30 ft. + 1514144107 + + Athletics +4, Perception +2, Stealth +4 + + + + + darkvision 60 ft. + 12 + + 4 + + Source + The Tortle Package, p. 21 + + + Multiattack + The decapus makes two attacks: one with its bite and one with its tentacles. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage. + Bite|4|2d4+2 + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|4|9d4+2 + + + + + + Deep Gnome (Svirfneblin) + S + humanoid (gnome) + neutral good + 15 (chain shirt) + 16 (3d6+6) + 20 ft. + 15141412109 + + Investigation +3, Perception +2, Stealth +4 + + + + + darkvision 120 ft. + 12 + Gnomish, Terran, Undercommon + 1/2 + + Source + Monster Manual, p. 164 + + Stone Camouflage + The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Gnome Cunning + The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Innate Spellcasting + The 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 self + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + War Pick|4|1d8+2 + + + Poisoned Dart + Ranged 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 success + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Poisoned Dart|4|1d4+2 + + nondetection, blindness/deafness, blur, disguise self + + + + + Deep Rothé + M + beast + unaligned + 10 + 13 (2d8+4) + 30 ft. + 1810142104 + + + + + + + darkvision 60 ft. + 10 + + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Innate Spellcasting + The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + dancing lights + + underdark + + + Deep Scion + M + humanoid (shapechanger) + neutral evil + 11 + 67 (9d8+27) + 30 ft. (20 ft. and swim 40 ft. in hybrid form) + 181316101214 + Wis +3, Cha +4 + Deception +6, Insight +3, Sleight of Hand +3, Stealth +3 + + + + + darkvision 120 ft. + 11 + Aquan, Common, thieves' cant + 3 + + Source + Volo's Guide to Monsters, p. 135 + + Shapechanger + The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies. + + + Amphibious (Hybrid Form Only) + The deep scion can breathe air and water. + + + Multiattack + In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. + + + Battleaxe (Humanoid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. + One Handed|6|1d8+4 + Two Handed|6|1d10+4 + + + Bite (Hybrid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage. + Bite|6|1d4+4 + + + Claw (Hybrid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage. + Claw|6|1d6+4 + + + Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest) + The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + coastal, underwater + + + Deer + M + beast + unaligned + 13 + 4 (1d8) + 50 ft. + 1116112145 + + + + + + + + 12 + + 0 + + Source + Monster Manual, p. 321 + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. + Bite|2|1d4 + + + + forest, grassland + + + Deinonychus + M + beast + unaligned + 13 (natural armor) + 26 (4d8+8) + 40 ft. + 1515144126 + + Perception +3 + + + + + + 13 + + 1 + + Source + Volo's Guide to Monsters, p. 139 + + Pounce + If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Multiattack + The deinonychus makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + Claw|4|1d8+2 + + + + forest, grassland, hill + + + Demilich + T + undead + neutral evil + 20 (natural armor) + 80 (20d4) + 0 ft., fly 30 ft. (hover) + 12010201720 + Con +6, Int +11, Wis +9, Cha +11 + + bludgeoning, piercing, and slashing from magic weapons + + necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + truesight 120 ft. + 13 + + 18 + + Source + Monster Manual, p. 48 + + Avoidance + If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Legendary Resistance (3/Day) + If the demilich fails a saving throw, it can choose to succeed instead. + + + Turn Immunity + The demilich is immune to effects that turn undead. + + + Howl (Recharge 5-6) + The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Life Drain + The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. + + + Legendary Actions (3/Turn) + The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn. + + + Flight + The demilich flies up to half its flying speed. + + + Cloud of Dust + The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Energy Drain (Costs 2 Actions) + Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. + + + Vile Curse (Costs 3 Actions) + The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. + + + + + + + Demogorgon + H + fiend (demon) + chaotic evil + 22 (natural armor) + 496 (34d12+272) + 50 ft., swim 50 ft. + 291426201725 + Dex +10, Con +16, Wis +11, Cha +15 + Insight +11, Perception +19 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 29 + all, telepathy 120 ft. + 26 + + Source + Out of the Abyss p. 236 + Mordenkainen's Tome of Foes, p. 144 + + Innate Spellcasting + Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: + + At will: detect magic, major image + 3/day each: dispel magic, fear, telekinesis + 1/day each: feeblemind, project image + + + Legendary Resistance (3/Day) + If Demogorgon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Demogorgon has advantage on saving throws against spells and other magic effects. + + + Magic Weapon + Demogorgon's weapon attacks are magical. + + + Two Heads + Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. + + + Multiattack + Demogorgon makes two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 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 its hit point maximum is reduced to 0. + Tentacle|17|4d6+10 + + + Gaze + Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. + If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: + 1. Beguiling Gaze: The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. + 2. Hypnotic Gaze: The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn. + 3. Insanity Gaze: The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Lair Actions + On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + + • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears. + + • Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. + + + Legendary Actions (2/Turn) + Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn. + + + Tail + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage plus 22 (4d10) necrotic damage. + Tail|17|4d10+9+4d10 + + + Maddening Gaze + Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect. + + detect magic, major image, dispel magic, fear, telekinesis, feeblemind, project image + + + + Derro + S + humanoid (derro) + chaotic evil + 13 (leather armor) + 13 (3d6+3) + 30 ft. + 914121159 + + Stealth +4 + + + + + darkvision 120 ft. + 7 + Dwarvish, Undercommon + 1/4 + + Source + Out of the Abyss p. 224 + Mordenkainen's Tome of Foes, p. 158 + + Insanity + The derro has advantage on saving throws against being charmed or frightened. + + + Magic Resistance + The derro has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Hooked Shortspear + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone. + Shortspear|2|1d4-1 + + + Light Repeating Crossbow + Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage. + Crossbow|4|1d8+2 + + + + + + Derro Savant + S + humanoid (derro) + chaotic evil + 13 (leather armor) + 49 (11d6+11) + 30 ft. + 9141211514 + + Stealth +4 + + + + + darkvision 120 ft. + 7 + Dwarvish, Undercommon + 3 + + Source + Out of the Abyss p. 225 + Mordenkainen's Tome of Foes, p. 159 + + Insanity + The derro has advantage on saving throws against being charmed or frightened. + + + Magic Resistance + The derro has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Spellcasting + The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: + + Cantrips (at will): acid splash, light, mage hand, message, ray of frost + 1st level (4 slots): burning hands, chromatic orb, sleep + 2nd level (3 slots): invisibility, spider climb + 3rd level (2 slots): blink, lightning bolt + + + Hooked Shortspear + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone. + Shortspear|2|1d4-1 + + + Light Repeating Crossbow + Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage. + Crossbow|4|1d8+2 + + acid splash, light, mage hand, message, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, blink, lightning bolt + 4, 3, 2 + + + Deva + M + celestial + lawful good + 17 (natural armor) + 136 (16d8+64) + 30 ft., fly 90 ft. + 181818172020 + Wis +9, Cha +9 + Insight +9, Perception +9 + radiant; bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + 19 + all, telepathy 120 ft. + 10 + + Source + Monster Manual, p. 16 + + Angelic Weapons + The 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 Spellcasting + The 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 dead + + + Magic Resistance + The deva has advantage on saving throws against spells and other magical effects. + + + Multiattack + The deva makes two melee attacks. + + + Mace + Melee 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+4d8 + + + Healing 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. + + + Change Shape + The 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 dead + + + + + Devourer + L + fiend + chaotic evil + 16 (natural armor) + 178 (17d10+85) + 30 ft. + 201220131016 + + + cold, fire, lightning + + poison + poisoned + darkvision 120 ft. + 10 + Abyssal, telepathy 120 ft. + 13 + + Source + Volo's Guide to Monsters, p. 138 + + + Multiattack + The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend. + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage. + Claw|10|2d6+5+6d6 + + + Imprison Soul + The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time. + + + Soul Rend (Recharge 6) + The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area. + Soul Rend||8d10 + + + + underdark + + + Dhergoloth + M + fiend (yugoloth) + neutral evil + + 15 (natural armor) + 119 (14d8+56) + 30 ft. + 1710197109 + Str +6 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 10 + Abyssal, Infernal, telepathy 60 ft. + 7 + + Source + Mordenkainen's Tome of Foes, p. 248 + + Innate Spellcasting + The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: + + At will: darkness, fear + + 3/day each: sleep + + + Magic Resistance + The dhergoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The dhergoloth's weapon attacks are magical. + + + Multiattack + The dhergoloth makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + Claw|6|2d8+3 + + + Flailing Claws (Recharge 5-6) + The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. + + + Teleport + The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + darkness, fear, sleep + 0 + + + Dimetrodon + M + beast + unaligned + 12 (natural armor) + 19 (3d8+6) + 30 ft., swim 20 ft. + 1410152105 + + Perception +2 + + + + + + 12 + + 1/4 + + Source + Volo's Guide to Monsters, p. 139 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. + Bite|4|2d6+2 + + + + coastal, swamp + + + Dire Troll + H + giant + chaotic evil + + 15 (natural armor) + 172 (15d12+75) + 40 ft. + 2215219115 + Wis +5, Cha +2 + Perception +5 + bludgeoning, piercing, and slashing from nonmagical attacks + + + frightened, poisoned + darkvision 60 ft. + 15 + Giant + 13 + + Source + Mordenkainen's Tome of Foes, p. 243 + + Keen Senses + The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. + + + Multiattack + The troll makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. + Bite|11|1d8+6+1d10 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. + Claws|11|3d6+6 + + + Whirlwind of Claws (Recharge 5-6) + Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. + + + + + + Dire Wolf + L + beast + unaligned + 14 (natural armor) + 37 (5d10+10) + 50 ft. + 1715153127 + + Perception +3, Stealth +4 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 321 + Player's Handbook, p. 305 + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|5|2d6+3 + + + + forest, hill + + + Displacer Beast + L + monstrosity + lawful evil + 13 (natural armor) + 85 (10d10+30) + 40 ft. + 1815166128 + + + + + + + darkvision 60 ft. + 11 + + 3 + + Source + Monster Manual, p. 81 + + Avoidance + If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . + + + Displacement + The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. + + + Multiattack + The displacer beast makes two attacks with its tentacles. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage. + Tentacle|7|1d6+4 + + + + forest + + + Diviner + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 67 (15d8) + 30 ft. + 91411181211 + Int +7, Wis +4 + Arcana +7, History +7 + + + + + + 11 + any four languages + 8 + + Source + Volo's Guide to Monsters, p. 213 + + Spellcasting + The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: + + Cantrips (at will): fire bolt, light, mage hand, message, true strike + + 1st level (4 slots): detect magic*, feather fall, mage armor + + 2nd level (3 slots): detect thoughts*, locate object*, scorching ray + + 3rd level (3 slots): clairvoyance*, fly, fireball + + 4th level (3 slots): arcane eye*, ice storm, stoneskin + + 5th level (2 slots): Rary’s telepathic bond*, seeming* + + 6th level (1 slot): mass suggestion, true seeing* + + 7th level (1 slot): delayed blast fireball, teleport + + 8th level (1 slot): maze + + * Divination spell of 1st level or higher + + + Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher) + When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. + Quarterstaff|2|1d6-1 + Two Handed|2|1d8-1 + + fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze + 4, 3, 3, 3, 2, 1, 1, 1 + urban + + + Djinni + L + elemental + chaotic good + 17 (natural armor) + 161 (14d10+84) + 30 ft., fly 90 ft. + 211522151620 + Dex +6, Wis +7, Cha +9 + + + + lightning, thunder + + darkvision 120 ft. + 13 + Auran + 11 + + Source + Monster Manual, p. 144 + + Elemental Demise + If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. + + + Innate Spellcasting + The 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 shift + + + Variant: Genie Powers + Genies 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. + + + Multiattack + The djinni makes three scimitar attacks. + + + Scimitar + Melee 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+1d6 + + + Create Whirlwind + A 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift + + coastal + + + Dolphin + M + beast + unaligned + 12 (natural armor) + 11 (2d8+2) + 0 ft., swim 60 ft. + 1413136127 + + Perception +3 + + + + + blindsight 60 ft. + 13 + + 1/8 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. + Charge||1d6 + + + Hold Breath + The dolphin can hold its breath for 20 minutes. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + Slam|4|1d6+2 + + + + coastal, underwater + + + Doppelganger + M + monstrosity (shapechanger) + unaligned + 14 + 52 (8d8+16) + 30 ft. + 111814111214 + + Deception +6, Insight +3 + + + charmed + + darkvision 60 ft. + 11 + Common + 3 + + Source + Monster Manual, p. 82 + + Shapechanger + The 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. + + + Ambusher + The doppelganger has advantage on attack rolls against any creature it has surprised. + + + Surprise Attack + If 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||3d6 + + + Multiattack + The doppelganger makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. + |6|1d6+4 + + + Read Thoughts + The 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 + + + Draegloth + L + fiend (demon) + chaotic evil + 15 (natural armor) + 123 (13d10+52) + 30 ft. + 201518131111 + + Perception +3, Stealth +5 + cold, fire, lightning + + poison + poisoned + darkvision 120 ft. + 13 + Abyssal, Elvish, Undercommon + 7 + + Source + Volo's Guide to Monsters, p. 141 + + Fey Ancestry + The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep. + + + Innate Spellcasting + The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: + + At will: darkness + + 1/day each: confusion, dancing lights, faerie fire + + + Multiattack + The draegloth makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage. + Bite|8|2d10+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage. + Claws|8|2d10+5 + + darkness, confusion, dancing lights, faerie fire + + underdark + + + Draft Horse + L + beast + unaligned + 10 + 19 (3d10+3) + 40 ft. + 1810122117 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 321 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. + Hooves|6|2d4+4 + + + + urban + + + Dragon Turtle + G + dragon + neutral + 20 (natural armor) + 341 (22d20+10) + 20 ft., swim 40 ft. + 251020101212 + Dex +6, Con +11, Wis +7 + + fire + + + + darkvision 120 ft. + 11 + Aquan, Draconic + 17 + + Source + Monster Manual, p. 119 + + Amphibious + The dragon turtle can breathe air and water. + + + Multiattack + The 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. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage. + Bite|13|3d12+7 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage. + Claw|13|2d8+7 + + + Tail + Melee Weapon Attack: +13 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|13|3d12+7 + + + Steam 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. + Steam Breath||15d6 + + + + coastal, underwater + + + Dragonbait + M + humanoid (saurial) + lawful good + 17 (breastplate, shield) + 120 (16d8+48) + 30 ft. + + 151317141618 + Wis +6, Cha +7 + Athletics +5, Medicine +6 + + + + + + 13 + understands Common but can’t speak + 5 + + Source + Tomb of Annihilation, p. 218 + + Divine Health + Dragonbait is immune to disease. + + + Magic Resistance Aura + While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects. + + + Multiattack + Dragonbait makes two melee weapon attacks. + + + Holy Avenger (+3 Longsword) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage. + Holy Avenger|8|1d8+5 + + + Sense Alignment + Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect. + + + + + + Dragonclaw + M + humanoid (human) + neutral evil + 14 (leather armor) + 16 (3d8+3) + 30 ft. + 91613111012 + Wis +2 + Deception +3, Stealth +5 + + + + + + 10 + Common, Draconic + 1 + + Source + Hoard of the Dragon Queen p. 89 + + Dragon Fanatic + The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage. + Fanatic Advantage||2d6 + + + Pack Tactics + The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The dragonclaw attacks twice with its scimitar. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + + + + Dragonfang + M + humanoid (human) + neutral evil + 15 (studded leather) + 78 (12d8+24) + 30 ft. + 111614121214 + Wis +3 + Deception +4, Stealth +5 + one of the following: acid, cold, fire, lightning or poison + + + + + 11 + Common, Draconic, Infernal + 5 + + Source + The Rise of Tiamat p. 89 + + Dragon Fanatic + The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. + Fanatic Advantage||3d6 + + + Limited Flight + The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Multiattack + The Dragonfang attacks twice with its shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+7 (2d6) damage of the type to which the dragonfang has resistance. + Shortsword|5|1d6+3+2d6 + + + Orb of Dragon's Breath (2/Day) + Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance. + Orb of Dragon's Breath|5|5d8 + + + + + + Dragonsoul + M + humanoid (human) + neutral evil + 16 (studded leather) + 110 (17d8+34) + 30 ft. + 111814131216 + Wis +4 + Deception +6, Stealth +7 + one of the following: acid, cold, fire, lightning or poison + + + + + 11 + Common, Draconic, Infernal + 7 + + Source + The Rise of Tiamat p. 89 + + Dragon Fanatic + The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. + Fanatic Advantage||3d6 + + + Limited Flight + The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The Dragonsoul attacks twice with its shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+10 (3d6) damage of the type to which the dragonsoul has resistance. + Shortsword|5|1d6+3+3d6 + + + Orb of Dragon's Breath (3/Day) + Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance. + Orb of Dragon's Breath|7|6d8 + + + + + + Dragonwing + M + humanoid (human) + neutral evil + 14 (leather armor) + 33 (6d8+6) + 30 ft. + 111613111113 + Wis +2 + Deception +3, Stealth +5 + one of the following: acid, cold, fire, lightning, or poison + + + + + 10 + Common, Draconic + 2 + + Source + The Rise of Tiamat p. 90 + + Dragon Fanatic + The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. + Fanatic Advantage||2d6 + + + Limited Flight + The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The dragonwing attacks twice with its scimitar. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance. + Scimitar|5|1d6+3+1d6 + + + + + + Dralmorrer Borngray + M + humanoid (high elf) + neutral evil + 16 (studded leather, shield) + 52 (7d10+14) + 30 ft. + 18141416108 + Str +6, Con +4 + Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5 + + + + + darkvision 60 ft. + 12 + Common, Bullywug, Draconic, Elvish, Goblin, Sylvan + 3 + + Source + Hoard of the Dragon Queen p. 90 + + Fey Ancestry + Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Spellcasting + Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: + + • Cantrips (at will): fire bolt, prestidigitation, shocking grasp + + • 1st level (4 slots): longstrider, magic missile, shield, thunderwave + + • 2nd level (2 slots): magic weapon, misty step + + + War Magic + When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack. + + + Weapon Bond + Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand. + + + Multiattack + Dralmorrer attacks twice, either with his longsword or dagger. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (1d8+4) slashing damage. + One Handed|6|1d8+4 + Two Handed|6|1d10+4 + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 6 (1d4+4) piercing damage. + Dagger|6|1d4+4 + + fire bolt, prestidigitation, shocking grasp, longstrider, magic missile, shield, thunderwave, magic weapon, misty step + 4, 2 + + + Drannin Splithelm + M + humanoid (shield dwarf) + neutral evil + 18 (plate) + 93 (11d8+44) + 25 ft. + 19101811812 + + Athletics +7, Intimidation +4 + cold, poison + + + + darkvision 60 ft. + 9 + Common, Dwarvish + 7 + + Source + Princes of the Apocalypse p. 209 + + Action Surge (Recharges after a Short or Long Rest) + Drannin takes an additional action on his turn. + + + Brute + A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack). + + + Dwarven Resilience + Drannin has advantage on saving throws against poison. + + + Indomitable (Recharges after a Short or Long Rest) + Drannin can reroll a saving throw that he fails. He must use the new roll. + + + Second Wind (Recharges after a Short or Long Rest) + Drannin can use a bonus action to regain 16 (1d10+11) hit points. + Second Wind||1d10+11 + + + Special Equipment + Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength. + + + Multiattack + Drannin makes three attacks with his greataxe. + + + Greataxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. + Greataxe|7|2d12+4 + + + + + + Dread Warrior + M + undead + neutral evil + 18 (chain mail, shield) + 37 (5d8+15) + 30 ft. + 151116101210 + Wis +3 + Athletics +4, Perception +3 + + + poison + exhaustion, poisoned + darkvision 60 ft. + 13 + Common + 1 + + Source + Tales from the Yawning Portal, p. 233 + + Undead Nature + A dread warrior doesn't require air, food, drink, or sleep. + + + Undead Fortitude + If damage reduces the dread warrior 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 dread warrior drops to l hit point instead. + + + Multiattack + The dread warrior makes two melee attacks. + + + Battleaxe + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands. + Battleaxe|4|1d8+2 + Two Handed|4|1d10+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. + Javelin|4|1d6+2 + + + + + + Dretch + S + fiend (demon) + chaotic evil + 11 (natural armor) + 18 (4d6+4) + 20 ft. + 111112583 + + + cold, fire, lightning + + poison + poisoned + darkvision 60 ft. + 9 + Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) + 1/4 + + Source + Monster Manual, p. 57 + + + Multiattack + The dretch makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. + Bite|2|1d6 + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. + Claws|2|2d4 + + + Fetid 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + + + + Drider + L + monstrosity + chaotic evil + 19 (natural armor) + 123 (13d10+52) + 30 ft., climb 30 ft. + 161618131412 + + Perception +5, Stealth +9 + + + + + darkvision 120 ft. + 15 + Elvish, Undercommon + 6 + + Source + Monster Manual, p. 120 + + Fey Ancestry + The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. + + + Innate Spellcasting + The 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 fire + + + Spider Climb + The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drider ignores movement restrictions caused by webbing. + + + Multiattack + The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. + Bite|6|1d4+2d8 + + + Longsword + Melee 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+3 + Two Handed|6|1d10+3 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. + Longbow|6|1d8+3 + + dancing lights, darkness, faerie fire + + underdark + + + Drider Spellcaster + L + monstrosity + chaotic evil + 19 (natural armor) + 123 (13d10+52) + 30 ft., climb 30 ft. + 161618131612 + + Perception +5, Stealth +9 + + + + + darkvision 120 ft. + 15 + Elvish, Undercommon + 6 + + Source + Monster Manual, p. 120 + + Fey Ancestry + The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. + + + Innate Spellcasting + The 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 fire + + + Spider Climb + The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drider ignores movement restrictions caused by webbing. + + + Spellcasting + The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: + + • Cantrips (at will): poison spray, thaumaturgy + + • 1st level (4 slots): bane, detect magic, sanctuary + + • 2nd level (3 slots): hold person, silence + + • 3rd level (3 slots): clairvoyance, dispel magic + + • 4th level (2 slots): divination, freedom of movement + + dancing lights, darkness, faerie fire, poison spray, thaumaturgy, bane, detect magic, sanctuary, hold person, silence, clairvoyance, dispel magic, divination, freedom of movement + 4, 3, 3, 2 + + + + Droki + S + humanoid (derro) + chaotic evil + 15 (studded leather) + 31 (7d6+7) + 30 ft. (60 ft. with boots of speed) + 11161310516 + + Stealth +5 + + + + + darkvision 120 ft. + 7 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 231 + + Special Equipment + Droki wears boots of speed. + + + Insanity + Droki has advantage on saving throws against being charmed or frightened. + + + Innate Spellcasting + Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: + + At will: minor illusion + 1/day each: darkness, fear, shatter + + + Sneak Attack (1/Turn) + Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll. + Sneak Attack||2d6 + + + Magic Resistance + Droki has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, Droki has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Droki makes two attacks with his shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6+3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom 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. + Shortsword|5|1d6+3 + Venom| |3d6 + + + Parry + Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon. + + minor illusion, darkness, fear, shatter + + + + Drow + M + humanoid (elf) + neutral evil + 15 (chain shirt) + 13 (3d8) + 30 ft. + 101410111112 + + Perception +2, Stealth +4 + + + + + darkvision 120 ft. + 12 + Elvish, Undercommon + 1/4 + + Source + Monster Manual, p. 128 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The 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 fire + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Hand Crossbow + Ranged 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|4|1d6+2 + + dancing lights, darkness, faerie fire + + underdark + + + Drow Arachnomancer + M + humanoid (elf) + chaotic evil + + 15 (studded leather) + 162 (25d8+50) + 30 ft., climb 30 ft. + 111714191416 + Con +7, Int +9, Cha +8 + Arcana +9, Nature +9, Perception +7, Stealth +8 + poison + + + + blindsight 10 ft., darkvision 120 ft. + 17 + Elvish, Undercommon, can speak with spiders + 13 + + Source + Mordenkainen's Tome of Foes, p. 182 + + Change Shape (Recharges after a Short or Long Rest) + The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: dancing lights + + 1/day each: darkness, faerie fire, levitate (self only). + + + Spellcasting + The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray 1st– + + 5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt + + 1/day each: dominate monster, etherealness, eyebite. + + + Spider Climb + The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drow ignores movement restrictions caused by webbing. + + + Multiattack + The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. + + + Poisonous Touch (Humanoid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage. + Poisonous Touch|8|8d6 + + + Bite (Giant Spider Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|7|2d8+3 + + + Web (Giant Spider Form Only; Recharge 5-6) + Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 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). + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|8| + + dancing lights, darkness, faerie fire, levitate, chill touch, eldritch blast, mage hand, poison spray, conjure animals, crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt, dominate monster, etherealness, eyebite + 0,0,0,0,3 + + + Drow Elite Warrior + M + humanoid (elf) + neutral evil + 18 (studded leather, shield) + 71 (11d8+22) + 30 ft. + 131814111312 + Dex +7, Con +5, Wis +4 + Perception +4, Stealth +10 + + + + + darkvision 120 ft. + 14 + Elvish, Undercommon + 5 + + Source + Monster Manual, p. 128 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. + Shortsword|7|1d6+4+3d6 + + + Hand Crossbow + Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|7|1d6+4 + + + Parry + The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. + + dancing lights, darkness, faerie fire, levitate + + underdark + + + Drow Favored Consort + M + humanoid (elf) + neutral evil + + 15 (18 with mage armor) + 225 (30d8+90) + 30 ft. + 152016181518 + Dex +11, Con +9, Cha +10 + Acrobatics +11, Athletics +8, Perception +8, Stealth +11 + + + + + darkvision 120 ft. + 18 + Elvish, Undercommon + 18 + + Source + Mordenkainen's Tome of Foes, p. 183 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: + + At will: dancing lights + + 1/day each: darkness, faerie fire, levitate (self only). + + + Spellcasting + The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost + + 1st level (4 slots): burning hands, mage armor, magic missile, shield + + 2nd level (3 slots): gust of wind, invisibility, misty step, shatter + + 3rd level (3 slots): counterspell, fireball, haste + + 4th level (3 slots): dimension door, Otiluke's resilient sphere + + 5th level (2 slots): cone of cold + + 6th level (1 slot): chain lightning. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + War Magic + When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action. + + + Multiattack + The drow makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn. + Scimitar|11|1d6+5+4d8 + + + Hand Crossbow + Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) 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 regains consciousness if it takes damage or if another creature takes an action to shake it. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|11|1d6+5 + + dancing lights, darkness, faerie fire, levitate, mage hand, message, poison spray, shocking grasp, ray of frost, burning hands, mage armor, magic missile, shield, gust of wind, invisibility, misty step, shatter, counterspell, fireball, haste, dimension door, Otiluke's resilient sphere, cone of cold, chain lightning + 4,3,3,3,2,1 + + + Drow House Captain + M + humanoid (elf) + neutral evil + + 16 (chain mail) + 162 (25d8+50) + 30 ft. + 141915121413 + Dex +8, Con +6, Wis +6 + Perception +6, Stealth +8 + + + + + darkvision 120 ft. + 16 + Elvish, Undercommon + 9 + + Source + Mordenkainen's Tome of Foes, p. 184 + + Battle Command + As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: + + At will: dancing lights + + 1/day each: darkness, faerie fire, levitate (self only). + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. + + + Scimitar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. + Scimitar|8|1d6+4+4d6 + + + Whip + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. + Whip|8|1d4+4 + + + Hand Crossbow + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) 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 regains consciousness if it takes damage or if another creature takes an action to shake it. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|8|1d6+4 + + + Parry + The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon. + + + dancing lights, darkness, faerie fire, levitate + 0 + + + Drow Inquisitor + M + humanoid (elf) + neutral evil + + 16 (breastplate) + 143 (22d8+44) + 30 ft. + 111514162120 + Con +7, Wis +10, Cha +10 + Insight +10, Perception +10, Religion +8, Stealth +7 + + + + frightened + darkvision 120 ft. + 20 + Elvish, Undercommon + 14 + + Source + Mordenkainen's Tome of Foes, p. 184 + + Discern Lie + The drow knows when she hears a creature speak a lie in a language she knows. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: + + At will: dancing lights, detect magic + + 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. + + + Magic Resistance + The drow has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: + + Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy + + 1st level (4 slots): bane, cure wounds, inflict wounds + + 2nd level (3 slots): blindness/deafness, silence, spiritual weapon + + 3rd level (3 slots): bestow curse, dispel magic, magic circle + + 4th level (3 slots): banishment, divination, freedom of movement + + 5th level (2 slots): contagion, dispel evil and good, insect plague + + 6th level (1 slot): harm, true seeing. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes three death lance attacks. + + + Death Lance + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Death Lance|10|1d6+5+4d8 + + + Variant: Summon Demon (1/Day) + The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, message, poison spray, resistance, thaumaturgy, bane, cure wounds, inflict wounds, blindness/deafness, silence, spiritual weapon, bestow curse, dispel magic, magic circle, banishment, divination, freedom of movement, contagion, dispel evil and good, insect plague, harm, true seeing + 4,3,3,3,2,1 + + + Drow Mage + M + humanoid (elf) + neutral evil + 12 (15 with mage armor) + 45 (10d8) + 30 ft. + 91410171312 + + Arcana +6, Deception +5, Perception +4, Stealth +5 + + + + + darkvision 120 ft. + 14 + Elvish, Undercommon + 7 + + Source + Monster Manual, p. 129 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: + + • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost + + • 1st level (4 slots): mage armor, magic missile, shield, witch bolt + + • 2nd level (3 slots): alter self, misty step, web + + • 3rd level (3 slots): fly, lightning bolt + + • 4th level (3 slots): Evard's black tentacles, greater invisibility + + • 5th level (2 slots): cloudkill + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Staff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage. + One Handed|2|1d6-1+1d6 + Two Handed|2|1d8-1+1d6 + + + Summon Demon (1/Day) + The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill + 4, 3, 3, 3, 2 + underdark + + + Drow Matron Mother + M + humanoid (elf) + neutral evil + + 17 (half plate) + 262 (35d8+105) + 30 ft. + 121816172122 + Con +9, Wis +11, Cha +12 + Insight +11, Perception +11, Religion +9, Stealth +10 + + + + charmed, frightened, poisoned + darkvision 120 ft. + 21 + Elvish, Undercommon + 20 + + Source + Mordenkainen's Tome of Foes, p. 186 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: + + At will: dancing lights, detect magic + + 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. + + + Lolth's Fickle Favor + As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. + + + Magic Resistance + The drow has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: + + Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy + + 1st level (4 slots): bane, command, cure wounds, guiding bolt + + 2nd level (3 slots): hold person, silence, spiritual weapon + + 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians + + 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith + + 5th level (3 slots): contagion, flame strike, geas, mass cure wounds + + 6th level (2 slots): blade barrier, harm + + 7th level (2 slots): divine word, plane shift + + 8th level (1 slot): holy aura + + 9th level (1 slot): gate. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The matron mother makes two demon staff attacks or three tentacle rod attacks. + + + Demon Staff + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + Demon Staff|10|1d6+4 + + + Tentacle Rod + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + Tentacle Rod|9|1d6 + + + Summon Servant (1/Day) + The drow magically summons a retriever or a yochlol. The summoned creature 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Legendary Actions (3/Turn) + The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn. + + + Demon Staff + The drow makes one attack with her demon staff. + + + Compel Demon (Costs 2 Actions) + An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see. + + + Cast a Spell (Costs 1–3 Actions) + The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. + + dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, mending, resistance, sacred flame, thaumaturgy, bane, command, cure wounds, guiding bolt, hold person, silence, spiritual weapon, bestow curse, clairvoyance, dispel magic, spirit guardians, banishment, death ward, freedom of movement, guardian of faith, contagion, flame strike, geas, mass cure wounds, blade barrier, harm, divine word, plane shift, holy aura, gate + 4,3,3,3,3,2,2,1,1 + + + Drow Priestess of Lolth + M + humanoid (elf) + neutral evil + 15 (scale mail) + 71 (13d8+13) + 30 ft. + 101412131718 + Con +4, Wis +6, Cha +7 + Insight +6, Perception +6, Religion +4, Stealth +5 + + + + + darkvision 120 ft. + 16 + Elvish, Undercommon + 8 + + Source + Monster Manual, p. 129 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: + + • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + + • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + + • 2nd level (3 slots): lesser restoration, protection from poison, web + + • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + + • 4th level (3 slots): divination, freedom of movement + + • 5th level (2 slots): insect plague, mass cure wounds + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two scourge attacks. + + + Scourge + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage. + Scourge|5|1d6+2+5d6 + + + Summon Demon (1/Day) + The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds + 4, 3, 3, 3, 2 + + + + Drow Shadowblade + M + humanoid (elf) + neutral evil + + 17 (studded leather) + 150 (20d8+60) + 30 ft. + 142116121413 + Dex +9, Con +7, Wis +6 + Perception +6, Stealth +9 + + + + + darkvision 120 ft. + 16 + Elvish, Undercommon + 11 + + Source + Mordenkainen's Tome of Foes, p. 187 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: + + At will: dancing lights + + 1/day each: darkness, faerie fire, levitate (self only). + + + Shadow Step + While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. + + + Shadow Sword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. + Shadow Sword|9|1d6+5+3d6 + + + Hand Crossbow + Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) 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 regains consciousness if it takes damage or if another creature takes an action to shake it. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|9|1d6+5 + + + Variant: Summon Shadow Demon (1/Day) + The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + dancing lights, darkness, faerie fire, levitate + 0 + + + Drow Spore Servant + M + plant + unaligned + 15 (chain shirt) + 13 (3d8) + 20 ft. + 101410261 + + + + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + 8 + + 1/8 + + Source + Out of the Abyss p. 229 + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + + + + Drowned Ascetic + M + undead + chaotic evil + 13 + 75 (10d8+30) + 30 ft. + 121616395 + Dex +5 + + + + poison + poisoned + darkvision 60ft. + 9 + understands the languages it knew in life but can’t speak + 3 + + Source + Ghosts of Saltmarsh p. 233 + + Bottom Treader + The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. + + Bound Together + The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + Undead Fortitude + If damage reduces the drowned ascetic 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 drowned ascetic drops to 1 hit point instead. + + + Multiattack + The drowned ascetic makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + Unarmed Strike|5|1d8+3 + + + Dexterous Target + The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker. + + + + underwater, swamp + + + Drowned Assassin + M + undead + chaotic evil + 14 (leather armor) + 67 (9d8+27) + 30 ft. + 1516169916 + Dex +5, Con +5 + Intimidation +5, Stealth +5 + + + poison + poisoned + darkvision 60ft. + 9 + understands the languages it knew in life but can’t speak + 4 + + Source + Ghosts of Saltmarsh p. 234 + + Bottom Treader + The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. + + Bound Together + The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + Undead Fortitude + If damage reduces the drowned assassin 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 drowned assassin drops to 1 hit point instead. + + + Multiattack + The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot. + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + Hand Crossbow|5|1d8+3 + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot. + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + Dagger|5|1d4+3 + + + Reveal (1/Day) + The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. + + + Dexterous Target + The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker. + + + + underwater, swamp + + + Drowned Blade + M + undead + chaotic evil + 10 (leather armor) + 45 (6d8+18) + 30 ft. + 16816395 + + + + + poison + poisoned + darkvision 60ft. + 9 + understands the languages it knew in life but can’t speak + 2 + + Source + Ghosts of Saltmarsh p. 235 + + Bottom Treader + The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. + + Bound Together + The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + Undead Fortitude + If damage reduces the drowned blade 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 drowned blade drops to 1 hit point instead. + + + Multiattack + The drowned blade makes two rusted longsword attacks. + + + Rusted Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing and the target must succeed on a DC 12 Constitution saving throw or contract bluerot. + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + Rusted Longsword|7|1d8+3 + + + + underwater, swamp + + + Drowned Master + M + undead + chaotic evil + 14 (natural armor) + 157 (21d8+63) + 30 ft. + 17121691412 + Con +7, Wis +6 + Perception +10 + + + poison + poisoned + darkvision 60ft. + 20 + understands the languages it knew in life but can’t speak + 9 + + Source + Ghosts of Saltmarsh p. 235 + + Bound Together + The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + Cold Aura + At the start of each of the drowned master’s turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage + + Undead Fortitude + If damage reduces the drowned master 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 drowned master drops to 1 hit point instead. + + + Multiattack + The drowned master makes two attacks: one with its greatsword and one with its Life-Draining tentacles + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot. + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + Greatsword|7|1d8+3+4d6 + + + Life-Draining Tentacle + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 10 (2d6 + 3) necrotic damage. The target 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 effect reduces its hit point maximum to a 0. This reduction lasts until the target finishes a long rest. On a failed saved, the target also contracts bluerot. + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + + + Necrotic Ink (Recharge 5-6) + The drowned master discharges foul ink in front of itself in a 3O-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see the "Bluerot" sidebar). + Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. + The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. + At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. + + underwater, swamp + + + Druid + M + humanoid (any race) + any alignment + 11 (16 with barkskin) + 27 (5d8+5) + 30 ft. + 101213121511 + + Medicine +4, Nature +3, Perception +4 + + + + + + 14 + Druidic plus any two languages + 2 + + Source + Monster Manual, p. 346 + + Spellcasting + The 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: + + • Cantrips (at will): druidcraft, produce flame, shillelagh + + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + + • 2nd level (3 slots): animal messenger, barkskin + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|2|1d6 + Shillelagh|4|1d8+2 + + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + 4, 3 + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Dryad + M + fey + neutral + 11 (16 with barkskin) + 22 (5d8) + 30 ft. + 101211141518 + + Perception +4, Stealth +5 + + + + + darkvision 60 ft. + 14 + Elvish, Sylvan + 1 + + Source + Monster Manual, p. 121 + + Innate Spellcasting + The 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, shillelagh + + + Magic Resistance + The dryad has advantage on saving throws against spells and other magical effects. + + + Speak with Beasts and Plants + The dryad can communicate with beasts and plants as if they shared a language. + + + Tree Stride + Once on her turn, the dryad can use 10 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. + + + Club + Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh. + Club|2|1d4 + + + Fey Charm + The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. + Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. + The dryad can have no more than one humanoid and up to three beasts charmed at a time. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + druidcraft, entangle, goodberry, barkskin, pass without trace, shillelagh + + forest + + + Duergar + M + humanoid (dwarf) + lawful evil + 16 (scale mail, shield) + 26 (4d8+4) + 25 ft. + 14111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 1 + + Source + Monster Manual, p. 122 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While 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. + + + War Pick + Melee 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+2 + Enlarged|4|2d8+2 + + + Javelin + Melee 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+2 + Enlarged|4|2d6+2 + + + Invisibility (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 . + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + underdark + + + Duergar Darkhaft + M + humanoid (dwarf) + lawful evil + 16 (scale mail, shield) + 26 (4d8+4) + 25 ft. + 14111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 226 + + Innate Spellcasting (Psionics) + The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components: + + At will: friends, mage hand + 1/day each: disguise self, sleep + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges on 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. + + + War Pick + Melee 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+2 + Enalrged|4|2d8+2 + + + Javelin + Melee 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+2 + Enlarged|4|2d6+2 + + + Invisibility (Recharges on 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + friends, mage hand, disguise self, sleep + + + + Duergar Despot + M + humanoid (dwarf) + lawful evil + + 21 (natural armor) + 119 (14d8+56) + 25 ft. + 20519151413 + Con +8, Wis +6 + + + + poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft. + 12 + Dwarvish, Undercommon + 12 + + Source + Mordenkainen's Tome of Foes, p. 188 + + Innate Spellcasting (Psionics) + The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: + + At will: mage hand, minor illusion + + 1/day each: counterspell, misty step, stinking cloud. + + + Magic Resistance + The duergar has advantage on saving throws against spells and other magical effects. + + + Psychic Engine + When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. + + + Sunlight Sensitivity + While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. + + + Iron Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Iron Fist|9|2d8+5 + + + Stomping Foot + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target. + Stomping Foot|9|1d8+5 + + + Flame Jet + The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. + + mage hand, minor illusion, counterspell, misty step, stinking cloud + 0 + + + Duergar Hammerer + M + construct + lawful evil + + 17 (natural armor) + 33 (6d8+6) + 20 ft. + 17712555 + + + + + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 7 + + understands Dwarvish but can’t speak + 2 + + Source + Mordenkainen's Tome of Foes, p. 188 + + Engine of Pain + Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. + + + Siege Monster + The hammerer deals double damage to objects and structures. + + + Multiattack + The hammerer makes two attacks: one with its claw and one with its hammer. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. + Claw|5|1d6+3 + + + Hammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. + Hammer|5|2d6+3 + + + + + + Duergar Kavalrachni + M + humanoid (dwarf) + lawful evil + 16 (scale mail, shield) + 26 (4d8+4) + 25 ft. + 14111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 226 + Mordenkainen's Tome of Foes, 189 + + Mounted + The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantulas known as steeders (see the female steeder stat block) + + + Cavalry Training + When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack against the same target as a reaction. + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges on 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. + + + War Pick + Melee 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+2 + Enalrged|4|2d8+2 + + + Javelin + Melee 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+2 + Enlarged|4|2d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. + Crossbow|4|1d10 + + + Invisibility (Recharges on 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + Duergar Keeper of the Flame + M + humanoid (dwarf) + lawful evil + 16 (scale mail, shield) + 26 (4d8+4) + 25 ft. + 14111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 226 + + Innate Spellcasting (Psionics) + The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components: + + At will: friends, message + 1/day: command + + + Spellcasting + The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared: + + Cantrips (at will): guidance, mending, sacred flame + 1st level (4 slots): bane, inflict wounds, shield of faith + 2nd level (2 slots): enhance ability, spiritual weapon + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges on 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. + + + War Pick + Melee 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+2 + Enalrged|4|2d8+2 + + + Javelin + Melee 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+2 + Enlarged|4|2d6+2 + + + Invisibility (Recharges on 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. + + friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon + 4, 2 + + + Duergar Mind Master + M + humanoid (dwarf) + lawful evil + + 14 (leather armor) + 39 (6d8+12) + 25 ft. + 111714151012 + Wis +2 + Perception +2, Stealth +5 + poison + + + + darkvision 120 ft., truesight 30 ft. + 12 + Dwarvish, Undercommon + 2 + + Source + Mordenkainen's Tome of Foes, p. 189 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. + + + Mind-Poison Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. + Mind-Poison Dagger|5|1d4+3 + + + Invisibility (Recharge 4-6) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Mind Mastery + The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect. + + + Reduce (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action. + + + + + + Duergar Screamer + M + construct + lawful evil + + 15 (natural armor) + 38 (7d8+7) + 20 ft. + 18712555 + + + + + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 7 + + understands Dwarvish but can’t speak + 3 + + Source + Mordenkainen's Tome of Foes, p. 190 + + Engine of Pain + Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. + + + Multiattack + The screamer makes one drill attack and uses its Sonic Scream. + + + Drill + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. + Drill|6|1d12+4 + + + Sonic Scream + The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + + + Duergar Soulblade + M + humanoid (dwarf) + lawful evil + 14 (leather armor) + 18 (4d8) + 25 ft. + 111610111012 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 1 + + Source + Out of the Abyss p. 227 + Mordenkainen's Tome of Foes, p. 190 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Innate Spellcasting (Psionics) + The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: blade ward, true strike + 1/day each: jump, hunter's mark + + + Enlarge (Recharges on 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. + + + Create Soulblade + The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated. + + + Soulblade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) force damage, or 10 (2d6+3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage. + Soulblade|6|1d6+3 + Enlarged|6|2d6+3 + + + Invisibility (Recharges on 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + blade ward, true strike, jump, hunter's mark + + + + Duergar Spore Servant + M + plant + unaligned + 16 (scale mail, shield) + 26 (4d8+4) + 15 ft. + 141114261 + + + poison + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + 8 + + 1/2 + + Source + Out of the Abyss p. 229 + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + War Pick|4|1d8+2 + + + + + + Duergar Spy + M + humanoid (dwarf) + lawful evil + 15 (studded leather) + 33 (6d8+6) + 25 ft. + 101612121013 + + Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7 + poison + + + + darkvision 120 ft. + 14 + Dwarvish, Undercommon + 2 + + Source + Tales from the Yawning Portal, p. 234 + + Cunning Action + On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Duergar Resilience + The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sneak Attack + Once per turn, the spy can deal 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 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + + + Sunlight Sensitivity + While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The spy makes two shortsword attacks. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged. + Shortsword|5|1d6+3 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. + Hand Crossbow|5|1d6+3 + + + Invisibility (Recharges after a Short or Long Rest) + The spy magically turns invisible until it attacks, deals damage, 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 spy wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + Duergar Stone Guard + M + humanoid (dwarf) + lawful evil + 18 (chain mail, shield) + 39 (6d8+12) + 25 ft. + 18111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 227 + Mordenkainen's Tome of Foes, p. 191 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Phalanx Formation + The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges on 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. + + + King's Knife (Shortsword) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged. + King's Knife|6|1d6+4 + Enalrged|6|2d6+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged. + Javelin|6|1d6+4 + Enlarged|6|2d6+4 + + + Invisibility (Recharges on 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + Duergar Warlord + M + humanoid (dwarf) + lawful evil + + 20 (plate mail, shield) + 75 (10d8+30) + 25 ft. + 181117121214 + + + poison + + + + darkvision 120 ft. + 11 + Dwarvish, Undercommon + 6 + + Source + Mordenkainen's Tome of Foes, p. 192 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. + + + Psychic-Attuned Hammer + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage. + Psychic-Attuned Hammer|7|1d10+4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + Javelin|7|1d6+4 + + + Call to Attack + Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. + + + 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. + + + Invisibility (Recharge 4-6) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Scouring Instruction + When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction. + + + + + + + Duergar Xarron + M + humanoid (dwarf) + lawful evil + 18 (platemail) + 26 (4d8+4) + 25 ft. + 16111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 228 + Mordenkainen's Tome of Foes, p. 193 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges on 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. + + + Fire Lance + Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12+3) piercing damage plus 3 (1d6) fire damage while enlarged. + Fire Lance|5|1d12+3 + Enlarged|5|2d12+3 + + + Fire Spray (Recharge 5-6) + From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Spray| |3d6 + + + Invisibility (Recharges on 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + Duodrone + M + construct + construct + 15 (natural armor) + 11 (2d8+2) + 30 ft. + 1113126107 + + + + + + + truesight 120 ft. + 10 + Modron + 1/4 + + Source + Monster Manual, p. 225 + + Axiomatic Mind + The duodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The duodrone makes two fist attacks or two javelin attacks. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + Fist|3|1d4 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage. + Javelin|3|1d6+1 + + + + + + + Dust Mephit + S + elemental + neutral evil + 12 + 17 (5d6) + 30 ft., fly 30 ft. + 5141091110 + + Perception +2, Stealth +4 + + fire + poison + poisoned + darkvision 60 ft. + 12 + Auran, Terran + 1/2 + + Source + Monster Manual, p. 215 + + Death Burst + When 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Innate Spellcasting (1/Day) + The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage. + Claws|4|1d4+2 + + + Blinding Breath (Recharge 6) + The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Variant: 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. + + sleep + + desert + + + Duvessa Shane + M + humanoid (Illuskan human) + lawful good + 10 + 9 (2d8) + 30 ft. + 101110161416 + + Deception +5, Insight +4, Persuasion +5 + + + + + + 12 + Common, Dwarvish, Giant, Orc + + + Source + Storm King's Thunder, p. 248 + + Roleplaying Information + The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove. + + Ideal: "The people of Icewind Dale are survivors. They can weather any storm." + + Bond: "My mother taught me what it means to be a good leader. I won't disappoint her." + + Flaw: "I don't give an inch in any argument or conflict." + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger. + Dagger|2|1d4 + + + Parry + Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon. + + + + + + Dybbuk + M + fiend (demon) + chaotic evil + + 14 () + 37 (5d8+15) + 0 ft., fly 40 ft. (hover) + 61916161514 + + Deception +6, Intimidation +4, Perception +4 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + 14 + Abyssal, Common, telepathy 120 ft. + 4 + + Source + Mordenkainen's Tome of Foes, p. 132 + + Incorporeal Movement + The dybbuk 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. + + + Innate Spellcasting + The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + + At will: dimension door + + 3/day each: fear, phantasmal force. + + + Magic Resistance + The dybbuk has advantage on saving throws against spells and other magical effects. + + + Violate Corpse + The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Tendril + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. + Tendril|6|2d8+4 + + + Possess Corpse (Recharge 6) + The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. + While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. + The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse. + + dimension door, fear, phantasmal force + + + + Eagle + S + beast + unaligned + 12 + 3 (1d6) + 10 ft., fly 60 ft. + 615102147 + + Perception +4 + + + + + + 14 + + 0 + + Source + Monster Manual, p. 322 + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Talons|4|1d4+2 + + + + coastal, grassland, hill, mountain + + + Earth Elemental + L + elemental + neutral + 17 (natural armor) + 126 (12d10+60) + 30 ft., burrow 30 ft. + 208205105 + + + bludgeoning, piercing, and slashing from nonmagical attacks + thunder + poison + exhaustion, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft., tremorsense 60 ft. + 10 + Terran + 5 + + Source + Monster Manual, p. 124 + + Earth Glide + The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. + + + Siege Monster + The elemental deals double damage to objects and structures. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Slam|8|2d8+5 + + + + underdark + + + Earth Elemental Myrmidon + M + elemental + neutral + 18 (plate) + 127 (17d8+51) + 30 ft. + 18101781010 + + + bludgeoning, piercing, and slashing from nonmagical weapons + + poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + 10 + Terran, one language of its creator's choice + 7 + + Source + Princes of the Apocalypse p. 212 + Mordenkainen's Tome of Foes, p. 202 + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Multiattack + The myrmidon makes two maul attacks. + + + Maul + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Maul|7|2d6+4 + + + Thunderous Strike (Recharge 6) + The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Thunderous Strike|7|2d6+4+3d10 + + + + + + Eblis + L + monstrosity + neutral evil + 13 + 26 (4d10+4) + 30 ft., fly 40 ft. + + 111612121411 + + Perception +4 + + + + + + 14 + Auran, Common + 1 + + Source + Tomb of Annihilation, p. 219 + + Innate Spellcasting + The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: + + 1/day each: blur, hypnotic pattern, minor illusion + + + Multiattack + The eblis attacks twice with its beak. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Beak|5|1d4+3 + + blur, hypnotic pattern, minor illusion + 0 + + + Efreeti + L + elemental + lawful evil + 17 (natural armor) + 200 (16d10+112) + 40 ft., fly 60 ft. + 221224161516 + Int +7, Wis +6, Cha +7 + + + + fire + + darkvision 120 ft. + 12 + Ignan + 11 + + Source + Monster Manual, p. 145 + + Elemental Demise + If 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 Spellcasting + The 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 fire + + + Variant: Genie Powers + Genies 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. + + + Multiattack + The efreeti makes two scimitar attacks or uses its Hurl Flame twice. + + + Scimitar + Melee 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+2d6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. + Flame|7|5d6 + + detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of fire + + desert + + + Eidolon + M + undead + any alignment + + 9 () + 63 (18d8-18) + 0 ft., fly 40 ft. (hover) + 789141916 + Wis +8 + Perception +8 + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 18 + the languages it knew in life + 12 + + Source + Mordenkainen's Tome of Foes, p. 193 + + Undead Nature + An eidolon doesn't require air, food, drink, or sleep. + + + Incorporeal Movement + The eidolon 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 other than a sacred statue. + + + Sacred Animation (Recharge 5-6) + When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. + + + Turn Resistance + The eidolon has advantage on saving throws against any effect that turns undead. + + + Divine Dread + Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A 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 any eidolon's Divine Dread for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + + + Elder Brain + L + aberration + lawful evil + 10 + 210 (20d10+100) + 5ft., swim 10 ft. + 151020211924 + Int +10, Wis +9, Cha +12 + Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12 + + + + + blindsight 120 ft. + 14 + understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles + 14 + + Source + Volo's Guide to Monsters, p. 174 + + Creature Sense + The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner. + + + Innate Spellcasting (Psionics) + The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + + 1/day each: dominate monster, plane shift (self only) + + + Legendary Resistance (3/Day) + If the elder brain fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder brain has advantage on saving throws against spells and other magical effects. + + + Telepathic Hub + The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Tentacle|7|4d8+2 + + + Mind Blast (Recharge 5-6) + The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast| |5d10+5 + + + Psychic Link + The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. + + + Sense Thoughts + The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. + + + Legendary Actions (3/Turn) + The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn. + + + Tentacle + The elder brain makes a tentacle attack. + + + Break Concentration + The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell. + + + Psychic Pulse + The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage. + + + Sever Psychic Link + The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn. + + detect thoughts, levitate, dominate monster, plane shift + + underdark + + + Elder Oblex + H + ooze + lawful evil + + 16 () + 115 (10d12+50) + 20 ft. + 151621221318 + Int +10, Cha +8 + Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance) + 15 + Common plus six more + 10 + + Source + Mordenkainen's Tome of Foes, p. 219 + + Ooze Nature + An oblex doesn't require sleep. + + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Innate Spellcasting + The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: + + At will: charm person (as 5th-level spell), detect thoughts, hold person + + 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis. + + + Sulfurous Impersonation + As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. + + + Multiattack + The elder oblex makes two pseudopod attacks and uses Eat Memories. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. + Pseudopod|7|4d6+3+2d6 + + + Eat Memories + The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. + While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. + When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + charm person, detect thoughts, hold person, confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis + + + + Elder Tempest + G + elemental + neutral + + 19 () + 264 (16d20+96) + 0 ft., fly 120 ft. (hover) + 23282322118 + Wis +12, Cha +11 + + bludgeoning, piercing, and slashing from nonmagical attacks + + lightning, poison, thunder + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + 15 + + 23 + + Source + Mordenkainen's Tome of Foes, p. 200 + + Air Form + The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Flyby + The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Legendary Resistance (3/Day) + If the tempest fails a saving throw, it can choose to succeed instead. + + + Living Storm + The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. + In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. + + + Siege Monster + The tempest deals double damage to objects and structures. + + + Multiattack + The tempest makes two attacks with its thunderous slam. + + + Thunderous Slam + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. + Thunderous Slam|16|4d6+9 + + + Lightning Storm (Recharge 6) + All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Legendary Actions (3/Turn) + The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn. + + + Move + The tempest moves up to its speed. + + + Lightning Strike (Costs 2 Actions) + The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Screaming Gale (Costs 3 Actions) + The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. + + + + + + Elephant + H + beast + unaligned + 12 (natural armor) + 76 (8d12+24) + 40 ft. + 229173116 + + + + + + + + 10 + + 4 + + Source + Monster Manual, p. 322 + + Trampling Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage. + Gore|8|3d8+6 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage. + Stomp|8|3d10+6 + + + + grassland + + + Elizar Dryflagon + M + humanoid (human) + neutral evil + 14 (hide) + 71 (11d8+22) + 30 ft. + 131514111810 + + Arcana +3, Deception +3 + + + + + + 14 + Common, Druidic + 5 + + Source + Princes of the Apocalypse p. 202 + + Spellcasting + Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: + + • Cantrips (at will): druidcraft, guidance, poison spray, produce flame + + • 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave + + • 2nd level (3 slots): flame blade, spike growth + + • 3rd level (3 slots): dispel magic, stinking cloud + + • 4th level (2 slots): blight, wall of fire + + + Summon Mephits (Recharges after a Long Rest) + By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits. + + + Dagger +1 + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. + Dagger +1|6|1d4+3 + + druidcraft, guidance, poison spray, produce flame, animal friendship, faerie fire, healing word, jump, thunderwave, flame blade, spike growth, dispel magic, stinking cloud, blight, wall of fire + 4, 3, 3, 2 + + + Elk + L + beast + unaligned + 10 + 13 (2d10+2) + 50 ft. + 1610122106 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 322 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Ram|5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage. + Hooves|5|2d4+3 + + + + forest, grassland, hill + + + Empyrean + H + celestial (titan) + chaotic good (75%) or neutral evil (25%) + 22 (natural armor) + 313 (19d12+190) + 50 ft., fly 50 ft., swim 50 ft. + 302130212227 + Str +17, Int +12, Wis +13, Cha +15 + Insight +13, Persuasion +15 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + truesight 120 ft. + 16 + all + 23 + + Source + Monster Manual, p. 130 + + Innate Spellcasting + The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: greater restoration, pass without trace, water breathing, water walk + 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) + + + Legendary Resistance (3/Day) + If the empyrean fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The empyrean has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The empyrean's weapon attacks are magical. + + + Maul + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Maul|17|6d6+10 + + + Bolt + Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder. + Bolt|15|7d6 + + + Legendary Actions (3/Turn) + The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn. + + + Attack + The empyrean makes one attack. + + + Bolster + The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn. + + + Trembling Strike (Costs 2 Actions) + The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + greater restoration, pass without trace, water breathing, water walk, commune, dispel evil and good, earthquake, fire storm, plane shift + + + + + Enchanter + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 40 (9d8) + 30 ft. + 91411171211 + Int +6, Wis +4 + Arcana +6, History +6 + + + + + + 11 + any four languages + 5 + + Source + Volo's Guide to Monsters, p. 213 + + Spellcasting + The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: + + Cantrips (at will): friends, mage hand, mending, message + + 1st level (4 slots): charm person*, mage armor, magic missile + + 2nd level (3 slots): hold person*, invisibility, suggestion* + + 3rd level (3 slots): fireball, haste, tongues + + 4th level (3 slots): dominate beast*, stoneskin + + 5th level (2 slots): hold monster* + + *Enchantment spell of 1st level or higher + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. + Quarterstaff|2|1d6-1 + Two Handed|2|1d8-1 + + + Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher) + The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. + The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. + + friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster + 4, 3, 3, 3, 2 + urban + + + Erinyes + M + fiend (devil) + lawful evil + 18 (plate) + 153 (18d8+72) + 30 ft., fly 60 ft. + 181618141418 + Dex +7, Con +8, Wis +6, Cha +8 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + truesight 120 ft. + 12 + Infernal, telepathy 120 ft. + 12 + + Source + Monster Manual, p. 73 + + Hellish Weapons + The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). + + + Magic Resistance + The erinyes has advantage on saving throws against spells and other magical effects. + + + Multiattack + The erinyes makes three attacks + + + Longsword + Melee 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+3d8 + Two Handed|8|1d10+4+3d8 + + + Longbow + Ranged 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Longbow|7|1d8+3+3d8 + + + Variant: Rope of Entanglement + Some 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. + + + Parry + The 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. + + + + + + + Eternal Flame Guardian + M + humanoid (human) + chaotic evil + 17 (breastplate, shield; 15 while using a crossbow) + 45 (7d8+14) + 30 ft. + 15131481113 + + Intimidation +3, Perception +2 + fire + + + + + 12 + Common + 2 + + Source + Princes of the Apocalypse p. 200 + + Flaming Weapon (Recharges after a Short or Long Rest) + As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit. + Flaming Weapon||1d6 + + + Multiattack + The guard makes two melee attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + One Handed|4|1d8+2 + Two Handed|4|1d10+2 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. + Heavy Crossbow|3|1d10+1 + + + + + + Eternal Flame Priest + M + humanoid (human) + neutral evil + 12 (15 with mage armor) + 52 (8d8+16) + 30 ft. + 121514101116 + + Deception +5, Intimidation +5, Religion +2 + fire + + + + + 10 + Common, Ignan + 3 + + Source + Princes of the Apocalypse p. 200 + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion + + • 1st level (4 slots): burning hands, expeditious retreat, mage armor + + • 2nd level (3 slots): blur, scorching ray + + • 3rd level (2 slots): fireball + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + control flames, create bonfire, fire bolt, light, minor illusion, burning hands, expeditious retreat, mage armor, blur, scorching ray, fireball + 4, 3, 2 + + + Ettercap + M + monstrosity + neutral evil + 13 (natural armor) + 44 (8d8+8) + 30 ft., climb 30 ft. + 1415137128 + + Perception +3, Stealth +4, Survival +3 + + + + + darkvision 60 ft. + 13 + + 2 + + Source + Monster Manual, p. 131 + + Spider Climb + The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. + + + Web Walker + The ettercap ignores movement restrictions caused by webbing. + + + Multiattack + The ettercap makes two attacks: one with its bite and one with its claws. + + + Bite + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |4|1d8+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. + |4|2d4+2 + + + Web (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, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|4| + + + Variant: Web Garrote + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Garrote|4|1d4+2 + + + + forest + + + Ettin + L + giant + chaotic evil + 12 (natural armor) + 85 (10d10+30) + 40 ft. + 218176108 + + Perception +4 + + + + + darkvision 60 ft. + 14 + Giant, Orc + 4 + + Source + Monster Manual, p. 132 + + Two Heads + The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the ettin's heads is asleep, its other head is awake. + + + Multiattack + The ettin makes two attacks: one with its battleaxe and one with its morningstar. + + + Battleaxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + Battleaxe|7|2d8+5 + + + Morningstar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. + Morningstar|7|2d8+5 + + + + hill, mountain, underdark + + + Evil Mage + M + humanoid (human) + lawful evil + 12 + 22 (5d8) + 30 ft. + 91411171211 + Int +5, Wis +3 + Arcana +5, History +5 + + + + + + 11 + Common, Draconic, Dwarvish, Elvish + 1 + + Source + Lost Mines of Phandelver p. 57 + + Spellcasting + The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: + + • Cantrips (at will): light, mage hand, shocking grasp + + • 1st Level (4 slots): charm person, magic missile + + • 2nd Level (3 slots): hold person, misty step + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage. + One Handed|1|1d6-1 + Two Handed|1|1d8-1 + + light, mage hand, shocking grasp, charm person, magic missile, hold person, misty step + 4, 3 + + + Evoker + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 66 (12d8+12) + 30 ft. + 91412171211 + Int +7, Wis +5 + Arcana +7, History +7 + + + + + + 11 + any four languages + 9 + + Source + Volo's Guide to Monsters, p. 214 + + Spellcasting + The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: + + Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* + + 1st level (4 slots): burning hands*, mage armor, magic missile* + + 2nd level (3 slots): mirror image, misty step, shatter* + + 3rd level (3 slots): counterspell, fireball*, lightning bolt* + + 4th level (3 slots): ice storm*, stoneskin + + 5th level (2 slots): Bigby’s hand*, cone of cold* + + 6th level (1 slot): chain lightning*, wall of ice* + + *Evocation spell + + + Sculpt Spells + When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. + Quarterstaff|3|1d6-1 + Two Handed|3|1d8-1 + + fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice + 4, 3, 3, 3, 2, 1 + urban + + + Ezmerelda d'Avenir + M + humanoid (human) + chaotic good + 17 (studded leather armor +1) + 82 (11d8+33) + 30 ft. + 141916161117 + Wis +3 + Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6 + + + + + + 16 + Common, Elvish + 8 + + Source + Curse of Strahd p. 231 + + Special Equipment + In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes. + + + Spellcasting + Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared: + + • Cantrips (at will): fire bolt, light, mage hand, prestidigitation + + •1st level (4 slots): protection from good and evil, magic missile, shield + + •2nd level (3 slots): darkvision, knock, mirror image + + •3rd level (3 slots): clairvoyance, lightning bolt, magic circle + + •4th level (1 slot): greater invisibility + + + Multiattack + Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword. + + + Rapier +1 + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. + Rapier|8|1d8+5 + + + Handaxe +1 + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage. + Hand Axe|8|1d6+3 + + + Silvered Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Shortsword|7|1d6+4 + + + Curse (Recharges after a Long Rest) + Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage. + + + Evil Eye (Recharges after a Short or Long Rest) + Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours. + + fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility + 4, 3, 3, 1 + + + Faerie Dragon (Blue) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion + + + + + Faerie Dragon (Green) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion + + + + + Faerie Dragon (Indigo) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion + + + + + Faerie Dragon (Orange) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 1 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, minor illusion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, minor illusion + + + + + Faerie Dragon (Red) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 1 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: dancing lights, mage hand, minor illusion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + dancing lights, mage hand, minor illusion + + + + + Faerie Dragon (Violet) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + + + + + Faerie Dragon (Yellow) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 1 + + Source + Monster Manual, p. 133 + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, minor illusion, mirror image + + + + + Fathomer + M + humanoid (human) + neutral evil + 10 (13 with mage armor) + 52 (8d8+16) + 30 ft. + 141114111115 + + Arcana +2, Perception +4, Stealth +4 + + + + + + 14 + Aquan, Common + 2 + + Source + Princes of the Apocalypse p. 207 + + Shapechanger (2/day) + The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form. + While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing. + + + Olhydra's Armor (Human Form Only) + The fathomer can cast mage armor at will, without expending material components. + + + Spellcasting (Human Form Only) + The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: + + • Cantrips (at will): chill touch, eldritch blast, mage hand + + • 1st level: armor of Agathys, expeditious retreat, hex + + • 2nd level: invisibility + + • 3rd level: Vampiric touch + + + Constrict (Serpent Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|4|2d6+2 + + + Dagger (Human Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + chill touch, eldritch blast, mage hand, armor of Agathys, expeditious retreat, hex, invisibility, vampiric touch + , , 2 + + + Feathergale Knight + M + humanoid (human) + lawful evil + 16 (scale) + 33 (6d8+6) + 30 ft. + 141412111014 + + Animal Handling +2, History +2 + + + + + + 10 + Auran, Common + 1 + + Source + Princes of the Apocalypse p. 189 + + Spellcasting + The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell: + + • Cantrips (at will): gust, light, message, ray of frost + + • 1st level (2 slots): expeditious retreat, feather fall + + + Multiattack + The knight makes two melee attacks. + + + Longsword + Melee 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. + One Handed|4|1d8+2 + Two Handed|4|1d10+2 + + + Spear + Melee 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. + One Handed|4|1d6+2 + Two Handed|4|1d8+2 + + gust, light, message, ray of frost, expeditious retreat, feather fall + 2 + + + Fire Elemental + L + elemental + neutral + 13 + 102 (12d10+36) + 50 ft. + 1017166107 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + fire, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + Ignan + 5 + + Source + Monster Manual, p. 125 + + Fire Form + The 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||5d10 + Burn Damage||1d10 + + + Illumination + The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. + + + Water Susceptibility + For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. + + + Multiattack + The elemental makes two touch attacks. + + + Touch + Melee 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+3 + + + + desert + + + Fire Elemental Myrmidon + M + elemental + neutral + 18 (plate) + 117 (18d8+36) + 40 ft. + 13181591010 + + + bludgeoning, piercing, and slashing from nonmagical weapons + + fire, poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + 10 + Ignan, one language of its creator's choice + 7 + + Source + Princes of the Apocalypse p. 213 + Mordenkainen's Tome of Foes, p. 203 + + Illumination + The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. + + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Water Susceptibility + For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage. + + + Multiattack + The myrmidon makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. + Scimitar|7|1d6+4 + + + Fiery Strikes (Recharge 6) + The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. + Fiery Strikes|7|1d6+4+1d10 + + + + + + Fire Giant + H + giant + lawful evil + 18 (plate) + 162 (13d12+78) + 30 ft. + 25923101413 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + + + fire + + + 16 + Giant + 9 + + Source + Monster Manual, p. 154 + + Variant: Siege Monster + The giant deals double damage to objects and structures. + + Storm King's Thunder, p. 246 + + + Variant: Tackle + When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + Storm King's Thunder, p. 245 + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage. + |11|6d6+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage. + |11|4d10+7 + + + + mountain, underdark + + + Fire Giant Dreadnought + H + giant (fire giant) + lawful evil + 21 (plate, shields) + 187 (15d12+90) + 30 ft. + 2792381011 + Dex +4, Con +11, Cha +5 + Athletics +13, Perception +5 + + + fire + + + 15 + Giant + 14 + + Source + Volo's Guide to Monsters, p. 147 + + Dual Shields + The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks. + + + Multiattack + The giant makes two fireshield attacks. + + + Fireshield + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. + Fireshield|13|4d6+8+2d6+2d6 + + + Rock + Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage. + Rock|13|4d10+8 + + + Shield Charge + The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone. + Failed Save| |3d6+8 + Prone Failed Save| |6d6+8 + + + + mountain, underdark + + + Fire Snake + M + elemental + neutral evil + 14 (natural armor) + 22 (5d8) + 30 ft. + 1214117108 + + + bludgeoning, piercing, and slashing from nonmagical attacks + cold + fire + + darkvision 60 ft. + 10 + understands Ignan but can't speak + 1 + + Source + Monster Manual, p. 265 + + Heated Body + A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage. + Heated Body||1d6 + + + Multiattack + The snake makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) fire damage. + Bite|3|1d4+1+1d6 + + + Tail + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) fire damage. + Tail|3|1d4+1+1d6 + + + + underdark + + + Firenewt Warlock of Imix + M + humanoid (firenewt) + neutral evil + 10 (13 with mage armor) + 33 (6d8+6) + 30 ft. + 13111291114 + + + + + fire + + darkvision 120 ft. (penetrates magical darkness) + 10 + Draconic, Ignan + 1 + + Source + Volo's Guide to Monsters, p. 143 + + Amphibious + The firenewt can breathe air and water. + + + Innate Spellcasting + The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. + + + Spellcasting + The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation + + 1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray + + + Imix's Blessing + When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. + + + Morningstar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. + Morningstar|3|1d8+1 + + mage armor, burning hands, flaming sphere, hellish rebuke, scorching ray, fire bolt, guidance, light, mage hand, prestidigitation + , 2 + hill, mountain, underdark + + + Firenewt Warrior + M + humanoid (firenewt) + neutral evil + 16 (chain shirt, shield) + 22 (4d8+4) + 30 ft. + 1013127118 + + + + + fire + + + 10 + Draconic, Ignan + 1/2 + + Source + Volo's Guide to Monsters, p. 142 + + Amphibious + The firenewt can breathe air and water. + + + Multiattack + The firenewt makes two attacks with its scimitar. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage. + Scimitar|3|1d6+1 + + + Spit Fire (Recharges after a Short or Long Rest) + The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one + Spit Fire||2d8 + + + + desert, hill, mountain, underdark + + + Flail Snail + L + elemental + unaligned + 16 (natural armor) + 52 (5d10+25) + 10 ft. + 175203105 + + + + + fire, poison + poisoned + darkvision 60 ft., tremorsense 60 ft. + 10 + + 3 + + Source + Volo's Guide to Monsters, p. 144 + + Antimagic Shell + The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: + + 1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. + + 3-4: No additional effect. + + 5-6: The snail’s shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. + + + Flail Tentacles + The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. + + + Multiattack + The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target. + + + Flail Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Flail Tentacle|5|1d6+3 + + + Scintillating Shell (Recharges after a Short or Long Rest) + The snail's shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Shell Defense + The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. + + + + forest, swamp, underdark + + + Flameskull + T + undead + neutral evil + 13 + 40 (9d4+18) + 0 ft., fly 40 ft. (hover) + 11714161011 + + Arcana +5, Perception +2 + lightning, necrotic, piercing + + cold, fire, poison + charmed, frightened, paralyzed, poisoned, prone + darkvision 60 ft. + 12 + Common + 4 + + Source + Monster Manual, p. 134 + + Illumination + The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action. + + + Magic Resistance + The flameskull has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. + + + Spellcasting + The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: + + • Cantrips (at will): mage hand + + • 1st level (3 slots): magic missile, shield + + • 2nd level (2 slots): blur, flaming sphere + + • 3rd level (1 slot): fireball + + + Multiattack + The flameskull uses Fire Ray twice. + + + Fire Ray + Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. + |5|3d6 + + mage hand, magic missile, shield, blur, flaming sphere, fireball + 3, 2, 1 + underdark + + + Flamewrath + M + humanoid (human) + chaotic evil + 12 (15 with mage armor) + 105 (14d8+42) + 30 ft. + 101416111016 + + Arcana +3, Religion +3 + + + fire + + + 10 + Common, Ignan + 6 + + Source + Princes of the Apocalypse p. 201 + + Spellcasting + The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): control flames, fire bolt, friends, light, minor illusion + + • 1st level (4 slots): burning hands, color spray, mage armor + + • 2nd level (3 slots): scorching ray, suggestion + + • 3rd level (3 slots): fireball, hypnotic pattern + + • 4th level (1 slot): fire shield (see Wreathed in Flame) + + + Wreathed in Flame + For the flamewrath, the warm version of the fire shield spell has a duration of "until dispelled." The fire shield burns for 10 minutes after the flamewrath dies, consuming its body. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|5|1d4+2 + + control flames, fire bolt, friends, light, minor illusion, burning hands, color spray, mage armor, scorching ray, suggestion, fireball, hypnotic pattern, fire shield + 4, 3, 3, 1 + + + Flesh Golem + M + construct + neutral + 9 + 93 (11d8+44) + 30 ft. + 199186105 + + + + + lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 5 + + Source + Monster Manual, p. 169 + + Berserk + Whenever 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 Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever 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 Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + |7|2d8+4 + + + + + + + Flind + M + humanoid (gnoll) + chaotic evil + 16 (chain mail) + 127 (15d8+60) + 30 ft. + 201019111312 + Con +8, Wis +5 + Intimidation +5, Perception +5 + + + + + darkvision 60 ft. + 15 + Abyssal, Gnoll + 9 + + Source + Volo's Guide to Monsters, p. 153 + + Aura of Blood Thirst + If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind. + + + Multiattack + The flind makes three attacks: one with each of its different flail attacks or three with its longbow. + + + Flail of Madness + Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. + Flail of Madness|9|1d10+5 + + + Flail of Pain + Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage. + Flail of Pain|9|1d10+5+4d10 + + + Flail of Paralysis + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Flail of Paralysis|9|1d10+5 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. + Longbow|4|1d8 + + + + arctic, forest, grassland, hill + + + Flumph + S + aberration + lawful good + 12 + 7 (2d6) + 5 ft., fly 30 ft. + 61510141411 + + Arcana +4, History +4, Religion +4 + + psychic + + + darkvision 60 ft. + 12 + understands Undercommon but can't speak, telepathy 60 ft. + 1/8 + + Source + Monster Manual, p. 135 + + Advanced Telepathy + The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. + + + Prone Deficiency + If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + Telepathic Shroud + The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. + + + Tendrils + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. + Tendrils|4|1d4+2+1d4 + + + Stench Spray (1/Day) + Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + underdark + + + Flying Monkey + S + beast + unaligned + 12 + 3 (1d6) + 30 ft., climb 20 ft., fly 30 ft. + 814115126 + + + + + + + + 11 + + 0 + + Source + Tomb of Annihilation, p. 220 + + Pack Tactics + The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage. + Bite|1|1d4-1 + + + + + + Flying Snake + T + beast + unaligned + 14 + 5 (2d4) + 30 ft., fly 60 ft., swim 30 ft. + 418112125 + + + + + + + blindsight 10 ft. + 11 + + 1/8 + + Source + Monster Manual, p. 322 + + Flyby + The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage. + Bite|6|1 + + + + desert, forest, grassland, urban + + + Flying Sword + S + construct + unaligned + 17 (natural armor) + 17 (5d6) + 0 ft., fly 50 ft. (hover) + 121511151 + Dex +4 + + + + poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 7 + + 1/4 + + Source + Monster Manual, p. 20 + + Antimagic Susceptibility + The 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + False Appearance + While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + |3|1d8+1 + + + + + + + Fomorian + H + giant + chaotic evil + 14 (natural armor) + 149 (13d12+65) + 30 ft. + 2310209146 + + Perception +8, Stealth +3 + + + + + darkvision 120 ft. + 18 + Giant, Undercommon + 8 + + Source + Monster Manual, p. 136 + + + Multiattack + The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + Greatclub|9|3d8+6 + + + Evil Eye + The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. + Evil Eye||6d8 + + + Curse of the Evil Eye (Recharges after a Short or Long Rest) + With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. + The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. + + + + underdark + + + Fraz-Urb'luu + L + fiend (demon) + chaotic evil + 18 (natural armor) + 350 (28d10+196) + 40 ft., fly 40 ft. + 291225262426 + Dex +8, Con +15, Int +15, Wis +14 + Deception +15, Perception +14, Stealth +8 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 24 + all, telepathy 120 ft. + 23 + + Source + Out of the Abyss p. 238 + Mordenkainen's Tome of Foes, p. 146 + + Innate Spellcasting + Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: + + At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force + 3/day each: confusion, dream, mislead, programmed illusion, seeming + 1/day each: mirage arcane, modify memory, project image + + + Legendary Resistance (3/Day) + If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Fraz-Urb'luu has advantage on saving throws against spells and other magic effects. + + + Magic Weapon + Fraz-Urb'luu's weapon attacks are magical. + + + Undetectable + Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. + + + Multiattack + Fraz-Urb'luu makes three attacks: one with his bite and two with his fists. + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage. + Bite|16|4d6+9 + + + Fist + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) bludgeoning damage. + Fist|16|4d8+9 + + + Lair Actions + On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + + • Fraz-Urb’luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. + + • Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. + + • Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. + + + Legendary Actions (3/Turn) + Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn. + + + Tail + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time. + Tail|16|4d10+9 + + + Phantasmal Killer + Fraz-Urb'luu casts phantasmal killer, no concentration required. + + alter self, detect magic, dispel magic, phantasmal force, confusion, dream, mislead, programmed illusion, seeming, mirage arcane, modify memory, project image + + + + Frog + T + beast + unaligned + 11 + 1 (1d4-1) + 20 ft., swim 20 ft. + 1138183 + + Perception +1, Stealth +3 + + + + + darkvision 30 ft. + 11 + + 0 + + Source + Monster Manual, p. 322 + Player's Handbook, p. 305 + + Amphibious + The frog can breathe air and water + + + Standing Leap + The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start. + + + + + + + Froghemoth + H + monstrosity + unaligned + 14 (natural armor) + 184 (16d12+80) + 50 ft., swim 30 ft. + 2313202125 + Con +9, Wis +5 + Perception +9, Stealth +5 + fire, lightning + + + + darkvision 60 ft. + 19 + + 10 + + Source + Volo's Guide to Monsters, p. 145 + + Amphibious + The froghemoth can breathe air and water. + + + Shock Susceptibility + If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. + + + Multiattack + The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. + + + Tentacle + Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Tentacle|10|3d8+6 + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. + The froghemoth’s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|10|3d10+6 + Acid| |3d6 + + + Tongue + The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. + + + + swamp, underdark + + + Frost Giant + H + giant + neutral evil + 15 (patchwork armor) + 138 (12d12+60) + 40 ft. + 2392191012 + Con +8, Wis +3, Cha +4 + Athletics +9, Perception +3 + + + cold + + + 13 + Giant + 8 + + Source + Monster Manual, p. 155 + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage. + |9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. + |9|4d10+6 + + + Variant: Weighted Net + Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + Storm King's Thunder, p. 246 + Net|5| + + + + arctic, mountain + + + Frost Giant Everlasting One + H + giant (frost giant) + chaotic evil + 15 (patchwork armor) + 189 (14d12+98) + 40 ft. + 2592491012 + Str +11, Con +11, Wis +4 + Athletics +11, Perception +4 + + + cold + + darkvision 60 ft. + 14 + Giant + 12 + + Source + Volo's Guide to Monsters, p. 148 + + Extra Heads + The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Regeneration + The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Vaprak's Rage (Recharges on a Short or Long Rest) + As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: + + - The giant has advantage on Strength checks and Strength saving throws + + - When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. + + - The giant has resistance to bludgeoning, piercing, and slashing damage. + + + Multiattack + The giant makes two attacks with its greataxe. + + + Greataxe + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging. + Greataxe|11|3d12+7 + Raging|11|3d12+11 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage. + Rock|11|4d10+7 + + + + arctic, coastal + + + Frost Salamander + H + elemental + unaligned + 17 (natural armor) + 168 (16d12+64) + 60 ft., burrow 40 ft., climb 40 ft. + 2012187117 + Con +8, Wis +4 + Perception +4 + + fire + cold + + darkvision 60 ft., tremorsense 60 ft. + 14 + Primordial + 9 + + Source + Mordenkainen's Tome of Foes, p. 233 + + Burning Fury + When the salamander takes fire damage, its Freezing Breath automatically recharges. + + + Multiattack + The salamander makes five attacks: four with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. + Claws|9|1d6+5 + + + Bite + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. + Bite|9|1d8+5 + + + Freezing Breath (Recharge 6) + The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. + + + + + + Frulam Mondath + M + humanoid (human) + lawful evil + 16 (chain mail) + 44 (8d8+8) + 30 ft. + 141013111815 + Wis +6, Cha +4 + Deception +4, History +2, Religion +2 + + + + + + 14 + Common, Draconic, Infernal + 2 + + Source + Hoard of the Dragon Queen p. 90 + + Spellcasting + Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: + + • Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (4 slots): command, cure wounds, healing word, sanctuary + + • 2nd level (3 slots): calm emotions, hold person, spiritual weapon + + • 3rd level (2 slots): mass healing word, spirit guardians + + + Multiattack + Frulam attacks twice with her halberd. + + + Halberd + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) bludgeoning damage. + Halberd|5|1d10+2 + + light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians + 4, 3, 2 + + + Galeb Duhr + M + elemental + neutral + 16 (natural armor) + 85 (9d8+45) + 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) + 201420111211 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, paralyzed, poisoned, petrified + darkvision 60 ft., tremorsense 60 ft. + 11 + Terran + 6 + + Source + Monster Manual, p. 139 + + False Appearance + While the galeb duhr remains motionless, it is indistinguishable from a normal boulder. + + + Rolling Charge + If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam 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 16 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Rolling Charge||2d6 + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6+5) bludgeoning damage. + Slam|8|2d6+5 + + + Animate Boulders (1/Day) + The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) . + + + + hill, mountain + + + Gar Shatterkeel + M + humanoid (human) + neutral evil + 16 (natural armor) + 30 (15d8+45) + 30 ft., swim 30 ft. + 151516121813 + + Nature +8, Survival +8 + cold + + + + + 14 + Aquan, Common + 9 + + Source + Princes of the Apocalypse p. 208 + + Amphibious + Gar can breathe air and water. + + + Legendary Resistance (2/Day) + If Gar fails a saving throw, he can choose to succeed instead. + + + Spellcasting + Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared: + + • Cantrips (at will): mending, resistance, shape water + + • 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave + + • 2nd level (3 slots): darkvision, hold person, protection from poison + + • 3rd level (3 slots): call lightning, sleet storm, tidal wave + + • 4th level (3 slots): control water, ice storm + + • 5th level (1 slot): scrying + + + Water Walk + Gar can stand and move on liquid surfaces as if they were solid ground. + + + Watery Fall + When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind. + + + Multiattack + Gar makes two melee attacks, one with his claw and one with Drown. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|6|2d6+2 + + + Drown + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage plus 4 (1d8) cold damage. + One Handed|7|1d6+3+1d8 + Two Handed|7|1d8+3+1d8 + + mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying + 4, 3, 3, 3, 1 + + + Gargoyle + M + elemental + chaotic evil + 15 (natural armor) + 52 (7d8+21) + 30 ft., fly 60 ft. + 1511166117 + + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + + poison + exhaustion, petrified, poisoned + darkvision 60 ft. + 10 + Terran + 2 + + Source + Monster Manual, p. 140 + + False Appearance + While the gargoyle remains motion less, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claws|4|1d6+2 + + + + underdark, urban + + + Gas Spore + L + plant + unaligned + 5 + 1 (1d10-4) + 0 ft., fly 10 ft. (hover) + 513111 + + + + + poison + blinded, deafened, frightened, paralyzed, poisoned, prone + blindsight 30 ft. (blind beyond this radius) + 5 + + 1/2 + + Source + Monster Manual, p. 138 + + Death Burst + The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. + Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Death Burst||3d6 + + + Eerie Resemblance + The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check. + + + Touch + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait. + Touch||1 + + + + underdark + + + Gauth + M + aberration + lawful evil + 15 (natural armor) + 67 (9d8+27) + 0 ft., fly 20 ft. (hover) + 101416151513 + Int +5, Wis +5, Cha +4 + Perception +5 + + + + prone + darkvision 120 ft. + 15 + Deep Speech, Undercommon + 6 + + Source + Volo's Guide to Monsters, p. 125 + + Stunning Gaze + When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Death Throes + When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. + Bite|6|2d8 + + + Eye Rays + The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + + 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. + + 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. + + 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. + + 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. + + 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 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. + + 6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + underdark + + + Gazer + T + aberration + neutral evil + 13 + 13 (3d4+6) + 0 ft., fly 30 ft. (hover) + 317143107 + Wis +2 + Perception +4, Stealth +2 + + + + prone + darkvision 60 ft. + 14 + + 1/2 + + Source + Volo's Guide to Monsters, p. 126 + + Aggressive + As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. + + + Mimicry + The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|5|1 + + + Eye Rays + The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: + + 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. + + 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. + + 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. + + 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. + If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + + underdark + + + Gelatinous Cube + L + ooze + unaligned + 6 + 84 (8d10+40) + 15 ft. + 14320161 + + + + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 2 + + Source + Monster Manual, p. 242 + + Ooze Cube + The 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. + + + Transparent + Even 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. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. + Pseudopod|4|3d6 + + + Engulf + The 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + underdark + + + Geonid + S + elemental + neutral + + 17 (natural) + 26 (4d6+12) + 30 ft. + 12101691411 + + Perception +4, Stealth +2 + + + + + darkvision 60 ft., tremorsense 30 ft. + 14 + Terran + 1/4 + + Source + The Tortle Package, p. 22 + + Boulder Guise + While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder. + + + Multiattack + The decapus makes two attacks: one with its bite and one with its tentacles. + + + Club + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. + Club|3|1d4+1 + + + Stone Tell + The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities + + + + + + Geryon + H + fiend (devil) + lawful evil + + 19 (natural armor) + 300 (24d12+144) + 30 ft., fly 50 ft. + 291722191623 + Dex +10, Con +13, Wis +10, Cha +13 + Deception +13, Intimidation +13, Perception +10 + bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + cold, fire, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 20 + all, telepathy 120 ft. + 22 + + Source + Mordenkainen's Tome of Foes, p. 172 + + Innate Spellcasting + Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: + + At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice + + 1/day each: divine word, symbol (pain only) + + + Legendary Resistance (3/Day) + If Geryon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Geryon has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Geryon's weapon attacks are magical. + + + Regeneration + Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Geryon makes two attacks: one with his claws and one with his stinger. + + + Claws + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Claws|16|4d6+9 + + + Stinger + Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Stinger|16|2d4+9 + + + Teleport + Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Lair Actions + On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: + + • Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. + + • Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. + + • Geryon casts the banishment spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Variant: Sound the Horn (1/Day) + Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. + + + Legendary Actions (3/Turn) + Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn. + + + Infernal Glare + Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. + + + Swift Sting (Costs 2 Actions) + Geryon attacks with his stinger. + + + Teleport + Geryon uses his Teleport action. + + alter self, detect magic, geas, ice storm, invisibility, locate object, suggestion, wall of ice, divine word, symbol + + + + Ghald + L + humanoid (sahuagin) + lawful evil + 15 (natural armor) + 102 (12d10+36) + 30 ft., swim 50 ft. + 191716141317 + Dex +6, Con +6, Int +5, Wis +4 + Insight +4, Perception +7 + + + + + darkvision 120 ft. + 17 + Common, Sahuagin + 7 + + Source + Princes of the Apocalypse p. 209 + + Assassinate + During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit. + + + Limited Amphibiousness + Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + Ghald can magically command any shark within 120 feet of him, using a limited telepathy. + + + Sneak Attack + Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll. + Sneak Attack||4d6 + + + Multiattack + Ghald makes three attacks, one with his bite and two with his shortswords. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage. + Bite|7|2d4+4 + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage. + Shortsword|7|2d6+4 + + + Garrote + Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Garrote|7|2d4+4 + + + + + + Ghast + M + undead + chaotic evil + 13 + 36 (8d8) + 30 ft. + 16171011108 + + + + + necrotic + poisoned + darkvision 60 ft. + 10 + Common + 2 + + Source + Monster Manual, p. 148 + + Stench + Any 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Turn Defiance + The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage. + Bite|3|2d8+3 + + + Claws + Melee 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Claws|5|2d6+3 + + + + swamp, underdark, urban + + + Ghelryn Foehammer + M + humanoid (shield dwarf) + lawful good + 14 (breastplate, shield) + 30 (4d8+12) + 25 ft. + 18717101111 + + Athletics +6, Intimidation +2, Perception +2 + poison + + + + + 12 + Common, Dwarvish + + + Source + Storm King's Thunder, p. 255 + + Dwarven Resilience + Ghelryn has advantage on saving throws against poison. + + + Giant Slayer + Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit . + + + Roleplaying Information + The blacksmith Ghelryn has a good heart, but he hates orcs and giants — hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls! + + Ideal: "It is incumbent upon every dwarf to forge a legacy." + + Bond: "I stand for Clan Foehammer and all dwarvenkind." + + Flaw: "I never run from a fight, especially if it involves killing orcs or giants." + + + Multiattack + Ghelryn makes two battleaxe attacks . + + + Battleaxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. + One Handed|6|1d8+4 + Two Handed|6|1d10+4 + + + + + + Ghost + M + undead + any alignment + 11 + 45 (10d8) + 0 ft., fly 40 ft. (hover) + 71310101217 + + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 11 + any languages it knew in life + 4 + + Source + Monster Manual, p. 147 + + Ethereal Sight + The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The 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 Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. + |5|4d6+3 + + + Etherealness + The 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 Visage + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + + underdark, urban + + + Ghoul + M + undead + chaotic evil + 12 + 22 (5d8) + 30 ft. + 1315107106 + + + + + + poisoned + darkvision 60 ft. + 10 + Common + 1 + + Source + Monster Manual, p. 148 + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage. + Bite|2|2d6+2 + + + Claws + Melee 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Claws|4|2d4+2 + + + + swamp, underdark, urban + + + Giant Ape + H + beast + unaligned + 12 + 157 (15d12+60) + 40 ft., climb 40 ft. + 2314187127 + + Athletics +9, Perception +4 + + + + + + 14 + + 7 + + Source + Monster Manual, p. 323 + + + Multiattack + The ape makes two fist attacks. + + + Fist + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage. + Fist|9|3d10+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage. + Rock|9|7d6+6 + + + + forest + + + Giant Badger + M + beast + unaligned + 10 + 13 (2d8+4) + 30 ft., burrow 10 ft. + 1310152125 + + + + + + + darkvision 30 ft. + 11 + + 1/4 + + Source + Monster Manual, p. 323 + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The badger makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. + Bite|3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. + Claws|3|2d4+1 + + + + forest + + + Giant Bat + L + beast + unaligned + 13 + 22 (4d10) + 10 ft., fly 60 ft. + 1516112126 + + + + + + + blindsight 60 ft. + 11 + + 1/4 + + Source + Monster Manual, p. 323 + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + + forest, underdark + + + Giant Boar + L + beast + unaligned + 12 (natural armor) + 42 (5d10+5) + 40 ft. + 171016275 + + + + + + + + 8 + + 2 + + Source + Monster Manual, p. 323 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Tusk|5|2d6+3 + + + + forest, grassland, hill + + + Giant Centipede + S + beast + unaligned + 13 (natural armor) + 4 (1d6+1) + 30 ft., climb 30 ft. + 51412173 + + + + + + + blindsight 30 ft. + 8 + + 1/4 + + Source + Monster Manual, p. 323 + + + Bite + Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|4|1d4+2 + + + + underdark, urban + + + Giant Constrictor Snake + H + beast + unaligned + 12 + 60 (8d12+8) + 30 ft., swim 30 ft. + 1914121103 + + Perception +2 + + + + + blindsight 10 ft. + 12 + + 2 + + Source + Monster Manual, p. 324 + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. + Bite|6|2d6+4 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|6|2d8+4 + + + + desert, forest, swamp, underdark, underwater + + + Giant Coral Snake + L + beast + unaligned + 13 + 90 (12d10+24) + 30 ft., swim 30ft. + 1216142103 + + Perception +2 + + + + + blindsight 10 ft + 12 + + 4 + + Source + Ghosts of Saltmarsh p. 236 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 10 minutes. + Bite|5|2d4+3 + + + + swamp, underwater + + + Giant Crab + M + beast + unaligned + 15 (natural armor) + 13 (3d8) + 30 ft., swim 30 ft. + 131511193 + + Stealth +4 + + + + + blindsight 30 ft. + 9 + + 1/8 + + Source + Monster Manual, p. 324 + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|3|1d6+1 + + + + coastal + + + Giant Crayfish + L + beast + unaligned + 15 (natural armor) + 45 (7d10+7) + 30 ft., swim 30 ft. + 151313193 + + Stealth +3 + + + + + blindsight 30 ft. + 9 + + 2 + + Source + Tales from the Yawning Portal, p. 235 + + Amphibious + The giant crayfish can breathe air and water. + + + Multiattack + The giant crayfish makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1dl0 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|4|1d10+2 + + + + + + Giant Crocodile + H + beast + unaligned + 14 (natural armor) + 85 (9d12+27) + 30 ft., swim 50 ft. + 219172107 + + Stealth +5 + + + + + + 10 + + 5 + + Source + Monster Manual, p. 324 + + Hold Breath + The crocodile can hold its breath for 30 minutes. + + + Multiattack + The crocodile makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|8|3d10+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|8|2d8+5 + + + + swamp + + + Giant Eagle + L + beast + neutral good + 13 + 26 (4d10+4) + 10 ft., fly 80 ft. + 16171381410 + + Perception +4 + + + + + + 14 + Giant Eagle, understands Common and Auran but can't speak + 1 + + Source + Monster Manual, p. 324 + Player's Handbook, p. 306 + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The eagle makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Beak|5|1d6+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Talons|5|2d6+3 + + + + coastal, grassland, hill, mountain + + + Giant Elk + H + beast + unaligned + 15 (natural armor) + 42 (5d12+10) + 60 ft. + 19161471410 + + Perception +4 + + + + + + 14 + Giant Elk, understands Common, Elvish, and Sylvan but can't speak + 2 + + Source + Monster Manual, p. 325 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Ram + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Ram|6|2d6+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage. + Hooves|6|4d8+4 + + + + forest, grassland, hill, mountain + + + Giant Fire Beetle + S + beast + unaligned + 13 (natural armor) + 4 (1d6+1) + 30 ft. + 81012173 + + + + + + + blindsight 30 ft. + 8 + + 0 + + Source + Monster Manual, p. 325 + + Illumination + The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) slashing damage. + Bite|1|1d6-1 + + + + underdark + + + Giant Fly + L + beast + unaligned + 11 + 19 (3d10+3) + 30 ft., fly 60 ft. + 1413132103 + + + + + + + darkvision 60 ft. + 10 + + 0 + + Source + Dungeon Master's Guide, p. 169 + + + + + + + Giant Four-Armed Gargoyle + L + elemental + chaotic evil + 17 (natural armor) + 147 (14d10+70) + 30 ft., fly 60 ft. + 1911206119 + Wis +4 + Perception +4 + bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons + + poison + exhaustion, petrified, poisoned + darkvision 60 ft. + 14 + Terran + 10 + + Source + Tomb of Annihilation, p. 221 + + False Appearance + While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. + Bite|8|2d6+4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. + Claw|8|2d4+4 + + + + + + Giant Frog + M + beast + unaligned + 11 + 18 (4d8) + 30 ft., swim 30 ft. + 1213112103 + + Perception +2, Stealth +3 + + + + + darkvision 30 ft. + 12 + + 1/4 + + Source + Monster Manual, p. 325 + + Amphibious + The frog can breathe air and water + + + Standing Leap + The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|3|1d6+1 + + + Swallow + The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest, swamp + + + Giant Goat + L + beast + unaligned + 11 (natural armor) + 19 (3d10+3) + 40 ft. + 1711123126 + + + + + + + + 11 + + 1/2 + + Source + Monster Manual, p. 326 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d4 + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. + Ram|5|2d4+3 + + + + grassland, hill, mountain + + + Giant Hyena + L + beast + unaligned + 12 + 45 (6d10+12) + 50 ft. + 1614142127 + + Perception +3 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 326 + + Rampage + When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Bite|5|1d6+3 + + + + desert, forest, grassland, hill + + + Giant Ice Toad + L + monstrosity + neutral + 14 (natural armor) + 52 (7d10+14) + 30 ft. + 1613148106 + + + + + cold + + darkvision 60 ft. + 10 + Ice Toad + 3 + + Source + Tales from the Yawning Portal, p. 235 + + Amphibious + The toad can breathe air and water. + + + Cold Aura + Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage. + + + Standing Leap + The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|5|2d6+3 + + + Swallow + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, 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 and 11 (2dl0) cold 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Swallow|5|2d6+3 + + + + + + Giant Lightning Eel + L + beast + unaligned + 13 + 42 (5d10+15) + 5 ft., swim 30 ft. + 1117162123 + + + lightning + + + + blindsight 60 ft. + 11 + + 3 + + Source + Tales from the Yawning Portal, p. 236 + + Water Breathing + The eel can breathe only underwater. + + + Multiattack + The eel makes two bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage. + Bite|5|2d6+3+1d8 + + + Lightning jolt (Recharge 5-6) + One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + + + Giant Lizard + L + beast + unaligned + 12 (natural armor) + 19 (3d10+3) + 30 ft., climb 30 ft. + 1512132105 + + + + + + + darkvision 30 ft. + 10 + + 1/4 + + Source + Monster Manual, p. 326 + + Variant: Hold Breath + The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) + + + Variant: Spider Climb + The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + + coastal, desert, forest, swamp, underdark + + + Giant Octopus + L + beast + unaligned + 11 + 52 (8d10+8) + 10 ft., swim 60 ft. + 1713134104 + + Perception +4, Stealth +5 + + + + + darkvision 60 ft. + 14 + + 1 + + Source + Monster Manual, p. 326 + + Hold Breath + While out of water, the octopus can hold its breath for 1 hour. + + + Underwater Camouflage + The octopus has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|5|2d6+3 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + + + underwater + + + Giant Owl + L + beast + neutral + 12 + 19 (3d10+3) + 5 ft., fly 60 ft. + 13151281310 + + Perception +5, Stealth +4 + + + + + darkvision 120 ft. + 15 + Giant Owl, understands Common, Elvish, and Sylvan but can't speak + 1/4 + + Source + Monster Manual, p. 327 + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage. + Talons|3|2d6+1 + + + + arctic, forest, hill + + + Giant Poisonous Snake + M + beast + unaligned + 14 + 11 (2d8+2) + 30 ft., swim 30 ft. + 1018132103 + + Perception +2 + + + + + blindsight 10 ft. + 12 + + 1/4 + + Source + Monster Manual, p. 327 + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|6|1d4+4 + + + + desert, forest, grassland, swamp, underdark, urban + + + Giant Rat + S + beast + unaligned + 12 + 7 (2d6) + 30 ft. + 715112104 + + + + + + + darkvision 60 ft. + 10 + + 1/8 + + Source + Monster Manual, p. 327 + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + + forest, swamp, underdark, urban + + + Giant Rat (Diseased) + S + beast + unaligned + 12 + 7 (2d6) + 30 ft. + 715112104 + + + + + + + darkvision 60 ft. + 10 + + 1/8 + + Source + Monster Manual, p. 327 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. + Bite|4|1d4+2 + + + + + + + Giant Sea Eel + L + beast + unaligned + 14 (natural armor) + 19 (3d10+3) + 0 ft., swim 40ft. + 1114127107 + Dex +4 + Perception +2, Stealth +4 + + + + + darkvision 60 ft. + 12 + + 1/2 + + Source + Ghosts of Saltmarsh p. 237 + + Water Breathing + The eel can breathe only underwater + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage. + Bite|4|2d10+2 + + + + swamp, underwater + + + Giant Scorpion + L + beast + unaligned + 15 (natural armor) + 52 (7d10+14) + 40 ft. + 151315193 + + + + + + + blindsight 60 ft. + 9 + + 3 + + Source + Monster Manual, p. 327 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|4|1d8+2 + + + Multiattack + The scorpion makes three attacks: two with its claws and one with its sting. + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. + Sting|4|1d10+2 + + + + desert + + + Giant Sea Horse + L + beast + unaligned + 13 (natural armor) + 16 (3d10) + 0 ft., swim 40 ft. + 1215112125 + + + + + + + + 11 + + 1/2 + + Source + Monster Manual, p. 328 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Water Breathing + The sea horse can breathe only underwater. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. + |3|1d6+1 + + + + underwater + + + Giant Shark + H + beast + unaligned + 13 (natural armor) + 126 (11d12+55) + swim 50 ft. + 2311211105 + + Perception +3 + + + + + blindsight 60 ft. + 13 + + 5 + + Source + Monster Manual, p. 328 + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage. + Bite|9|3d10+6 + + + + underwater + + + Giant Skeleton + H + undead + neutral evil + 17 (natural armor) + 115 (10d12+50) + 30 ft. + 211020466 + + + + bludgeoning + poison + exhaustion, poisoned + darkvision 60 ft. + 8 + + understands Giant but can't speak + 7 + + Source + Tales from the Yawning Portal, p. 236 + + Undead Nature + A skeleton doesn't require air, food, drink, or sleep. + + + Evasion + If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Magic Resistance + The skeleton has advantage on saving throws against spells and other magical effects. + + + Turn Immunity + The skeleton is immune to effects that turn undead. + + + Multiattack + The skeleton makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: l 5 (3d6 + 5) slashing damage. + Scimitar|8|3d6+5 + + + + + + Giant Snapping Turtle + L + beast + unaligned + 17 (natural armor, 12 while prone) + 75 (10d10+20) + 30 ft., swim 40 ft. + + 1910142125 + + + + + + + darkvision 60 ft. + 11 + + 3 + + Source + Tomb of Annihilation, p. 222 + + Amphibious + The turtle can breathe air and water. + + + Stable + Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. + Bite|6|4d6+4 + + + + + + Giant Spider + L + beast + unaligned + 14 (natural armor) + 26 (4d10+4) + 30 ft., climb 30 ft. + 1416122114 + + Stealth +7 + + + + + blindsight 10 ft., darkvision 60 ft. + 10 + + 1 + + Source + Monster Manual, p. 328 + Player's Handbook, p. 306 + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|5|1d8+3 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|5|0 + + + + desert, forest, swamp, underdark, urban + + + Giant Strider + L + monstrosity + neutral evil + 14 (natural armor) + 22 (3d10+6) + 50 ft. + 1813144126 + + + + + fire + + + 11 + + 1 + + Source + Volo's Guide to Monsters, p. 143 + + Fire Absorption + Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|6|1d8+4 + + + Fire Burst (Recharges 5-6) + The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried. + Fire Burst||4d6 + + + + hill, mountain, underdark + + + Giant Subterranean Lizard + H + beast + unaligned + 14 (natural armor) + 66 (7d12+21) + 30 ft., swim 50 ft. + 219172107 + + Stealth +3 + + + + + + 10 + + 4 + + Source + Tales from the Yawning Portal, p. 236 + + + Multiattack + The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|7|2d10+5 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|7|2d6+5 + + + Swallow + Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, 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 lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time. + If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Swallow|7|2d10+5 + + + + + + Giant Toad + L + beast + unaligned + 11 + 39 (6d10+6) + 20 ft., swim 40 ft. + 1513132103 + + + + + + + darkvision 30 ft. + 10 + + 1 + + Source + Monster Manual, p. 329 + + Amphibious + The toad can breathe air and water + + + Standing Leap + The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|4|1d10+2 + + + Swallow + The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + coastal, desert, forest, swamp, underdark + + + Giant Vulture + L + beast + neutral evil + 10 + 22 (3d10+6) + 10 ft., fly 60 ft. + 1510156127 + + Perception +3 + + + + + + 13 + understands Common but can't speak + 1 + + Source + Monster Manual, p. 329 + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Multiattack + The vulture makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. + Beak|4|2d4+2 + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. + Talons|4|2d6+2 + + + + desert, grassland + + + Giant Wasp + M + beast + unaligned + 12 + 13 (3d8) + 10 ft., fly 50 ft., swim 50 ft. + 1014101103 + + + + + + + + 10 + + 1/2 + + Source + Monster Manual, p. 329 + + + Sting + Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Sting|4|1d6+2 + + + + forest, grassland, urban + + + Giant Weasel + M + beast + unaligned + 13 + 9 (2d8) + 40 ft. + 1116104125 + + Perception +3, Stealth +5 + + + + + darkvision 60 ft. + 13 + + 1/8 + + Source + Monster Manual, p. 329 + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + Bite|5|1d4+3 + + + + forest, grassland, hill + + + Giant Wolf Spider + M + beast + unaligned + 13 + 11 (2d8+2) + 40 ft., climb 40 ft. + 1216133124 + + Perception +3, Stealth +7 + + + + + blindsight 10 ft., darkvision 60 ft. + 13 + + 1/4 + + Source + Monster Manual, p. 330 + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|3|1d6+1 + + + + coastal, desert, forest, grassland, hill + + + Gibbering Mouther + M + aberration + neutral + 9 + 67 (9d8+27) + 10 ft., swim 10 ft. + 108163106 + + + + + + prone + darkvision 60 ft. + 10 + + 2 + + Source + Monster Manual, p. 157 + + Aberrant Ground + The 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. + + + Gibbering + The 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. + + + Multiattack + The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. + + + Bites + Melee 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bites|2|5d6 + + + Blinding 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + + underdark + + + Giff + M + humanoid + lawful neutral + + 16 (breastplate) + 60 (8d8+24) + 30 ft. + 181417111212 + + + + + + + + 11 + Common + 3 + + Source + Mordenkainen's Tome of Foes, p. 204 + + Headfirst Charge + The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Firearms Knowledge + The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. + + + Multiattack + The giff makes two pistol attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|6|1d8+4 + + + Musket + Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage. + Musket|4|1d12+2 + + + Pistol + Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. + Pistol|4|1d10+2 + + + Fragmentation Grenade (1/day) + The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. + + + + + + Girallon + L + monstrosity + unaligned + 13 + 59 (7d10+21) + 40 ft., climb 40 ft. + 1816165127 + + Perception +3, Stealth +5 + + + + + darkvision 60 ft. + 13 + + 4 + + Source + Volo's Guide to Monsters, p. 152 + + Aggressive + As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. + + + Multiattack + The girallon makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage. + Bite|6|1d6+4 + + + Claw + Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage. + Claw|6|1d6+4 + + + + forest + + + Girallon Zombie + L + undead + chaotic evil + 11 (natural armor) + 59 (7d10+21) + 30 ft., climb 30 ft. + 181216375 + + + + + poison + poisoned + darkvision 60 ft. + 8 + + + 3 + + Source + Tomb of Annihilation, p. 222 + + Aggressive + As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. + + + Undead Fortitude + If 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. + + + Multiattack + The zombie makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + Bite|6|1d6+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. + Claw|6|1d4+4 + + + + + + Githyanki Gish + M + humanoid (gith) + lawful evil + + 17 (half plate) + 123 (19d8+38) + 30 ft. + 171514161516 + Con +6, Int +7, Wis +6 + Insight +6, Perception +6, Stealth +6 + + + + + + 16 + Gith + 10 + + Source + Mordenkainen's Tome of Foes, p. 204 + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + + 3/day each: jump, misty step, nondetection (self only) + + 1/day each: plane shift, telekinesis. + + + Spellcasting + The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: + + Cantrips (at will): blade ward, light, message, true strike + + 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave + + 2nd level (3 slots): blur, invisibility, levitate + + 3rd level (3 slots): counterspell, fireball, haste + + 4th level (2 slots): dimension door. + + + War Magic + When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action + + + Multiattack + The githyanki makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage. + Longsword|7|1d8+3 + + mage hand, jump, misty step, nondetection, plane shift, telekinesis, blade ward, light, message, true strike, expeditious retreat, magic missile, sleep, thunderwave, blur, invisibility, levitate, counterspell, fireball, haste, dimension door + 4,3,3,2 + + + Githyanki Kith'rak + M + humanoid (gith) + lawful evil + + 18 (plate) + 180 (24d8+72) + 30 ft. + 181617161517 + Con +7, Int +7, Wis +6 + Intimidation +7, Perception +6 + + + + + + 16 + Gith + 12 + + Source + Mordenkainen's Tome of Foes, p. 205 + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + + 3/day each: blur, jump, misty step, nondetection (self only) + + 1/day each: plane shift, telekinesis. + + + Rally the Troops + As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. + + + Multiattack + The githyanki makes three greatsword attacks. + + + Greatsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. + Greatsword|8|2d6+4+5d6 + + + Parry + The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. + + + mage hand, blur, jump, misty step, nondetection, plane shift, telekinesis. + + + + Githyanki Knight + M + humanoid (gith) + lawful evil + 18 (plate) + 91 (14d8+28) + 30 ft. + 161415141415 + Con +5, Int +5, Wis +5 + + + + + + + 12 + Gith + 8 + + Source + Monster Manual, p. 160 + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only), tongues + 1/day each: plane shift, telekinesis + + + Multiattack + The githyanki makes two silver greatsword attacks. + + + Silver Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + Silver Greatsword|9|2d6+6+3d6 + + mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis + + + + + Githyanki Supreme Commander + M + humanoid (gith) + lawful evil + + 18 (plate) + 187 (22d8+88) + 30 ft. + 191718161618 + Con +9, Int +8, Wis +8 + Insight +8, Intimidation +9, Perception +8 + + + + + + 18 + Gith + 14 + + Source + Mordenkainen's Tome of Foes, p. 206 + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + + 3/day each: jump, levitate (self only), misty step, nondetection (self only) + + 1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis + + + Multiattack + The githyanki makes two greatsword attacks. + + + Silver Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + Silver Greatsword|12|2d6+7+5d6 + + + Parry + The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. + + + + Legendary Actions (3/Turn) + The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn. + + + Attack (2 Actions) + The githyanki makes a greatsword attack. + + + Command Ally + The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. + + + Teleport + The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space. + + + + + + Githyanki Warrior + M + humanoid (gith) + lawful evil + 17 (half plate) + 49 (9d8+9) + 30 ft. + 151412131310 + Con +3, Int +3, Wis +3 + + + + + + + 11 + Gith + 3 + + Source + Monster Manual, p. 160 + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only) + + + Multiattack + The githyanki makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 7 (2d6) psychic damage. + Greatsword|4|2d6+2+2d6 + + mage hand, jump, misty step, nondetection + + + + + Githzerai Anarch + M + humanoid (gith) + lawful neutral + + 20 () + 144 (17d8+68) + 30 ft., fly 40 ft. (hover) + 162118182014 + Str +8, Dex +10, Int +9, Wis +10 + Arcana +9, Insight +10, Perception +10 + + + + + + 20 + Gith + 16 + + Source + Mordenkainen's Tome of Foes, p. 207 + + Innate Spellcasting (Psionics) + The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + + 3/day each: feather fall, jump, see invisibility, shield, telekinesis + + 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force. + + + Psychic Defense + While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. + Unarmed Strike|8|2d8+4+3d8 + + + Temporal Strike (Recharge 6) + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. + Temporal Strike|8|2d8+4+8d12 + + + Lair Actions + An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: + + • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. + + • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. + + • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. + + + Legendary Actions (3/Turn) + The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn. + + + Strike + The anarch makes one unarmed strike. + + + Teleport + The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. + + + Change Gravity (Costs 3 Actions) + The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area. + + mage hand, feather fall, jump, see invisibility, shield, telekinesis, globe of invulnerability, plane shift, teleportation circle, wall of force + + + + Githzerai Enlightened + M + humanoid (gith) + lawful neutral + + 18 () + 112 (15d8+45) + 30 ft. + 141916171913 + Str +6, Dex +8, Int +7, Wis +8 + Arcana +7, Insight +8, Perception +8 + + + + + + 18 + Gith + 10 + + Source + Mordenkainen's Tome of Foes, p. 208 + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + + 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield + + 1/day each: haste, plane shift, teleport. + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. + Unarmed Strike|8|2d8+4+3d8 + + + Temporal Strike (Recharge 6) + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. + Temporal Strike|8|2d8+4+8d12 + + mage hand, blur, expeditious retreat, feather fall, jump, see invisibility, shield, haste, plane shift, teleport + + + + Githzerai Monk + M + humanoid (gith) + lawful neutral + 14 + 38 (7d8+7) + 30 ft. + 121512131410 + Str +3, Dex +4, Int +3, Wis +4 + Insight +4, Perception +4 + + + + + + 14 + Gith + 2 + + Source + Monster Manual, p. 161 + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes two unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack. + Unarmed Strike|4|1d8+2+2d8 + + mage hand, feather fall, jump, see invisibility, shield + + + + + Githzerai Zerth + M + humanoid (gith) + lawful neutral + 17 + 84 (13d8+26) + 30 ft. + 131815161712 + Str +4, Dex +7, Int +6, Wis +6 + Arcana +6, Insight +6, Perception +6 + + + + + + 16 + Gith + 6 + + Source + Monster Manual, p. 161 + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes two unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack. + Unarmed Strike|7|2d6+4+3d8 + + mage hand, feather fall, jump, see invisibility, shield + + + + + Glabrezu + L + fiend (demon) + chaotic evil + 17 (natural armor) + 157 (15d10+75) + 40 ft. + 201521191716 + Str +9, Con +9, Wis +7, Cha +7 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 9 + + Source + Monster Manual, p. 58 + + Innate Spellcasting + The 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 stun + + + Magic Resistance + The glabrezu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The 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. + + + Pincer + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Pincer|9|2d10+5 + + + Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. + Fist|9|2d4+2 + + + Variant: 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. + + darkness, detect magic, dispel magic, confusion, fly, power word stun + + + + + Gladiator + M + humanoid (any race) + any alignment + 16 (studded leather, shield) + 112 (15d8+45) + 30 ft. + 181516101215 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + + + + + + 11 + any one language (usually Common) + 5 + + Source + Monster Manual, p. 346 + + Brave + The gladiator has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). + + + Multiattack + The gladiator makes three melee attacks or two ranged attacks. + + + Spear + Melee 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+4 + Two Handed|7|2d8+4 + + + Shield Bash + Melee 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Shield Bash|7|2d4+4 + + + Parry + The 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 + + + Gloom Weaver + M + humanoid (elf) + neutral + + 14 (17 with mage armor) + 104 (16d8+32) + 30 ft. + 111814151218 + Dex +8, Con +6 + + + + necrotic + charmed, exhaustion + darkvision 60 ft. + 11 + Common, Elvish + 9 + + Source + Mordenkainen's Tome of Foes, p. 224 + + Burden of Time + Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. + + + Fey Ancestry + The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Innate Spellcasting + The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: arcane eye, mage armor, speak with dead + + 1/day each: arcane gate, bane, compulsion, confusion, true seeing. + + + Spellcasting + The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation 1st_ + + 5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt + + + Multiattack + The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. + + + Shadow Spear + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage. + Shadow Spear|8|1d6+4 + + + Misty Escape (Recharges after a Short or Long Rest) + When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. + + + arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, chill touch, eldritch blast, minor illusion, prestidigitation, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt + 0,0,0,0,3 + + + Gnoll + M + humanoid (gnoll) + chaotic evil + 15 (hide armor, shield) + 22 (5d8) + 30 ft. + 1412116107 + + + + + + + darkvision 60 ft. + 10 + Gnoll + 1/2 + + Source + Monster Manual, p. 163 + + Rampage + When 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. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage. + |4|1d4+2 + + + Spear + Melee 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+2 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + + desert, forest, grassland, hill + + + Gnoll Fang of Yeenoghu + M + humanoid (gnoll) + chaotic evil + 14 (hide armor) + 65 (10d8+20) + 30 ft. + 171515101113 + Con +4, Wis +2, Cha +3 + + + + + + darkvision 60 ft. + 10 + Abyssal, Gnoll + 4 + + Source + Monster Manual, p. 163 + + Rampage + When 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. + + + Multiattack + The gnoll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. + Bite|5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + + desert, forest, grassland, hill + + + Gnoll Flesh Gnawer + M + humanoid (gnoll) + chaotic evil + 14 (studded leather armor) + 22 (4d8+4) + 30 ft. + 1214128108 + Dex +4 + + + + + + darkvision 60 ft. + 10 + Gnoll + 1 + + Source + Volo's Guide to Monsters, p. 154 + + Rampage + When 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. + + + Multiattack + The gnoll makes three attacks: one with its bite and two with its shortsword. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Sudden Rush + Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn’t provoke opportunity attacks. + + + + arctic, forest, grassland, hill + + + Gnoll Hunter + M + humanoid (gnoll) + chaotic evil + 13 (leather armor) + 22 (4d8+4) + 30 ft. + 1414128128 + + Perception +3, Stealth +3 + + + + + darkvision 60 ft. + 13 + Gnoll + 1/2 + + Source + Volo's Guide to Monsters, p. 154 + + Rampage + When 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. + + + Multiattack + The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Spear + Melee 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 when used with two hands to make a melee attack. + Spear|4|1d6+2 + Two Handed|4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn. + Longbow|4|1d8+2 + + + + arctic, forest, grassland, hill + + + Gnoll Pack Lord + M + humanoid (gnoll) + chaotic evil + 15 (chain shirt) + 49 (9d8+9) + 30 ft. + 1614138119 + + + + + + + darkvision 60 ft. + 10 + Gnoll + 2 + + Source + Monster Manual, p. 163 + + Rampage + When 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. + + + Multiattack + The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage. + Bite|5|1d10+3 + + + Glaive + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. + Glaive|5|1d10+3 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + Longbow|4|1d8+2 + + + Incite Rampage (Recharge 5-6) + One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. + + + + desert, forest, grassland, hill + + + Gnoll Witherling + M + undead + chaotic evil + 12 (natural armor) + 11 (2d8+2) + 30 ft. + 14812555 + + + + + poison + exhaustion, poisoned + darkvision 60 ft. + 7 + understands Gnoll but can't speak + 1/4 + + Source + Volo's Guide to Monsters, p. 155 + + Rampage + When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The witherling makes two attacks: one with its bite and one with its club, or two with its club. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Club|4|1d4+2 + + + Vengeful Strike + In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack. + + + + arctic, forest, grassland, hill + + + Goat + M + beast + unaligned + 10 + 4 (1d8) + 40 ft. + 1210112105 + + + + + + + + 10 + + 0 + + Source + Monster Manual, p. 330 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||1d4 + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + Ram|3|1d4+1 + + + + grassland, hill, mountain, urban + + + Goblin + S + humanoid (goblinoid) + neutral evil + 15 (leather armor, shield) + 7 (2d6) + 30 ft. + 814101088 + + Stealth +6 + + + + + darkvision 60 ft. + 9 + Common, Goblin + 1/4 + + Source + Monster Manual, p. 166 + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + |4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + forest, grassland, hill, underdark + + + Goblin Boss + S + humanoid (goblinoid) + neutral evil + 17 (chain shirt, shield) + 21 (6d6) + 30 ft. + 10141010810 + + Stealth +6 + + + + + darkvision 60 ft. + 9 + Common, Goblin + 1 + + Source + Monster Manual, p. 166 + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + The goblin makes two attacks with its scimitar. The second attack has disadvantage. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Scimitar|4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. + Javelin|2|1d6 + + + Redirect Attack + When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. + + + + forest, grassland, hill, underdark + + + Gold Dragon Wyrmling + M + dragon + lawful good + 17 (natural armor) + 60 (8d8+24) + 30 ft., fly 60 ft., swim 30 ft. + 191417141116 + Dex +4, Con +5, Wis +2, Cha +5 + Perception +4, Stealth +4 + + + fire + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 3 + + Source + Monster Manual, p. 115 + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. + Bite|6|1d10+4 + + + Breath 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. + Fire Breath||4d10 + + + + + + + Gorgon + L + monstrosity + unaligned + 19 (natural armor) + 114 (12d10+48) + 40 ft. + 2011182127 + + Perception +4 + + + petrified + + darkvision 60 ft. + 14 + + 5 + + Source + Monster Manual, p. 171 + + Trampling Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage. + Gore|8|2d12+5 + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. + Hooves|8|2d10+5 + + + Petrifying 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest, grassland, hill + + + Goristro + H + fiend (demon) + chaotic evil + 19 (natural armor) + 310 (23d12+161) + 40 ft. + 25111561314 + Str +13, Dex +6, Con +13, Wis +7 + Perception +7 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 17 + Abyssal + 17 + + Source + Monster Manual, p. 59 + + Charge + If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||7d10 + + + Labyrinthine Recall + The goristro can perfectly recall any path it has traveled. + + + Magic Resistance + The goristro has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The goristro deals double damage to objects and structures. + + + Multiattack + The goristro makes three attacks: two with its fists and one with its hoof. + + + Fist + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. + Fist|13|3d8+7 + + + Hoof + Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Hoof|13|3d10+7 + + + Gore + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage. + Gore|13|7d10+7 + + + + + + + Gray Ooze + M + ooze + unaligned + 8 + 22 (3d8+9) + 10 ft., climb 10 ft. + 12616162 + + Stealth +2 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 1/2 + + Source + Monster Manual, p. 243 + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any 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 Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee 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+1 + + + + underdark + + + Gray Ooze (Psychic) + M + ooze + unaligned + 8 + 22 (3d8+9) + 10 ft., climb 10 ft. + 12616662 + + Stealth +2 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 1/2 + + Source + Monster Manual, p. 243 + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any 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 Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee 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+1 + + + Psychic Crush (Recharge 5-6) + The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. + + + + + + + Gray Render + L + monstrosity + chaotic neutral + + 19 (natural armor) + 189 (18d10+90) + 30 ft. + 191320368 + Str +8, Con +9 + Perception +2 + + + + + darkvision 60 ft. + 12 + + 12 + + Source + Mordenkainen's Tome of Foes, p. 209 + + + Multiattack + The gray render makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|8|2d12+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. + Claws|8|2d8+4 + + + Bloody Rampage + When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master. + + + + + + + Gray Slaad + M + aberration (shapechanger) + chaotic neutral + 18 (natural armor) + 127 (17d8+51) + 30 ft. + 17171613814 + + Arcana +5, Perception +6 + acid, cold, fire, lightning, thunder + + + + blindsight 60 ft., darkvision 60 ft. + 16 + Slaad, telepathy 60 ft. + 9 + + Source + Monster Manual, p. 277 + + Shapechanger + The slaad can use its action to polymorph into a Small or Medium humanoid, 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. + + + Innate Spellcasting + The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: + + At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image + 2/day each: fear, fly, fireball, tongues + 1/day: plane shift (self only) + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Magic Weapons + The slaad's weapon attacks are magical. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or greatsword. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Bite|7|1d6+3 + + + Claws (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage. + Claws|7|1d10+3 + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Greatsword|7|2d6+3 + + detect magic, detect thoughts, invisibility, mage hand, major image, fear, fly, fireball, tongues, plane shift + + urban + + + Graz'zt + L + fiend (demon, shapechanger) + chaotic evil + 20 (natural armor) + 378 (36d10+180) + 40 ft. + 221521232126 + Dex +9, Con +12, Wis +12 + Deception +15, Insight +12, Perception +12, Persuasion +15 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 24 + all, telepathy 120 ft. + 24 + + Source + Out of the Abyss p. 240 + Mordenkainen's Tome of Foes, p. 149 + + Shapechanger + Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn't transformed. + + + Innate Spellcasting + Graz'zt's spellcasting ability is Charisma (spell save DC 23). Graz'zt can innately cast the following spells, requiring no material components: + + At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers + 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport + 1/day each: dominate monster, greater invisibility + + + Legendary Resistance (3/Day) + If Graz'zt fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Graz'zt has advantage on saving throws against spell and other magic effects. + + + Magic Weapon + Graz'zt's weapon attacks are magical. + + + Multiattack + Graz'zt attacks twice with the Wave of Sorrow. + + + Wave of Sorrow (Greatsword) + Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit; 20 (4d6+6) slashing damage plus 14 (4d6) acid damage. + Wave of Sorrow|13|4d6+6+4d6 + + + Teleport + Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. + + + Lair Actions + On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + + • Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. + + • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. + + + Legendary Actions (3/Turn) + Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn. + + + Attack + Graz'zt attacks once with the Wave of Sorrow. + Wave of Sorrow|13|4d6+6+4d6 + + + Dance, My Puppet! + One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. + + + Sow Discord + Graz'zt casts crown of madness or dissonant whispers. + + + Teleport + Graz'zt uses his Teleport action. + + charm person, crown of madness, detect magic, dispel magic, dissonant whispers, counterspell, darkness, dominate person, sanctuary, telekinesis, teleport, dominate monster, greater invisibility + + + + Greater Zombie + M + undead + neutral evil + 15 (natural armor) + 97 (13d8+39) + 30 ft. + 181017466 + Wis +1 + + cold, necrotic + + poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 8 + + understands the languages it knew in life but can't speak + 5 + + Source + Tales from the Yawning Portal, p. 237 + + Undead Nature + A zombie doesn't require air, food, drink, or sleep. + + + Turn Resistance + The zombie has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + If 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. + + + Multiattack + The zombie makes two melee attacks. + + + Empowered Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage. + Empowered Slam|7|1d6+4 + + + + + + Green Abishai + M + fiend (devil) + lawful evil + + 18 (natural armor) + 187 (25d8+75) + 30 ft., fly 40 ft. + 121716171219 + Int +8, Cha +9 + Deception +9, Insight +6, Perception +6, Persuasion +9 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 16 + Draconic, Infernal, telepathy 120 ft. + 15 + + Source + Mordenkainen's Tome of Foes, p. 162 + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Innate Spellcasting + The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + + At will: alter self, major image + + 3/day each: charm person, detect thoughts, fear + + 1/day each: confusion, dominate person, mass suggestion. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Multiattack + The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. + Longsword|6|1d8+1 + + + Claws + Melee Weapon Attack: +8 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 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Claws|8|2d8+3 + + alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion + + + + Green Dragon Wyrmling + M + dragon + lawful evil + 17 (natural armor) + 38 (7d8+7) + 30 ft., fly 60 ft., swim 30 ft. + 151213141113 + Dex +3, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +3 + + + poison + poisoned + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 95 + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee 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+1d6 + + + Poison 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. + Poison Breath||6d6 + + + + + + + Green Guard Drake + M + dragon + unaligned + 14 (natural armor) + 52 (7d8+21) + 30 ft., swim 30 ft. + 1611164107 + + Perception +2 + poison + + + + darkvision 60 ft. + 12 + understands Draconic but can't speak it + 2 + + Source + Volo's Guide to Monsters, p. 158 + + Amphibious + The guard drake can breathe air and water. + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Tail|5|1d6+3 + + + + forest, urban + + + Green Hag + M + fey + neutral evil + 17 (natural armor) + 82 (11d8+33) + 30 ft. + 181216131414 + + Arcana +3, Deception +4, Perception +4, Stealth +3 + + + + + darkvision 60 ft. + 14 + Common, Draconic, Sylvan + 3 + + Source + Monster Manual, p. 177 + + Amphibious + The hag can breathe air and water. + + + Innate Spellcasting + The 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 mockery + + + Mimicry + The 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. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claws|6|2d8+4 + + + Illusory Appearance + The 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 Passage + The 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + dancing lights, minor illusion, vicious mockery, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + forest, hill, swamp + + + Green Slaad + L + aberration (shapechanger) + chaotic neutral + 16 (natural armor) + 127 (15d10+45) + 30 ft. + 18151611812 + + Arcana +3, Perception +2 + acid, cold, fire, lightning, thunder + + + + blindsight 30 ft., darkvision 60 ft. + 12 + Slaad, telepathy 60 ft. + 8 + + Source + Monster Manual, p. 277 + + Shapechanger + The slaad can use its action to polymorph into a Small or Medium humanoid, 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. + + + Innate Spellcasting + The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: + + At will: detect magic, detect thoughts, mage hand + 2/day each: fear, invisibility (self only) + 1/day: fireball + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. + Bite|7|2d6+4 + + + Claw (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. + Claw|7|1d6+4 + + + Staff + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Staff|7|2d6+4 + + + Hurl Flame + Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. + Hurl Flame|4|3d6 + + detect magic, detect thoughts, mage hand, fear, invisibility, fireball + + + + + Grell + M + aberration + neutral evil + 12 + 55 (10d8+10) + 10 ft., fly 30 ft. (hover) + 15141312119 + + Perception +4, Stealth +6 + + + lightning + blinded, prone + blindsight 60 ft. (blind beyond this radius) + 14 + Grell + 3 + + Source + Monster Manual, p. 172 + + + Multiattack + The grell makes two attacks: one with its tentacles and one with its beak. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. + The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|4|1d10+2 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) piercing damage. + Beak|4|2d4+2 + + + + underdark + + + Grick + M + monstrosity + neutral + 14 (natural armor) + 27 (6d8) + 30 ft., climb 30 ft. + 1414113145 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks + + + + darkvision 60 ft. + 12 + + 2 + + Source + Monster Manual, p. 173 + + Stone Camouflage + The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. + |4|2d6+2 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + forest, underdark + + + Grick Alpha + L + monstrosity + neutral + 18 (natural armor) + 75 (10d10+20) + 30 ft., climb 30 ft. + 1816154149 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks + + + + darkvision 60 ft. + 12 + + 7 + + Source + Monster Manual, p. 173 + + Stone Camouflage + The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Tail|7|2d6+4 + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) slashing damage. + Tentacles|7|4d8+4 + + + Beak + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. + Beak|7|2d8+4 + + + + forest, underdark + + + Griffon + L + monstrosity + unaligned + 12 + 59 (7d10+21) + 30 ft., fly 80 ft. + 1815162138 + + Perception +5 + + + + + darkvision 60 ft. + 15 + + 2 + + Source + Monster Manual, p. 174 + + Keen Sight + The griffon has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The griffon makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + |6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + |6|2d6+4 + + + + arctic, coastal, grassland, hill, mountain + + + Grimlock + M + humanoid (grimlock) + neutral evil + 11 + 11 (2d8+2) + 30 ft. + 161212986 + + Athletics +5, Perception +3, Stealth +3 + + + blinded + + blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius) + 13 + Undercommon + 1/4 + + Source + Monster Manual, p. 175 + + Blind Senses + The grimlock can't use its blindsight while deafened and unable to smell. + + + Keen Hearing and Smell + The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Stone Camouflage + The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Spiked Bone Club + Melee 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+1d4 + + + + underdark + + + Grisha + M + humanoid (Damaran human) + chaotic evil + 18 (chain mail, shield) + 33 (6d8+6) + 30 ft. + 141212111416 + Wis +4, Cha +5 + Persuasion +5, Religion +2 + + + + + + 12 + Common, Undercommon + 2 + + Source + Out of the Abyss p. 232 + + Spellcasting + Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: + + Cantrips (at will): guidance, light, sacred flame, thaumaturgy + 1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from good, shield of faith + 2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon + 3rd level (3 slots): bestow curse, dispel magic, spirit guardian + + + Multiattack + Grisha makes two attacks with his +1 flail. + + + +1 Flail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8+3) bludgeoning damage + +1 Flail|5|1d8+3 + + guidance, light, sacred flame, thaumaturgy, cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith, continual flame, hold person, magic weapon, spiritual weapon, bestow curse, dispel magic, spirit guardian + 4, 3, 3 + + + Grung + S + humanoid (grung) + lawful evil + 12 + 11 (2d6+4) + 25 ft., climb 25 ft. + 71415101110 + Dex +4 + Athletics +2, Perception +2, Stealth +4, Survival +2 + + + poison + poisoned + + 12 + Grung + 1/4 + + Source + Volo's Guide to Monsters, p. 156 + + Amphibious + The grung can breathe air and water. + + + Poisonous Skin + Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Standing Leap + The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. + A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung. + + Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. + + Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. + + Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|4|1d4+2 + Poison||2d4 + + + + forest + + + Grung Elite Warrior + S + humanoid (grung) + lawful evil + 13 + 49 (9d6+18) + 25 ft., climb 25 ft. + 71615101112 + Dex +5 + Athletics +2, Perception +2, Stealth +5, Survival +2 + + + poison + poisoned + + 12 + Grung + 2 + + Source + Volo's Guide to Monsters, p. 157 + + Amphibious + The grung can breathe air and water. + + + Poisonous Skin + Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Standing Leap + The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. + A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung. + + Orange. The poisoned creature is frightened of its allies. + + Gold. The poisoned creature is charmed and can speak Grung. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|5|1d4+3 + Poison||2d4 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Shortbow|5|1d6+3 + Poison||2d4 + + + Mesmerizing Chirr (Recharge 6) + The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + forest + + + Grung Wildling + S + humanoid (grung) + lawful evil + 13 (16 with barkskin) + 27 (5d6+10) + 25 ft., climb 25 ft. + 71615101511 + Dex +5 + Athletics +2, Perception +4, Stealth +5, Survival +4 + + + poison + poisoned + + 14 + Grung + 1 + + Source + Volo's Guide to Monsters, p. 157 + + Amphibious + The grung can breathe air and water. + + + Poisonous Skin + Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Spellcasting + The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: + + 1st level (4 slots): cure wounds, jump + + 2nd level (3 slots): barkskin, spike growth + + 3rd level (2 slots): plant growth + + + Standing Leap + The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. + A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung. + + Red. The poisoned creature must use its action to eat if food is within reach. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|5|1d4+3 + Poison||2d4 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Shortbow|5|1d6+3 + Poison||2d4 + + + + forest + + + Guard + M + humanoid (any race) + any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + 30 ft. + 131212101110 + + Perception +2 + + + + + + 12 + any one language (usually Common) + 1/8 + + Source + Monster Manual, p. 347 + + + Spear + Melee 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+1 + Two Handed|3|1d8+1 + + + + coastal, desert, forest, grassland, hill, mountain, urban + + + Guard Drake + M + dragon + unaligned + 14 (natural armor) + 52 (7d8+21) + 30 ft. + 1611164107 + + Perception +2 + + + + + darkvision 60 ft. + 12 + understands Draconic but can't speak it + 2 + + Source + Volo's Guide to Monsters, p. 158 + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Tail|5|1d6+3 + + + + urban + + + Guardian Naga + L + monstrosity + lawful good + 18 (natural armor) + 127 (15d10+45) + 40 ft. + 191816161918 + Dex +8, Con +7, Int +7, Wis +8, Cha +8 + + + + poison + charmed, poisoned + darkvision 60 ft. + 14 + Celestial, Common + 10 + + Source + Monster Manual, p. 234 + + Rejuvenation + If 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. + + + Spellcasting + The 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: + + • Cantrips (at will): mending, sacred flame, thaumaturgy + + • 1st level (4 slots): command, cure wounds, shield of faith + + • 2nd level (3 slots): calm emotions, hold person + + • 3rd level (3 slots): bestow curse, clairvoyance + + • 4th level (3 slots): banishment, freedom of movement + + • 5th level (2 slots): flame strike, geas + + • 6th level (1 slot): true seeing + + + Bite + Melee 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+4 + + + Spit Poison + Ranged 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|10d8 + + mending, sacred flame, thaumaturgy, command, cure wounds, shield of faith, calm emotions, hold person, bestow curse, clairvoyance, banishment, freedom of movement, flame strike, geas, true seeing + 4, 3, 3, 3, 2, 1 + desert, forest + + + Guardian Portrait + M + construct + unaligned + 5 (natural armor) + 22 (5d8) + 0 ft. + 1110141010 + + + + + poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 10 + Common, plus up to two other languages + 1 + + Source + Curse of Strahd p. 227 + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Innate Spellcasting + The portrait's innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components: + + 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis + + + False Appearance + While the figure in the portrait remains motionless, it is indistinguishable from a normal painting. + + counterspell, crown of madness, hypnotic pattern, telekinesis + + + + Gynosphinx + L + monstrosity + lawful neutral + 17 (natural armor) + 136 (16d10+48) + 40 ft., fly 60 ft. + 181516181818 + + Arcana +12, History +12, Perception +8, Religion +8 + bludgeoning, piercing, and slashing from nonmagical attacks + + psychic + charmed, frightened + truesight 120 ft. + 18 + Common, Sphinx + 11 + + Source + Monster Manual, p. 282 + + Inscrutable + The 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 Weapons + The sphinx's weapon attacks are magical. + + + Spellcasting + The 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: + + • Cantrips (at will): mage hand, minor illusion, prestidigitation + + • 1st level (4 slots): detect magic, identify, shield + + • 2nd level (3 slots): darkness, locate object, suggestion + + • 3rd level (3 slots): dispel magic, remove curse, tongues + + • 4th level (3 slots): banishment, greater invisibility + + • 5th level (1 slot): legend lore + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claw|8|2d8+4 + + + Legendary Actions (3/Turn) + The gynosphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The gynosphinx regains spent legendary actions at the start of her turn. + + + Claw Attack + The 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 lore + 4, 3, 3, 3, 1 + desert + + + Hadrosaurus + L + beast + unaligned + 11 (natural armor) + 19 (3d10+3) + 40 ft. + 1510132105 + + Perception +2 + + + + + + 12 + + 1/4 + + Source + Volo's Guide to Monsters, p. 140 + + + Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage. + Tail|4|1d10+2 + + + + grassland, swamp + + + Half-Ogre (Ogrillon) + L + giant + any chaotic alignment + 12 (hide armor) + 30 (4d10+8) + 30 ft. + 1710147910 + + + + + + + darkvision 60 ft. + 9 + Common, Giant + 1 + + Source + Monster Manual, p. 238 + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands. + One Handed|5|2d8+3 + Two Handed|5|2d10+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage. + Javelin|5|2d6+3 + + + + + + + Half-Red Dragon Veteran + M + humanoid (human) + any alignment + 18 (plate) + 65 (10d8+20) + 30 ft. + 161314101110 + Str +5, Con +4 + Athletics +5, Perception +2 + fire + + + + blindsight 10 ft., darkvision 60 ft. + 12 + Common, Draconic + 5 + + Source + Monster Manual, p. 180 + + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + 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. + One Handed|5|1d8+3 + Two Handed|5|1d10+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. + Heavy Crossbow|3|1d10+1 + + + Fire 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. + Fire Breath||7d6 + + + Parry + The 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. + + + + + + + Harpy + M + monstrosity + chaotic evil + 11 + 38 (7d8+7) + 20 ft., fly 40 ft. + 12131271013 + + + + + + + + 10 + Common + 1 + + Source + Monster Manual, p. 181 + + + Multiattack + The harpy makes two attacks: one with its claws and one with its club. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. + |3|2d4+1 + + + Club + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + |3|1d4+1 + + + Luring Song + The 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 must move on its turn 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + + coastal, forest, hill, mountain + + + Hawk + T + beast + unaligned + 13 + 1 (1d4-1) + 10 ft., fly 60 ft. + 51682146 + + Perception +4 + + + + + + 14 + + 0 + + Source + Monster Manual, p. 330 + Player's Handbook, p. 306 + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Talons|5|1 + + + + + + + Hell Hound + M + fiend + lawful evil + 15 (natural armor) + 45 (7d8+14) + 50 ft. + 1712146136 + + Perception +5 + + + fire + + darkvision 60 ft. + 15 + understands Infernal but can't speak it + 3 + + Source + Monster Manual, p. 182 + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The 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. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. + |5|1d8+3 + + + Fire 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. + ||6d6 + + + + mountain, underdark + + + Hellenrae + M + humanoid (human) + lawful evil + 16 + 78 (12d8+24) + 30 ft. + 131814101513 + + Acrobatics +7, Athletics +4, Insight +5, Perception +5 + + + poison + blinded, poisoned + blindsight 60 ft. (blind beyond this radius) + 15 + Common, Terran + 5 + + Source + Princes of the Apocalypse p. 198 + + Evasion + If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. + + + Stunning Strike (Recharge 5-6) + When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Unarmored Defense + While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. + + + Unarmored Movement + While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed). + + + Multiattack + Hellenrae makes three melee attacks. + + + Unarmed Strike + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage. + Unarmed Strike|7|1d10+4 + + + Parry and Counter + Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach. + + + + + + Hellfire Engine + H + construct + lawful evil + + 18 (natural armor) + 216 (16d12+112) + 40 ft. + 2016242101 + Dex +8, Wis +5, Cha +0 + + cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 120 ft. + 10 + understands Infernal but can't speak + 16 + + Source + Mordenkainen's Tome of Foes, p. 165 + + Constructed Nature + A hellfire engine doesn't require air, food, drink, or sleep. + + + Immutable Form + The hellfire engine is immune to any spell or effect that would alter its form. + + + Magic Resistance + The hellfire engine has advantage on saving throws against spells and other magical effects. + + + Flesh-Crushing Stride + The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. + If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Hellfire Weapons + The hellfire engine uses one of the following options: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. + + + Lightning Flail + Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Flail|11|3d8+5+5d8 + + + Thunder Cannon + The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. + If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. + + + + + + Helmed Horror + M + construct + unaligned + 20 (plate, shield) + 60 (8d8+24) + 30 ft., fly 30 ft. + 181316101010 + + Perception +4 + bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + + force, necrotic, poison + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 60 ft. (blind beyond this radius) + 14 + understands the languages of its creator but can't speak + 4 + + Source + Monster Manual, p. 183 + + Magic Resistance + The helmed horror has advantage on saving throws against spells and other magical effects. + + + Spell Immunity + The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. + + + Multiattack + The helmed horror makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. + |6|1d8+4 + + + + + + + Hezrou + L + fiend (demon) + chaotic evil + 16 (natural armor) + 136 (13d10+65) + 30 ft. + 19172051213 + Str +7, Con +8, Wis +4 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 8 + + Source + Monster Manual, p. 60 + + Magic Resistance + The hezrou has advantage on saving throws against spells and other magical effects. + + + Stench + Any 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Multiattack + The hezrou makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|7|2d10+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Variant: 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. + + + + + + + Hill Giant + H + giant + chaotic evil + 13 (natural armor) + 105 (10d12+40) + 40 ft. + 21819596 + + Perception +2 + + + + + + 12 + Giant + 5 + + Source + Monster Manual, p. 155 + + + Multiattack + The 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+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. + |8|3d10+5 + + + Variant: Squash + Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 26 (6d6+5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + Storm King's Thunder, p. 246 + Squash|8|6d6+5 + + + + hill + + + Hippogriff + L + monstrosity + unaligned + 11 + 19 (3d10+3) + 40 ft, fly 60 ft. + 1713132128 + + Perception +5 + + + + + + 15 + + 1 + + Source + Monster Manual, p. 184 + + Keen Sight + The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The hippogriff makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + |5|1d10+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + |5|2d6+3 + + + + grassland, hill, mountain + + + Hobgoblin + M + humanoid (goblinoid) + lawful evil + 18 (chain mail, shield) + 11 (2d8+2) + 30 ft. + 13121210109 + + + + + + + darkvision 60 ft. + 10 + Common, Goblin + 1/2 + + Source + Monster Manual, p. 186 + + Martial Advantage + Once 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||2d6 + + + Longsword + Melee 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+1 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + + desert, forest, grassland, hill, underdark + + + Hobgoblin Captain + M + humanoid (goblinoid) + lawful evil + 17 (half plate) + 39 (6d8+12) + 30 ft. + 151414121013 + + + + + + + darkvision 60 ft. + 10 + Common, Goblin + 3 + + Source + Monster Manual, p. 186 + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 10 (3d6) 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||3d6 + + + Multiattack + The hobgoblin makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. + |4|2d6+2 + + + Javelin + Melee 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+2 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the hobgoblin 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. + + + + desert, forest, grassland, hill, underdark + + + Hobgoblin Devastator + M + humanoid (goblinoid) + lawful evil + 13 (studded leather armor) + 45 (7d8+14) + 30 ft. + 131214161311 + + Arcana +5 + + + + + darkvision 60 ft. + 11 + Common, Goblin + 4 + + Source + Volo's Guide to Monsters, p. 161 + + Arcane Advantage + Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated. + + + Army Arcane + When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. + + + Spellcasting + The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp + + 1st level (4 slots): fog cloud, magic missile, thunderwave + + 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray + + 3rd level (3 slots): fireball, fly, lightning bolt + + 4th level (1 slot): ice storm + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands. + Quarterstaff|3|1d6+1 + Two Handed|3|1d8+1 + + acid splash, fire bolt, ray of frost, shocking grasp, fog cloud, magic missile, thunderwave, gust of wind, Melf's acid arrow, scorching ray, fireball, fly, lightning bolt, ice storm + 4, 3, 3, 1 + forest, grassland, hill + + + Hobgoblin Iron Shadow + M + humanoid (goblinoid) + lawful evil + 15 + 32 (5d8+10) + 40 ft. + 141615141511 + + Acrobatics +5, Athletics +4, Stealth +5 + + + + + darkvision 60 ft. + 12 + Common, Goblin + 2 + + Source + Volo's Guide to Monsters, p. 162 + + Spellcasting + The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): minor illusion, prestidigitation, true strike + + 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image + + + Unarmored Defense + While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage. + Unarmed Strike|5|1d4+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage. + Dart|5|1d4+3 + + + Shadow Jaunt + The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness. + + minor illusion, prestidigitation, true strike, charm person, disguise self, expeditious retreat, silent image + 3 + forest, grassland, hill + + + Hobgoblin Warlord + M + humanoid (goblinoid) + lawful evil + 20 (plate, shield) + 97 (13d8+39) + 30 ft. + 161416141115 + Int +5, Wis +3, Cha +5 + + + + + + darkvision 60 ft. + 10 + Common, Goblin + 6 + + Source + Monster Manual, p. 187 + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 14 (4d6) 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||4d6 + + + Multiattack + The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. + + + Longsword + Melee Weapon Attack: +9 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|9|1d8+3 + Two Handed|9|1d10+3 + + + Shield Bash + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Shield Bash|9|1d4+3 + + + Javelin + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. + Javelin|9|1d6+3 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. + + + Parry + The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon. + + + + desert, forest, grassland, hill, underdark + + + Hommet Shaw + M + humanoid (human) + neutral + 12 (15 with mage armor) + 19 (3d6+9) + 30 ft. + 111416161010 + Int +5, Wis +2 + + + + + + + 10 + Common, Dwarvish, Elvish, Infernal + 2 + + Source + Sword Coast Legends NPCs (wizards.com) + + Spellcasting + Hommet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (save DC 13, +5 to hit with spell attacks). Hommet has the following wizard spells prepared: + + Cantrips (at will): chill touch, light, shocking grasp + 1st level (4 slots): detect magic, mage armor, magic missile, ray of sickness + 2nd level (2 slots): misty step, ray of enfeeblement + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. + Quarterstaff|2|1d8 + + chill touch, light, shocking grasp, detect magic, mage armor, magic missile, ray of sickness, misty step, ray of enfeeblement + 4, 2 + + + Homunculus + T + construct + neutral + 13 (natural armor) + 5 (2d4) + 20 ft., fly 40 ft. + 4151110107 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 0 + + Source + Monster Manual, p. 188 + + Telepathic Bond + While 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. + + + Bite + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Bite|4|1 + + + + + + + Hook Horror + L + monstrosity + neutral + 15 (natural armor) + 75 (10d10+20) + 30 ft., climb 30 ft. + 1810156127 + + Perception +3 + + + + + blindsight 60 ft., darkvision 10 ft. + 13 + Hook Horror + 3 + + Source + Monster Manual, p. 189 + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage. + Hook|6|2d6+4 + + + + underdark + + + Hook Horror Spore Servant + M + plant + unaligned + 15 (natural armor) + 75 (10d10+10) + 20 ft., climb 20 ft. + 181015261 + + + poison + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + 8 + + 3 + + Source + Out of the Abyss p. 229 + + + Multiattack + The spore servant makes two hook attacks. + + + Hook + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage. + Hook|6|2d6+4 + + + + + + Horned Devil + L + fiend (devil) + lawful evil + 18 (natural armor) + 148 (17d10+55) + 20 ft., fly 60 ft. + 221721121617 + Str +10, Dex +7, Wis +7, Cha +7 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 13 + Infernal, telepathy 120 ft. + 11 + + Source + Monster Manual, p. 74 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The 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. + + + Fork + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage. + Fork|10|2d8+6 + + + Tail + Melee 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+6 + + + Hurl Flame + Ranged 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|4d6 + + + + + + + Hound of Ill Omen + M + monstrosity + unaligned + 14 (natural armor) + 37 (5d10+10) + 50 ft. + 1715153127 + + Perception +3, Stealth +4 + + + + + + 13 + + 1 + + Source + Xanathar's Guide to Everything, p. 51 + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The hound 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. + + + Shadowy Form + The Hound of Ill Omen can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. + + + Relentless Tracker + When summoned, the Hound of Ill Omen targets one creature you can see. At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|5|2d6+3 + + + + + + Howler + L + fiend + chaotic evil + + 16 (natural armor) + 90 (12d10+24) + 40 ft. + 1716155206 + + Perception +8 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + + frightened + darkvision 60 ft. + 15 + understands Abyssal but can’t speak + 8 + + Source + Mordenkainen's Tome of Foes, p. 210 + + Pack Tactics + A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The howler makes two bite attacks. + + + Rending Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance. + Rending Bite|6|2d6+3 + + + Mind-Breaking Howl (Recharge 6) + The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. + + + + + + Howling Hatred Initiate + M + humanoid (human) + neutral evil + 13 (leather) + 9 (2d8) + 30 ft. + 10151010911 + + Deception +2, Religion +2, Stealth +4 + + + + + + 9 + Common + 1/8 + + Source + Princes of the Apocalypse p. 190 + + Guiding Wind (Recharges after a Short or Long Rest) + As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn. + + + Hold Breath + The initiate can hold its breath for 30 minutes. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + + + + + Howling Hatred Priest + M + humanoid (human) + neutral evil + 15 (studded leather) + 45 (10d8) + 30 ft. + 121610141014 + + Acrobatics +5, Intimidation +4, Religion +4 + + + + + + 10 + Auran, Common + 2 + + Source + Princes of the Apocalypse p. 190 + + Hold Breath + The priest can hold its breath for 30 minutes. + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp + + • 1st level (4 slots): feather fall, shield, witch bolt + + • 2nd level (3 slots): dust devil, gust of wind + + • 3rd level (2 slots): gaseous form + + + Multiattack + The priest makes two melee attacks or two ranged attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + Dagger + Melee 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+3 + + blade ward, gust, light, prestidigitation, shocking grasp, feather fall, shield, witch bolt, dust devil, gust of wind, gaseous form + 4, 3, 2 + + + Hulking Crab + H + beast + unaligned + 17 (natural armor) + 76 (8d12+24) + 20 ft., swim 30 ft. + 198163113 + + Stealth +2 + + + + + blindsight 30 ft. + 10 + + 5 + + Source + Storm King's Thunder, p. 240 + + Amphibious + The crab can breathe air and water. + + + Shell Camouflage + While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check. + + + Multiattack + The crab makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3dl0+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target. + Claw|7|3d10+4 + + + + + + Hunter Shark + L + beast + unaligned + 12 (natural armor) + 45 (6d10+12) + swim 40 ft. + 1813151104 + + Perception +2 + + + + + darkvision 30 ft. + 12 + + 2 + + Source + Monster Manual, p. 330 + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + Bite|6|2d8+4 + + + + underwater + + + Hurricane + M + humanoid (human) + lawful evil + 14 + 33 (6d8+6) + 45 ft. + 121613101210 + + Acrobatics +5 + + + + + + 11 + Auran, Common + 2 + + Source + Princes of the Apocalypse p. 191 + + Spellcasting + The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): blade ward, gust, light, prestidigitation + + • 1st level (4 slots): feather fall, jump, thunderwave + + • 2nd level (2 slots): gust of wind + + + Unarmored Defense + While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Unarmored Movement + While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed). + + + Multiattack + The hurricane makes two melee attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Unarmed Strike|5|1d6+3 + + + Deflect Missiles + When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10+9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free. + + blade ward, gust, light, prestidigitation, feather fall, jump, thunderwave, gust of wind + 4, 2 + + + Hutijin + L + fiend (devil) + lawful evil + + 19 (natural armor) + 200 (16d10+112) + 30 ft., fly 60 ft. + 271525231925 + Dex +9, Con +14, Wis +11 + Intimidation +14, Perception +11 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 21 + all, telepathy 120 ft. + 21 + + Source + Mordenkainen's Tome of Foes, p. 174 + + Infernal Despair + Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. + + + Innate Spellcasting + Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: + + At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire + + 3/day each: dispel magic + + 1/day each: heal, symbol (hopelessness only). + + + Legendary Resistance (3/Day) + If Hutijin fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Hutijin has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Hutijin's weapon attacks are magical. + + + Regeneration + Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. + + + Bite + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|15|2d6+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. + Claw|15|2d8+8 + + + Mace + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. + Mace|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. + Tail|15|2d10+8 + + + Teleport + Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Fearful Voice (Recharge 5-6) + In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him 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. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours. + + + + Legendary Actions (3/Turn) + Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn. + + + Attack + Hutijin attacks once with his mace. + + + Lightning Storm (Costs 2 Actions) + Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. + + + Teleport + Hutijin uses his Teleport action. + + alter self, animate dead, detect magic, hold monster, invisibility, lightning bolt, suggestion, wall of fire, dispel magic, heal, symbol + + + + Hydra + H + monstrosity + unaligned + 15 (natural armor) + 172 (15d12+75) + 30 ft., swim 30 ft. + 2012202107 + + Perception +6 + + + + + darkvision 60 ft. + 16 + + 8 + + Source + Monster Manual, p. 190 + + Hold Breath + The hydra can hold its breath for 1 hour. + + + Multiple Heads + The 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 Heads + For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + + + Wakeful + While the hydra sleeps, at least one of its heads is awake. + + + Multiattack + The hydra makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage. + |8|1d10+5 + + + + swamp + + + Hydroloth + M + fiend (yugoloth) + neutral evil + + 15 () + 135 (18d8+54) + 20 ft., swim 40 ft. + 122116191014 + + Insight +4, Perception +4 + cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + fire + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 14 + Abyssal, Infernal, telepathy 60 ft. + 9 + + Source + Mordenkainen's Tome of Foes, p. 249 + + Amphibious + The hydroloth can breathe air and water. + + + Innate Spellcasting + The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: darkness, detect magic, dispel magic, invisibility (self only), water walk + + 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion. + + + Magic Resistance + The hydroloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The hydroloth's weapon attacks are magical. + + + Secure Memory + The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. + + + Watery Advantage + While submerged in liquid, the hydroloth has advantage on attack rolls. + + + Multiattack + The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. + Claws|9|2d8+5 + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. + Bite|9|2d10+5 + + + Steal Memory (1/Day) + The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. + + + Teleport + The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion + + + + Hyena + M + beast + unaligned + 11 + 5 (1d8+1) + 50 ft. + 1113122125 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 331 + + Pack Tactics + The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. + Bite|2|1d6 + + + + desert, forest, grassland, hill + + + Ice Devil + L + fiend (devil) + lawful evil + 18 (natural armor) + 180 (19d10+76) + 40 ft. + 211418181518 + Dex +7, Con +9, Wis +7, Cha +9 + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 12 + Infernal, telepathy 120 ft. + 14 + + Source + Monster Manual, p. 75 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three attacks: one with its bite, one with its claws, and one with its tail. + + + Bite + Melee 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+3d6 + + + Claws + Melee 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+3d6 + + + Tail + Melee 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+3d6 + + + Wall of Ice + The 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. + + + + + + + Ice Devil Spear + L + fiend (devil) + lawful evil + 18 (natural armor) + 180 (19d10+76) + 40 ft. + 211418181518 + Dex +7, Con +9, Wis +7, Cha +9 + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 12 + Infernal, telepathy 120 ft. + 14 + + Source + Monster Manual, p. 75 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes two attacks: one with its spear and one with its tail. + + + Ice Spear + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Spear|10|2d8+5+3d6 + + + Bite + Melee 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+3d6 + + + Claws + Melee 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+3d6 + + + Tail + Melee 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+3d6 + + + Wall of Ice + The 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. + + + + + + + Ice Mephit + S + elemental + neutral evil + 11 + 21 (6d6) + 30 ft., fly 30 ft. + 7131091112 + + Perception +2, Stealth +3 + + bludgeoning, fire + cold, poison + poisoned + darkvision 60 ft. + 12 + Aquan, Auran + 1/2 + + Source + Monster Manual, p. 215 + + Death Burst + When 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||1d8 + + + False Appearance + While 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. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. + Claws|3|1d4+1 + + + Frost Breath (Recharge 6) + The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. + + + Variant: 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. + + fog cloud + + arctic + + + Ice Toad + M + monstrosity + neutral + 12 (natural armor) + 32 (5d8+10) + 30 ft., swim 30 ft. + 1310148106 + + Perception +2 + + + cold + + darkvision 60 ft. + 12 + Ice Toad + 1 + + Source + The Rise of Tiamat p. 90 + + Amphibious + The toad can breathe air or water. + + + Cold Aura + Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. + Cold Aura||1d6 + + + Standing Leap + The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Bite|3|1d8 + + + + + + Illithilich + M + undead + any evil alignment + 17 (natural armor) + 135 (18d8+54) + 30 ft. + 111616201416 + Con +10, Int +12, Wis +9 + Arcana +18, History +12, Insight +9, Perception +9 + cold, lightning, necrotic + + poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + 19 + Deep Speech, Undercommon, telepathy 120 ft. + 22 + + Source + Volo's Guide to Monsters, p. 172 + + Legendary Resistance (3/Day) + If the illithilich fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed illithilich 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. + + + Spellcasting + The illithilich 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: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + + • 4th level (3 slots): blight, dimension door + + • 5th level (3 slots): cloudkill, scrying + + • 6th level (1 slot): disintegrate, globe of invulnerability + + • 7th level (1 slot): finger of death, plane shift + + • 8th level (1 slot): dominate monster, power word stun + + • 9th level (1 slot): power word kill + + + Turn Resistance + The illithilich has advantage on saving throws against any effect that turns undead. + + + Magic Resistance + The illithilich has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The illithilich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. + + At will: detect thoughts, levitate + + 1/day each: dominate monster, plane shift (self only) + + + Paralyzing Touch + Melee 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Paralyzing Touch|12|3d6 + + + Tentacles + Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|12|3d10+5 + + + Extract Brain + Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. + Extract Brain|12|10d10 + + + Mind Blast (Recharge 5-6) + The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast| |5d8+5 + + + Legendary Actions (3/Turn) + The illithilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The illithilich regains spent legendary actions at the start of its turn. + + + Tentacles + The illithilich makes one attack with its tentacles. + + + Extract Brain (Costs 2 Actions) + The illithilich uses Extract Brain. + + + Mind Blast (Costs 3 Actions) + The illithilich recharges its Mind Blast and uses it. + + + Cast Spell (Costs 1-3 Actions) + The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell. + + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, levitate, Melf's acid arrow, 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 kill + 4, 3, 3, 3, 3, 1, 1, 1, 1 + underdark + + + Illusionist + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 38 (7d8+7) + 30 ft. + 91413161112 + Int +5, Wis +2 + Arcana +5, History +5 + + + + + + 10 + any four languages + 3 + + Source + Volo's Guide to Monsters, p. 214 + + Spellcasting + The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: + + Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray + + 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile + + 2nd level (3 slots): invisibility*, mirror image*, phantasmal force + + 3rd level (3 slots): major image*, phantom steed* + + 4th level (1 slot): phantasmal killer* + + *Illusion spell of 1st level or higher + + + Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher) + As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. + Quarterstaff|1|1d6-1 + Two Handed|1|1d8-1 + + dancing lights, mage hand, minor illusion, poison spray, color spray, disguise self, mage armor, magic missile, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer + 4, 3, 3, 1 + urban + + + Illydia Maethellyn + M + humanoid (moon elf) + chaotic good + 15 (chain shirt) + 13 (3d8) + 30 ft. + 91610121414 + Wis +4, Cha +4 + + + + + + darkvision 60 ft. + 14 + Celestial, Common, Draconic, Dwarvish, Elvish, Sylvan + 2 + + Source + Sword Coast Legends NPCs (wizards.com) + + Spellcasting + Illydia is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Illydia has the following cleric spells prepared: + + Cantrips (at will): guidance, sacred flame, spare the dying + 1st level (4 slots): command, cure wounds, guiding bolt, identify, sanctuary + 2nd level (2 slots): augury, lesser restoration, prayer of healing, suggestion + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d8+3 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage. + Longbow|5|1d8+3 + + + Turn Undead (Recharges after a Short or Long Rest) + Illydia presents her holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear her within 30 feet of her 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 Illydia as it can, and it can't willingly move to a space within 30 feet of her. 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. + + guidance, sacred flame, spare the dying, command, cure wounds, guiding bolt, identify, sanctuary, augury, lesser restoration, prayer of healing, suggestion + 4, 2 + + + Imix + H + elemental + neutral evil + 17 + 325 (26d12+156) + 50 ft., fly 50 ft. + 192422151623 + Dex +14, Con +13, Cha +13 + + bludgeoning, piercing, and slashing from nonmagical weapons + + fire, poison + charmed, frightened, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + 13 + Common, Ignan + 19 + + Source + Princes of the Apocalypse p. 214 + + Empowered Attacks + Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. + + + Fire Aura + At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him + Fire Aura||5d6 + + + Fire Form + Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. + + + Illumination + Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet. + + + Legendary Resistance (3/Day) + If Imix fails a saving throw, he can choose to succeed instead. + + + Innate Spellcasting + Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + + • At will: fireball, wall of fire + + • 3/day each: fire storm, haste, teleport + + + Magic Resistance + Imix has advantage on saving throws against spells and other magical effects. + + + Multiattack + Imix makes two slam attacks or two flame blast attacks. + + + Slam + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 18 (5d6) fire damage. + Slam|12|2d10+7+5d6 + + + Flame Blast + Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage. + Flame Blast|12|10d6 + + + Summon Elementals (1/Day) + Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points. + + + Legendary Actions (3/Turn) + Imix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Imix regains spent legendary actions at the start of his turn. + + + Heat Wave + Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + Heat Wave||2d8 + + + Teleport (Costs 2 Actions) + Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him. + + + Combustion (Costs 3 Actions) + Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire. + Combustion||20d6 + + fireball, wall of fire, fire storm, haste, teleport + + + + Imp + T + fiend (devil) + lawful evil + 13 + 10 (3d4+3) + 20 ft., fly 40 ft. + 61713111214 + + Deception +4, Insight +3, Persuasion +4, Stealth +5 + cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons + + fire, poison + poisoned + darkvision 120 ft. + 11 + Infernal, Common + 1 + + Source + Monster Manual, p. 76 + Player's Handbook, p. 306 + + Shapechanger + The 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 Sight + Magical darkness doesn't impede the imp's darkvision. + + + Magic Resistance + The imp has advantage on saving throws against spells and other magical effects. + + + Variant: Familiar + The 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+3 + + + Invisibility + The 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + + Intellect Devourer + T + aberration + lawful evil + 12 + 21 (6d4+6) + 40 ft. + 61413121110 + + Perception +2, Stealth +4 + bludgeoning, piercing, and slashing from nonmagical attacks + + + blinded + blindsight 60 ft. (blind beyond this radius) + 12 + understands Deep Speech but can't speak, telepathy 60 ft. + 2 + + Source + Monster Manual, p. 191 + + Detect Sentience + The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Multiattack + The intellect devourer makes one attack with its claws and uses Devour Intellect. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. + Claws|4|2d4+2 + + + Devour Intellect + The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Body Thief + The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. + If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. + + + + underdark + + + Invisible Stalker + M + elemental + neutral + 14 + 104 (16d8+32) + 50 ft., fly 50 ft. (hover) + 161914101511 + + Perception +8, Stealth +10 + bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 18 + Auran, understands Common but doesn't speak it + 6 + + Source + Monster Manual, p. 192 + + Invisibility + The stalker is invisible. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Faultless Tracker + The 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. + + + Multiattack + The stalker makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. + Slam|6|2d6+3 + + + + urban + + + Iron Cobra + M + construct + unaligned + + 13 () + 45 (7d8+14) + 30 ft. + 1216143101 + + Stealth +7 + + + poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands one language of its creator but can’t speak + 4 + + Source + Mordenkainen's Tome of Foes, p. 125 + + Constructed Nature + A clockwork doesn't require air, food, drink, or sleep. + + + Magic Resistance + The iron cobra has advantage on saving throws against spells and other magical effects. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. + A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. + + d10 — Enhancement: + + 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. + + 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. + + 3 — Improved Armor. The clockwork's AC increases by 2. + + 4 — Increased Speed. The clockwork's speed increases by 10 feet. + + 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. + + 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. + + 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. + + 8 — Suction. The clockwork gains a climbing speed of 30 feet. + + 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). + + 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + Clockwork Malfunctions: + + d10 — Malfunction + + 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. + + 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. + + 3 — Ground Fault. The clockwork has vulnerability to lightning damage. + + 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. + + 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. + + 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. + + 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. + + 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. + + 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. + + 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: + + 1. Poison Damage: The target takes 13 (3d8) poison damage. + + 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. + + 3. Paralysis: The target is paralyzed until the end of its next turn. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Bite|5|1d6+3 + + + + + + Iron Golem + L + construct + unaligned + 20 (natural armor) + 210 (20d10+100) + 30 ft. + 249203111 + + + + + fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 16 + + Source + Monster Manual, p. 170 + + Fire Absorption + Whenever 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 Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two melee attacks. + + + Slam + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. + Slam|13|3d8+7 + + + Sword + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage. + Sword|13|3d10+7 + + + Poison 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. + Poison Breath||10d8 + + + + + + + Ixitxachitl + S + aberration + chaotic evil + 15 (natural armor) + 18 (4d6+4) + 0 ft., swim 30 ft. + 12161312137 + + + + + + + darkvision 60 ft. + 11 + Abyssal, Ixitxachitl + 1/4 + + Source + Out of the Abyss p. 225 + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. + Bite|3|1d6+1 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Barbed Tail|5|1d8+3 + + + + + + Ixitxachitl Cleric + S + aberration + chaotic evil + 15 (natural armor) + 18 (4d6+4) + 0 ft., swim 30 ft. + 12161312137 + + + + + + + darkvision 60 ft. + 11 + Abyssal, Ixitxachitl + 1/4 + + Source + Out of the Abyss p. 226 + + Spellcasting + The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared: + + Cantrips (at will): guidance, thaumaturgy + 1st level (4 slots): charm person, create or destroy water + 2nd level (3 slots): hold person, silence + 3rd level (2 slots): dispel magic, tongues + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. + Bite|3|1d6+1 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Barbed Tail|5|1d8+3 + + guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues + 4, 3, 2 + + + Iymrith (Giant Form) + H + giant + lawful evil + 16 (scale mail) + 481 (26d20+208) + 50 ft., swim 50 ft. + 291420181721 + Str +14, Con +10, Wis +8, Cha +10 + Perception +17, Stealth +7 + cold + + lightning, thunder + + + 27 + Common, Draconic, Giant, Terran + 23 + + Source + Storm King's Thunder, p. 241 + + Legendary Resistance (3/Day) + If Iymrith fails a saving throw, she can choose to succeed instead. + + + Amphibious + Iymrith can breathe air and water. + + + Innate Spellcasting + Iymrith's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: + + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + + Multiattack + Iymrith makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Iymrith hurls a magical lightning bolt at a point she 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. + Lightning Strike||12d8 + + + Change Shape + Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form. + + detect magic, feather fall, levitate, light, control weather, water breathing + + + + Iymrith the Dragon + G + dragon + lawful evil + 22 (natural armor) + 481 (26d20+208) + 40 ft., burrow 40 ft., fly 80 ft. + 291027181721 + Dex +7, Con +15, Wis +10, Cha +12 + Perception +17, Stealth +7 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic, Giant, Terran + 23 + + Source + Storm King's Thunder, p. 241 + + Legendary Resistance (3/Day) + If Iymrith fails a saving throw, she can choose to succeed instead. + + + Innate Spellcasting + Iymrith's spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: + + 1/day each: counterspell, detect magic, ice storm, stone shape, teleport + + + Multiattack + Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. + + + Bite + Melee 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+2d10 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. + Claw|16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage. + Tail|16|2d8+9 + + + Frightful Presence + Each creature of Iymrith's choice that is within 120 feet of her and aware of her 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 Iymrith's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lightning Breath (Recharge 5-6) + Iymrith 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. + Lightning Breath||16d10 + + + Change Shape + Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form. + + + Legendary Actions (3/Turn) + Iymrith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Iymrith regains spent legendary actions at the start of her turn. + + + Detect + Iymrith makes a Wisdom (Perception) check. + + + Tail Attack + Iymrith makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Iymrith 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. + + counterspell, detect magic, ice storm, stone shape, teleport + + + + Izek Strazni + M + humanoid (human) + neutral evil + 14 (studded leather armor) + 112 (15d8+45) + 30 ft. + 18151610915 + + Intimidation +8, Perception +2 + + + + + + 12 + Common + 5 + + Source + Curse of Strahd p. 231 + + Brute + A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack). + + + Multiattack + Izek makes two attacks with his battleaxe. + + + Battleaxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands. + One Handed|7|2d8+4 + Two Handed|7|2d10+4 + + + Hurl Flame + Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire. + Hurl Flame|5|3d6 + + + + + + Jackal + S + beast + unaligned + 12 + 3 (1d6) + 40 ft. + 815113126 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 331 + + Keen Hearing and Smell + The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage. + Bite|1|1d4-1 + + + + desert, grassland + + + Jackalwere + M + humanoid (shapechanger) + chaotic evil + 12 + 18 (4d8) + 40 ft. + 111511131110 + + Deception +4, Perception +2, Stealth +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 12 + Common (can't speak in jackal form) + 1/2 + + Source + Monster Manual, p. 193 + + Shapechanger + The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, 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. + + + Keen Hearing and Smell + The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The jackalwere 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. + + + Bite (Jackal or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Scimitar (Human or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Scimitar|4|1d6+2 + + + Sleep Gaze + The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + desert, grassland + + + Jaculi + L + beast + unaligned + 14 (natural armor) + 16 (3d10) + 30 ft., climb 20 ft. + + 151411283 + + Athletics +4, Perception +1, Stealth +4 + + + + + blindsight 30 ft. + 11 + + 1/2 + + Source + Tomb of Annihilation, p. 225 + + Camouflage + The jaculi has advantage on Dexterity (Stealth) checks made to hide. + + + Keen Smell + The jaculi has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. + Bite|4|2d6+2 + + + Spring + The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage. + + + + + + Jamna Gleamsilver + S + humanoid (gnome) + neutral + 15 (leather armor) + 22 (4d6+8) + 25 ft. + 81714151012 + Dex +5, Int +4 + Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7 + + + + + darkvision 60 ft. + 14 + Common, Gnomish, Goblin, Sylvan + 1 + + Source + Hoard of the Dragon Queen p. 91 + + Cunning Action + Jamna can take a bonus action to take the Dash, Disengage, or Hide action. + + + Gnome Cunning + Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic. + + + Spellcasting + Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list. + + • Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost + + • 1st level (3 slots): charm person, color spray, disguise self, longstrider + + + Multiattack + Jamna attacks twice with her shortswords. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) piercing damage, or 9 (1d6+3 plus 1d6) piercing damage if the target is Medium or larger. + Shortsword|5|1d6+3+1d6 + + mage hand, minor illusion, prestidigitation, ray of frost, charm person, color spray, disguise self, longstrider + 3 + + + Jarhild Stoneforge + M + humanoid (shield dwarf) + lawful good + 17 (scale mail, shield, defense fighting style) + 25 (3d10+9) + 25 ft. + 161016121310 + Str +5, Con +5 + + poison + + + + darkvision 60 ft. + 11 + Common, Dwarvish + 2 + + Source + Sword Coast Legends NPCs (wizards.com) + + Dwarven Resilience + Jarhild has advantage on saving throws against poison. + + + Improved Critical + Jarhild's weapon attacks score a critical hit on a roll of 19 or 20. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Longsword|5|1d8+3 + + + Handaxe + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage. + Handaxe|5|1d6+3 + + + + + + Juiblex + H + fiend (demon) + chaotic evil + 18 (natural armor) + 350 (28d12+168) + 30 ft. + 241023202016 + Dex +7, Con +13, Wis +12 + Perception +12 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious + truesight 120 ft. + 22 + all, telepathy 120 ft. + 23 + + Source + Out of the Abyss p. 242 + Mordenkainen's Tome of Foes, p. 151 + + Foul + Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. + + + Innate Spellcasting + Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: + + At will: acid splash (17th level), detect magic + 3/day each: blight, contagion, gaseous form + + + Legendary Resistance (3/Day) + If Juiblex fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Juiblex has advantage on saving throws against spells and other magic effects. + + + Magic Weapon + Juiblex's weapon attacks are magical. + + + Regeneration + Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Spider Climb + Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + Juiblex makes three acid lash attacks. + + + Acid Lash + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute. + Acid Lash|14|4d6+7 + + + Eject Slime (Recharge 5-6) + Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed. + Eject Slime||10d10 + + + Lair Actions + On initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: + + • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. + A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. + If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. + + • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. + If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. + + • A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Legendary Actions (3/Turn) + Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn. + + + Acid Splash + Juiblex casts acid splash. + + + Attack + Juiblex makes one acid lash attack. + Acid Lash|14|4d6+7 + + + Corrupting Touch (Costs 2 Actions) + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6+ 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while Within 10 of the target. + Corrupting Touch|14|4d6+7 + + acid splash, detect magic, blight, contagion, gaseous form + + + + Kalka-Kylla + L + monstrosity + neutral + 15 (natural armor) + 85 (10d10+30) + 30 ft., swim 30 ft. + 171216151612 + + Deception +3, Insight +5, Stealth +3 + + + + + blindsight 30 ft. + 13 + Olman + 3 + + Source + Tales from the Yawning Portal, p. 238 + + Amphibious + Kalka-Kylla can breathe air and water. + + + False Appearance + While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder. + + + Shell + Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed. + + + Multiattack + Kalka-Kylla makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Claw|5|2d6+3 + + + + + + Kamadan + L + monstrosity + unaligned + 13 + 67 (9d10+18) + 30 ft. + + 16161431410 + + Perception +4, Stealth +7 + + + + + + 14 + + 4 + + Source + Tomb of Annihilation, p. 225 + + Keen Smell + The kamadan has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks — one with its bite and one with its snakes — against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Multiattack + The kamadan makes two attacks: one with its bite or claw and one with its snakes. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Claw|5|1d6+3 + + + Snakes + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + Snakes|5|1d6+3 + + + Sleep Breath (Recharges after a Short or Long Rest) + The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + + + Kasimir Velikov + M + humanoid (elf) + neutral + 12 (15 with mage armor) + 40 (9d8) + 30 ft. + 91411171211 + Int +6, Wis +4 + Arcana +6, History +6 + + + + + darkvision 60 ft. + 11 + Common, Elvish, two other languages + 6 + + Source + Curse of Strahd p. 232 + + Spellcasting + Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared: + + • Cantrips (at will): fire bolt, light, mage hand, prestidigitation + + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + + • 2nd level (3 slots): misty step, suggestion + + • 3rd level (3 slots): counterspell, fireball, fly + + • 4th level (3 slots): greater invisibility, ice storm + + • 5th level (1 slot): cone of cold + + + Special Equipment + Kasimir wears a ring of warmth and carries a spellbook containing his prepared spells plus arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, ray of frost, and wall of stone. + + + Fey Ancestry + Kasimir has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Dagger + Melee 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+2 + + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + 4, 3, 3, 3, 1 + + + Kelpie + M + plant + neutral evil + 14 (natural armor) + 67 (9d8+27) + 10 ft., swim 30 ft. + 14141671210 + + Perception +3, Stealth +4 + bludgeoning, fire, piercing + + + blinded, deafened, exhaustion + blindsight 60 ft. + 13 + Common, Sylvan + 4 + + Source + Tales from the Yawning Portal, p. 238 + + Amphibious + The kelpie can breathe air and water. + + + Seaweed Shape + The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies. + + + False Appearance + While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed. + + + Multiattack + The kelpie makes two slam attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Slam|4|2d8+2 + + + Drowning Hypnosis + The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). + The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. + If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks. + Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + + + + Kenku + M + humanoid (kenku) + chaotic neutral + 13 + 13 (3d8) + 30 ft. + 101610111010 + + Deception +4, Perception +2, Stealth +5 + + + + + + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + Source + Monster Manual, p. 194 + + Ambusher + The kenku has advantage on attack rolls against any creature it has surprised. + + + Mimicry + The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + + forest, urban + + + Ki-rin + H + celestial + lawful good + 20 (natural armor) + 152 (16d12+48) + 60 ft., fly 120 ft. (hover) + 211616192020 + + Insight +9, Perception +9, Religion +8 + + + poison + poisoned + blindsight 30 ft., darkvision 120 ft. + 19 + all, telepathy 120 ft. + 12 + + Source + Volo's Guide to Monsters, p. 163 + + Innate Spellcasting + The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: + + At will: gaseous form, major image (6th-level version), wind walk + + 1/day: create food and water + + + Legendary Resistance (3/Day) + If the ki-rin fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The ki-rin has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The ki-rin’s weapon attacks are magical. + + + Spellcasting + The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: + + Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy + + 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary + + 2nd level (3 slots): calm emotions, lesser restoration, silence + + 3rd level (3 slots): dispel magic, remove curse, sending + + 4th level (3 slots): banishment, freedom of movement, guardian of faith + + 5th level (3 slots): greater restoration, mass cure wounds, scrying + + 6th level (1 slot): heroes’ feast, true seeing + + 7th level (1 slot): etherealness, plane shift + + 8th level (1 slot): control weather + + 9th level (1 slot): true resurrection + + + Multiattack + The ki-rin makes three attacks: two with its hooves and one with its horn. + + + Hoof + Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage. + Hoof|9|2d4+5 + + + Horn + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. + Horn|9|2d8+5 + + + Legendary Actions (3/Turn) + The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn. + + + Detect + The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check. + + + Smite + The ki-rin makes a hoof attack or casts sacred flame. + + + Move + The ki-rin moves up to its half its speed without provoking opportunity attacks. + + gaseous form, major image, wind walk, create food and water, light, mending, sacred flame, spare the dying, thaumaturgy, command, cure wounds, detect evil and good, protection from evil and good, sanctuary, calm emotions, lesser restoration, silence, dispel magic, remove curse, sending, banishment, freedom of movement, guardian of faith, greater restoration, mass cure wounds, scrying, heroes' feast, true seeing, etherealness, plane shift, control weather, true resurrection + 4, 3, 3, 3, 3, 1, 1, 1, 1 + coastal, desert, grassland, mountain + + + Killer Whale + H + beast + unaligned + 12 (natural armor) + 90 (12d12+12) + swim 60 ft. + 1910133127 + + Perception +3 + + + + + blindsight 120 ft. + 13 + + 3 + + Source + Monster Manual, p. 331 + + Echolocation + The whale can't use its blindsight while deafened. + + + Hold Breath + The whale can hold its breath for 30 minutes + + + Keen Hearing + The whale has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage. + Bite|6|5d6+4 + + + + underwater + + + Knight + M + humanoid (any race) + any alignment + 18 (plate) + 52 (8d8+16) + 30 ft. + 161114111115 + Con +4, Wis +2 + + + + + + + 10 + any one language (usually Common) + 3 + + Source + Monster Manual, p. 347 + + Brave + The knight has advantage on saving throws against being frightened. + + + Multiattack + The knight makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + |5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. + |2|1d10 + + + Leadership (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. + + + Parry + The 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 + + + Kobold + S + humanoid (kobold) + lawful evil + 12 + 5 (2d6-2) + 30 ft. + 7159878 + + + + + + + darkvision 60 ft. + 8 + Common, Draconic + 1/8 + + Source + Monster Manual, p. 195 + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The 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. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + |4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + |4|1d4+2 + + + + arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban + + + Kobold Dragonshield + S + humanoid (kobold) + lawful evil + 15 (leather armor, shield) + 44 (8d6+16) + 20 ft. + 1215148910 + + Perception +1 + + + + + darkvision 60 ft. + 11 + Common, Draconic + 1 + + Source + Volo's Guide to Monsters, p. 165 + + Dragon's Resistance + The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green). + + + Heart of the Dragon + If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kobold makes two melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. + Spear|3|1d6+1 + Two Handed|2|1d8+1 + + + + forest, hill, mountain, underdark + + + Kobold Inventor + S + humanoid (kobold) + lawful evil + 12 + 13 (3d6+3) + 30 ft. + 71512878 + + Perception +0 + + + + + darkvision 60 ft. + 10 + Common, Draconic + 1/4 + + Source + Volo's Guide to Monsters, p. 166 + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Sling|4|1d4+2 + + + Weapon Invention + The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: + + 1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. + + 2. Alchemist’s fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. + + 3. Basket of Centipedes. The kobold throws a small basket into a S-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there's a 50 percent chance that the swarm disperses. + + 4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined S-foot-square section of wall or floor within 5 feet of the target. + + 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square. + + 6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 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. + + 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions 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. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest. + + 8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there’s a 50 percent chance that the swarm disperses. + Acid|4|2d6 + Alchemist's Fire|4|1d4 + Green Slime Pot|4| + Scorpion on a Stick|4|1+1d8 + + + + forest, hill, mountain, underdark, urban + + + Kobold Scale Sorcerer + S + humanoid (kobold) + lawful evil + 15 (natural armor) + 27 (5d6+10) + 30 ft. + 7151410914 + + Arcana +2, Medicine +1 + + + + + darkvision 60 ft. + 9 + Common, Draconic + 1 + + Source + Volo's Guide to Monsters, p. 167 + + Spellcasting + The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: + + Cantrips (at will): fire bolt, mage hand, mending, poison spray + + 1st level (4 slots): charm person, chromatic orb, expeditious retreat + + 2nd level (2 slots): scorching ray + + + Sorcery Points + The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: + + Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. + + Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + fire bolt, mage hand, mending, poison spray, charm person, chromatic orb, expeditious retreat, scorching ray + 4, 2 + forest, hill, mountain, underdark, urban + + + Korred + S + fey + chaotic neutral + 17 (natural armor) + 102 (12d6+60) + 30 ft., burrow 30 ft. + 23142010159 + + Athletics +9, Perception +5, Stealth +5 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft., tremorsense 120 ft. + 15 + Dwarvish, Gnomish, Sylvan, Terran, Undercommon + 7 + + Source + Volo's Guide to Monsters, p. 168 + + Command Hair + The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. + A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. + + + Innate Spellcasting + The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: + + At will: commune with nature, meld into stone, stone shape + + 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance + + + Stone Camouflage + The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Stone's Strength + While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks). + + + Multiattack + The korred makes two attacks with its greatclub or hurls two rocks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground. + Greatclub|9|1d8+6 + On Ground|9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground. + Rock|9|2d8+6 + On Ground|9|4d8+6 + + commune with nature, meld into stone, stone shape, conjure elemental, Otto's irresistible dance + + forest + + + Kraken + G + monstrosity (titan) + chaotic evil + 18 (natural armor) + 472 (27d20+189) + 20 ft., swim 60 ft. + 301125221820 + Str +17, Dex +7, Con +14, Int +13, Wis +11 + + + + lightning; bludgeoning, piercing, and slashing from nonmagical attacks + frightened, paralyzed + truesight 120 ft. + 14 + understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + 23 + + Source + Monster Manual, p. 197 + + Amphibious + The kraken can breathe air and water. + + + Freedom of Movement + The 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 Monster + The kraken deals double damage to objects and structures. + + + Multiattack + The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. + + + Bite + Melee Weapon Attack: +17 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|17|3d8+10 + + + Tentacle + Melee Weapon Attack: +17 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacle|17|3d6+10 + + + Fling + One 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Lightning Storm + The 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||4d10 + + + Legendary Actions (3/Turn) + The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. + + + Tentacle Attack or Fling + The 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 + + + Kraken Priest + M + humanoid (any race) + any evil alignment + 10 + 75 (10d8+30) + 30 ft., swim 30 ft. + 121016101514 + + Perception +5 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + + 15 + any two languages + 5 + + Source + Volo's Guide to Monsters, p. 215 + + Amphibious + The priest can breathe air and water. + + + Innate Spellcasting + The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: command, create or destroy water + + 3/day each: control water, darkness, water breathing, water walk + + 1/day each: call lightning, Evard’s black tentacles + + + Thunderous Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. + Thunderous Touch|5|5d10 + + + Voice of the Kraken (Recharges after a Short or Long Rest) + A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles + + coastal, underwater + + + Kruthik Hive Lord + L + monstrosity + unaligned + + 20 (natural armor) + 102 (12d10+36) + 40 ft., burrow 20 ft., climb 40 ft. + 191617101410 + + + + + + + darkvision 60 ft., tremorsense 60 ft. + 12 + Kruthik + 5 + + Source + Mordenkainen's Tome of Foes, p. 212 + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The kruthik makes two stab attacks or two spike attacks. + + + Stab + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. + Stab|7|1d10+4 + + + Spike + Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + Spike|6|1d6+4 + + + Acid Spray (Recharge 5-6) + The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. + + + + + + Kuo-Toa + M + humanoid (kuo-toa) + neutral evil + 13 (natural armor, shield) + 18 (4d8) + 30 ft., swim 30 ft. + 13101111108 + + Perception +4 + + + + + darkvision 120 ft. + 14 + Undercommon + 1/4 + + Source + Monster Manual, p. 199 + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Spear + Melee 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+1 + Two Handed|3|1d8+1 + + + Net + Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Net|3|0 + + + Sticky Shield + When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + + + underdark + + + Kuo-Toa Archpriest + M + humanoid (kuo-toa) + neutral evil + 13 (natural armor) + 97 (13d8+39) + 31 ft., swim 30 ft. + 161416131614 + + Perception +9, Religion +6 + + + + + darkvision 120 ft. + 19 + Undercommon + 6 + + Source + Monster Manual, p. 200 + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Spellcasting + The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + + • Cantrips (at will): guidance, sacred flame, thaumaturgy + + • 1st level (4 slots): detect magic, sanctuary, shield of faith + + • 2nd level (3 slots): hold person, spiritual weapon + + • 3rd level (3 slots): spirit guardians, tongues + + • 4th level (3 slots): control water, divination + + • 5th level (2 slots): mass cure wounds, scrying + + + Multiattack + The kuo-toa makes two melee attacks. + + + Scepter + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 14 (4d6) lightning damage. + Scepter|6|1d6+3+4d6 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. + Unarmed Strike|6|1d4+3 + + guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying + 4, 3, 3, 3, 2 + underdark + + + Kuo-Toa Monitor + M + humanoid (kuo-toa) + neutral evil + 13 (natural armor, unarmored defense) + 65 (10d8+20) + 33 ft., swim 30 ft. + 141014121411 + + Perception +6, Religion +4 + + + + + darkvision 120 ft. + 16 + Undercommon + 2 + + Source + Monster Manual, p. 198 + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Unarmored Defense + The kuo-toa adds its Wisdom modifier to its armor class. + + + Multiattack + The kuo-toa makes one bite attack and two unarmed strikes. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|6|1d4+2 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. + Unarmed Strike|6|1d6+2+1d6 + + + + + + + Kuo-Toa Whip + M + humanoid (kuo-toa) + neutral evil + 11 (natural armor) + 65 (10d8+20) + 32 ft., swim 30 ft. + 141014121411 + + Perception +6, Religion +4 + + + + + darkvision 120 ft. + 16 + Undercommon + 1 + + Source + Monster Manual, p. 200 + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Spellcasting + The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + + • Cantrips (at will): sacred flame, thaumaturgy + + • 1st level (3 slots): bane, shield of faith + + + Multiattack + The kuo-toa makes two attacks: one with its bite and one with its pincer staff. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Pincer Staff + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Pincer Staff|4|1d6+2 + + sacred flame, thaumaturgy, bane, shield of faith + 3 + underdark + + + Lamia + L + monstrosity + chaotic evil + 13 (natural armor) + 97 (13d10+26) + 30 ft. + 161315141516 + + Deception +7, Insight +4, Stealth +3 + + + + + darkvision 60 ft. + 12 + Abyssal, Common + 4 + + Source + Monster Manual, p. 201 + + Innate Spellcasting + The 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: geas + + + Multiattack + The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. + Claws|5|2d10+3 + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + Dagger|5|1d4+3 + + + Intoxicating Touch + Melee 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. + Intoxicating Touch|5| + + disguise self, major image, charm person, mirror image, scrying, suggestion, geas + + desert + + + Langdedrosa Cyanwrath + M + humanoid (half-dragon) + lawful evil + 17 (splint) + 57 (6d12+18) + 30 ft. + 191316101412 + Str +6, Con +5 + Athletics +6, Intimidation +3, Perception +4 + lightning + + + + blindsight 10 ft., darkvision 60 ft. + 14 + Common, Draconic + 4 + + Source + Hoard of the Dragon Queen p. 91 + + Action Surge (Recharges on a Short or Long Rest) + On his turn, Langdedrosa can take one additional action. + + + Improved Critical + Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20. + + + Multiattack + Langdedrosa attacks twice, either with his greatsword or spear. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Greatsword|6|2d6+4 + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6+4) piercing damage. + One Handed|6|1d6+4 + Two Handed|6|1d8+4 + + + Lightning Breath (Recharge 5-6) + Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath|0|4d10 + + + + + + Larethar Gulgrin + M + humanoid (gold dwarf) + neutral + 15 (studded leather) + 19 (3d8+6) + 25 ft. + 12161414109 + Dex +5, Int +4 + + poison + + + + darkvision 60 ft. + 10 + Common, Dwarvish, Thieves' Cant + 2 + + Source + Sword Coast Legends NPCs (wizards.com) + + Dwarven Resilience + Larethar has advantage on saving throws against poison. + + + Sneak Attack (1/Turn) + Larethar deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Larethar that isn't incapacitated and Larethar doesn't have disadvantage on the attack roll. + Sneak Attack||2d6 + + + Cunning Action/Fast Hands + Larethar can take a bonus action on each of his turns in combat. This action can be used to take the Dash, Disengage, Hide, or Use an Object actions. He can also use this action to make a Dexterity (Sleight of Hand) check with a +5 bonus, or to use his thieves' tools to disarm a trap or open a lock. + + + Thief + Larethar gets a +7 to Dexterity checks he can make while using his thieves' tools. + + + Multiattack + Larethar makes two attacks: one with his dagger and one with his shortsword. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + Dagger||5|1d4+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Light Crossbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage. + Light Crossbow|5|1d8+3 + + + + + + Lava Child + M + humanoid + neutral + 11 + 60 (8d8+24) + 25 ft. + 181316111010 + Athletics +6, Survival +2 + fire, bludgeoning, piercing, and slashing from metal weapons + darkvision 60ft. + 10 + Common, Ignan + 3 + + Source + Waterdeep - Dungeon of the Mad Mage, p. 313 + + Metal Immunity + The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield. + + + Multiattack + The lava child makes two attacks- one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6+4) piercing damage + Bite|6|2d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage + Claws|7|1d6+4 + + + + Underdark + + + Lemure + M + fiend (devil) + lawful evil + 7 + 13 (3d8) + 15 ft. + 105111113 + + + cold + + fire, poison + charmed, frightened, poisoned + darkvision 120 ft. + 10 + understands infernal but can't speak + 0 + + Source + Monster Manual, p. 76 + + Devil's Sight + Magical darkness doesn't impede the lemure's darkvision. + + + Hellish Rejuvenation + A 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. + + + + + + + Leucrotta + L + monstrosity + chaotic evil + 14 (natural armor) + 67 (9d10+18) + 50 ft. + 1814159126 + + Deception +2, Perception +3 + + + + + darkvision 60 ft. + 13 + Abyssal, Gnoll + 3 + + Source + Volo's Guide to Monsters, p. 169 + + Keen Smell + The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. + + + Kicking Retreat + If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. + + + Mimicry + The leucrotta 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. + + + Rampage + When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. + + + Multiattack + The leucrotta makes two attacks: one with its bite and one with its hooves. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. + Bite|6|1d8+4 + Critical|6|3d8+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|6|2d6+4 + + + + desert, grassland + + + Leviathan + G + elemental + neutral + + 17 () + 328 (16d20+160) + 40 ft., swim 120 ft. + 30243021817 + Wis +10, Cha +9 + + bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + 14 + + 20 + + Source + Mordenkainen's Tome of Foes, p. 198 + + Legendary Resistance (3/Day) + If the leviathan fails a saving throw, it can choose to succeed instead. + + + Partial Freeze + If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. + + + Siege Monster + The leviathan deals double damage to objects and structures (included in Tidal Wave). + + + Water Form + The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The leviathan makes two attacks: one with its slam and one with its tail. + + + Slam + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. + Slam|16|1d10+10+1d10 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. + Tail|16|1d12+10+1d12 + + + Tidal Wave (Recharge 6) + While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. + When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. + At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. + A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. + + + Legendary Actions (3/Turn) + The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. + + + Slam (Costs 2 Actions) + The leviathan makes one slam attack. + + + Move + The leviathan moves up to its speed. + + + + + + Liara Portyr + M + humanoid (human) + lawful evil + 15 (studded leather, shield) + 84 (13d8+26) + 30 ft. + + 161215141416 + Con +4, Wis +4 + Athletics +5, Deception +5, Insight +4, Intimidation +5 + + + + + + 12 + Common, Draconic, Dwarvish + 4 + + Source + Tomb of Annihilation, p. 227 + + Brave + Liara has advantage on saving throws against being frightened. + + + Flaming Fury + Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target. + + + Multiattack + Liara makes three melee attacks. + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. + Battleaxe|5|1d8+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. + Heavy Crossbow|3|1d10+1 + + + + + + Lich + M + undead + any evil alignment + 17 (natural armor) + 135 (18d8+54) + 30 ft. + 111616201416 + Con +10, Int +12, Wis +9 + Arcana +18, History +12, Insight +9, Perception +9 + cold, lightning, necrotic + + poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + 19 + Common plus up to five other languages + 21 + + Source + Monster Manual, p. 202 + + Legendary Resistance (3/Day) + If the lich fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If 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. + + + Spellcasting + The 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: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + + • 4th level (3 slots): blight, dimension door + + • 5th level (3 slots): cloudkill, scrying + + • 6th level (1 slot): disintegrate, globe of invulnerability + + • 7th level (1 slot): finger of death, plane shift + + • 8th level (1 slot): dominate monster, power word stun + + • 9th level (1 slot): power word kill + + + Turn Resistance + The lich has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Paralyzing Touch|12|3d6 + + + Legendary Actions (3/Turn) + The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. + + + Cantrip + The 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + 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|6d6 + + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, 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 kill + 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Lifferlas + H + plant + unaligned + 13 (natural armor) + 59 (7d12+14) + 20 ft. + 1961510107 + + + bludgeoning, piercing + fire + + + + 10 + Common + + + Source + Storm King's Thunder, p. 250 + + False Appearance + While Lifferlas remains motionless, it is indistinguishable from a normal tree. + + + Roleplaying Information + A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that. + + Ideal: "I exist to protect the people and plants of Goldenfields." + + Bond: "Children are wonderful. I would do anything to make them feel happy and safe." + + Flaw: "I can't remember people's names and often get them mixed up." + + + Multiattack + Lifferlas makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. + Slam|6|3d6+4 + + + + + + Lion + L + beast + unaligned + 12 + 26 (4d10+4) + 50 ft. + 1715133128 + + Perception +3, Stealth +6 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 331 + Player's Handbook, p. 307 + + Keen Smell + The lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Pounce + If the lion 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 lion can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Running Leap + With a 10-foot running start, the lion can long jump up to 25 ft.. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + desert, grassland, hill, mountain + + + Lizard + T + beast + unaligned + 10 + 2 (1d4) + 20 ft., climb 20 ft. + 21110183 + + + + + + + darkvision 30 ft. + 9 + + 0 + + Source + Monster Manual, p. 332 + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite||1 + + + + + + + Lizard King/Queen + M + humanoid (lizardfolk) + chaotic evil + 15 (natural armor) + 78 (12d8+24) + 30 ft., swim 30 ft. + 171215111115 + Con +4, Wis +2 + Perception +4, Stealth +5, Survival +4 + + + + frightened + darkvision 60 ft. + 14 + Abyssal, Draconic + 4 + + Source + Monster Manual, p. 205 + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Skewer + Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. + + + Multiattack + The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Bite|5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. + Claws|5|1d4+3 + + + Trident + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack. + One Handed|5|1d6+3 + Two Handed|5|1d8+3 + + + + + + + Lizardfolk + M + humanoid (lizardfolk) + neutral + 15 (natural armor, shield) + 22 (4d8+4) + 30 ft., swim 30 ft. + 1510137127 + + Perception +3, Stealth +4, Survival +5 + + + + + + 13 + Draconic + 1/2 + + Source + Monster Manual, p. 204 + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Multiattack + The lizardfolk makes two melee attacks, each one with a different weapon. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + Heavy Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d6+2 + + + Javelin + Melee 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+2 + + + Spiked Shield + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + forest, swamp + + + Lizardfolk Shaman + M + humanoid (lizardfolk) + neutral + 13 (natural armor) + 27 (5d8+5) + 30 ft., swim 30 ft. + 15101310158 + + Perception +4, Stealth +4, Survival +6 + + + + + + 14 + Draconic + 2 + + Source + Monster Manual, p. 205 + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Spellcasting (Lizardfolk Form Only) + The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: + + • Cantrips (at will): druidcraft, produce flame, thorn whip + + • 1st Level (4 slots): entangle, fog cloud + + • 2nd Level (3 slots): heat metal, spike growth + + • 3rd Level (2 slots): conjure animals (reptiles only), plant growth + + + Multiattack (Lizardfolk Form Only) + The lizardfolk makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Lizard Form|4|1d6+2 + Crocodile Form|4|1d10+2 + + + Claws (Lizardfolk Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Claws|4|1d4+2 + + + Change Shape (Recharges after a Short or Long Rest) + The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. 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. + + druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth + 4, 3, 2 + forest, swamp + + + Madam Eva + M + humanoid (human) + chaotic neutral + 10 + 88 (16d8+16) + 20 ft. + 81112172018 + Con +5 + Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7 + + + + + + 19 + Abyssal, Common, Elvish, Infernal + 10 + + Source + Curse of Strahd p. 233 + + Spellcasting + Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared: + + • Cantrips (at will): light, mending, sacred flame, thaumaturgy + + •1st level (4 slots): bane, command, detect evil and good, protection from evil and good + + •2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon + + •3rd level (3 slots): create food and water, speak with dead, spirit guardians + + •4th level (3 slots): divination, freedom of movement, guardians of faith + + •5th level (2 slots): greater restoration, raise dead + + •6th level (1 slot): find the path, harm, true seeing + + •7th level (1 slot): fire storm, regenerate + + •8th level (1 slot): earthquake + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. + Dagger|4|1d4 + + + Curse (Recharges after a Long Rest) + Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage. + + + Evil Eye (Recharges after a Short or Long Rest) + Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours. + + light, mending, sacred flame, thaumaturgy, bane, command, detect evil and good, protection from evil and good, lesser restoration, protection from poison, spiritual weapon, create food and water, speak with dead, spirit guardians, divination, freedom of movement, guardians of faith, greater restoration, raise dead, find the path, harm, true seeing, fire storm, regenerate, earthquake + 4, 3, 3, 3, 2, 1, 1, 1 + + + Maegera the Dawn Titan + G + elemental + chaotic neutral + 16 + 341 (22d20+110) + 50 ft. + 212220101019 + Con +12, Wis +7, Cha +11 + + bludgeoning, piercing, and slashing from nonmagical attacks + + fire, poison + charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + 10 + Ignan + 23 + + Source + Storm King's Thunder, p. 241 + + Empowered Attacks + Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. + + + Fire Aura + At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it. + + + Fire Form + Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. + + + Illumination + Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet. + + + Innate Spellcasting + Maegera can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's innate spellcasting ability is Charisma. + + + Magic Resistance + Maegera has advantage on saving throws against spells and other magical effects. + + + Multiattack + Maegera makes three slam attacks. + + + Slam + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 35 (10d6) fire damage. + Slam|12|3d6+5+10d6 + + + Legendary Actions (3/Turn) + Maegera can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Maegera regains spent legendary actions at the start of its turn. + + + Quench Magic + Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or a magic item is suppressed. This effect lasts until the end of Maegera's next turn. + + + Smoke Cloud (Costs 2 Actions) + Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely within the cloud are blinded and can't be seen. + + + Create Fire Elemental (Costs 3 Actions) + Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire elemental appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera's commands and fights until destroyed. + + fireball + + + + Mage + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 40 (9d8) + 30 ft. + 91411171211 + Int +6, Wis +4 + Arcana +6, History +6 + + + + + + 11 + any four languages + 6 + + Source + Monster Manual, p. 347 + + Spellcasting + The 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: + + • Cantrips (at will): fire bolt, light, mage hand, prestidigitation + + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + + • 2nd level (3 slots): misty step, suggestion + + • 3rd level (3 slots): counterspell, fireball, fly + + • 4th level (3 slots): greater invisibility, ice storm + + • 5th level (1 slot): cone of cold + + + Dagger + Melee 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+2 + + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + 4, 3, 3, 3, 1 + urban + + + Magma Mephit + S + elemental + neutral evil + 11 + 22 (5d6+5) + 30 ft., fly 30 ft. + 8121271010 + + Stealth +3 + + cold + fire, poison + poisoned + darkvision 60 ft. + 10 + Ignan, Terran + 1/2 + + Source + Monster Manual, p. 216 + + Death Burst + When 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||2d6 + + + False Appearance + While 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. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. + Claws|3|1d4+1 + + + Fire Breath (Recharge 6) + The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + + + Variant: 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. + + heat metal + + underdark + + + Magmin + S + elemental + chaotic neutral + 14 (natural armor) + 9 (2d6+2) + 30 ft. + 7151281110 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + fire + + darkvision 60 ft. + 10 + Ignan + 1/2 + + Source + Monster Manual, p. 212 + + Death Burst + When 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||2d6 + + + Ignited Illumination + As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft. + + + Touch + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. + Touch|4|2d6 + + + + + + + Malformed Kraken + H + monstrosity + chaotic evil + 17 (natural armor) + 172 (15d12+75) + 20 ft., swim 40 ft. + 251120111515 + Str +11, Con +9, Int +4, Wis +6, Cha +6 + + bludgeoning, piercing, and slashing from nonmagical attacks + + lightning + frightened, paralyzed + truesight 60 ft. + 12 + understands Common but can't speak; telepathy 60 ft. + 10 + + Source + Tales from the Yawning Portal, p. 239 + + Amphibious + The kraken can breathe air and water. + + + Siege Monster + The kraken deals double damage to objects and structures. + + + Multiattack + The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. + Bite|11|2d8+7 + + + Tentacle + Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacle|11|2d6+7 + + + Fling + One Medium or smaller object held or creature grappled by the kraken's tentacles 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 16 Dexterity saving throw or take the same damage and be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Lightning Storm + The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one. + + + + + + Mammoth + H + beast + unaligned + 13 (natural armor) + 126 (11d12+55) + 40 ft. + 249213116 + + + + + + + + 10 + + 6 + + Source + Monster Manual, p. 332 + + Trampling Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Gore + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage. + Gore|10|4d8+7 + + + Stomp + Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage. + Stomp|10|4d10+7 + + + + arctic + + + Manes + S + fiend (demon) + chaotic evil + 9 (natural armor) + 9 (2d6+2) + 20 ft. + 10913384 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 60 ft. + 9 + understands Abyssal but can't speak + 1/8 + + Source + Monster Manual, p. 60 + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. + Claws|2|2d4 + + + + + + + Manticore + L + monstrosity + lawful evil + 14 (natural armor) + 68 (8d10+24) + 30 ft., fly 50 ft. + 1716177128 + + + + + + + darkvision 60 ft. + 11 + + 3 + + Source + Monster Manual, p. 213 + + Tail Spike Regrowth + The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. + + + Multiattack + The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + |5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Tail Spike + Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage. + |5|1d8+3 + + + + arctic, coastal, grassland, hill, mountain + + + Mantrap + L + plant + unaligned + 12 + 45 (7d10+7) + 5 ft. + + 1514121102 + + + + + + blinded, deafened, exhaustion, prone + tremorsense 30 ft. + 10 + + 1 + + Source + Tomb of Annihilation, p. 227 + + Attractive Pollen (1/Day) + When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + False Appearance + While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant. + + + Engulf + Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Engulf|4|4d6 + + + + + + Marid + L + elemental + chaotic neutral + 17 (natural armor) + 229 (17d10+136) + 30 ft., fly 60 ft., swim 90 ft. + 221226181718 + Dex +5, Wis +7, Cha +8 + + acid, cold, lightning + + + + blindsight 30 ft., darkvision 120 ft. + 13 + Aquan + 11 + + Source + Monster Manual, p. 146 + + Amphibious + The marid can breathe air and water. + + + Elemental Demise + If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the dao was wearing or carrying. + + + Innate Spellcasting + The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink + 3/day each: tongues, water breathing, water walk + 1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift + + + Variant: Genie Powers + Genies 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. + + + Multiattack + The marid makes two trident attacks. + + + Trident + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage, or 15 (2d8+6) piercing damage if used with two hands to make a melee attack. + One Handed|10|2d6+6 + Two Handed|10|2d8+6 + + + Water Jet + The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Water Jet||6d6 + + create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk, conjure elemental, control water, gaseous form, invisibility, plane shift + + coastal, underwater + + + Marilith + L + fiend (demon) + chaotic evil + 18 (natural armor) + 189 (18d10+90) + 40 ft. + 182020181620 + Str +9, Con +10, Wis +8, Cha +10 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 16 + + Source + Monster Manual, p. 61 + + Magic Resistance + The marilith has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The marilith's weapon attacks are magical. + + + Reactive + The marilith can take one reaction on every turn in combat. + + + Multiattack + The marilith can make seven attacks: six with its longswords and one with its tail. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Longsword|9|2d8+4 + + + Tail + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tail|9|2d10+4 + + + Teleport + The 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. + + + Parry + The 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. + + + + + + + Marine Decapus + L + monstrosity + unaligned + + 14 (natural armor) + 75 (10d10+20) + 15 ft., climb 30 ft., swim 30 ft. + 1514144107 + + Athletics +4, Perception +2, Stealth +4 + + + + + darkvision 60 ft. + 12 + + 4 + + Source + The Tortle Package, p. 21 + + Water Breathing + The decapus can breathe only underwater. + + + Multiattack + The decapus makes two attacks: one with its bite and one with its tentacles. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage. + Bite|4|2d4+2 + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|4|9d4+2 + + + + + + Markham Southwell + M + humanoid (Turami human) + lawful good + 17 (splint) + 58 (9d8+18) + 30 ft. + 151314111614 + + Perception +5, Survival +5 + + + + + + 15 + Common + + + Source + Storm King's Thunder, p. 248 + + Roleplaying Information + Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words. + + Ideal: "All people deserve to be treated with dignity." + + Bond: "Duvessa is a natural leader, but she needs help. That's my job." + + Flaw: "I bury my emotions and have no interest in small talk." + + + Multiattack + Markham makes two melee attacks. + + + Longsword + Melee 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. + One Handed|4|1d8+2 + Two Handed|4|1d10+2 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. Markham carries twenty crossbow bolts. + Heavy Crossbow|3|1d10+1 + + + + + + Marlos Urnrayle + M + monstrosity + neutral evil + 15 (natural armor) + 136 (16d8+64) + 30 ft. + 171118121317 + + Arcana +4, Deception +6, Perception +4 + acid + + + + darkvision 60 ft., tremorsense 60 ft. + 14 + Common, Terran + 8 + + Source + Princes of the Apocalypse p. 199 + + Earthen Defeat + When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind. + + + Earth Passage + Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied. + + + Legendary Resistance (2/Day) + If Marlos fails a saving throw, he can choose to succeed instead. + + + Petrifying Gaze + When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos 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 Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save. + If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Multiattack + Marlos makes three melee attacks, one with his snake hair and two with Ironfang. + + + Snake Hair + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 14 (4d6) poison damage. + Snake Hair|6|1d8+3+4d6 + + + Ironfang + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) thunder damage. + Ironfang|9|1d8+3+1d8 + + + + + + Martial Arts Adept + M + humanoid (any race) + any alignment + 16 + 60 (11d8+11) + 40 ft. + 111713111610 + + Acrobatics +5, Insight +5, Stealth +5 + + + + + + 13 + any one language (usually Common) + 3 + + Source + Volo's Guide to Monsters, p. 216 + + Unarmored Defense + While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The adept makes three unarmed strikes or three dart attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: + + • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice). + + •The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. + + •The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn. + Unarmed Strike|5|1d8+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage. + Dart|5|1d4+3 + + + Deflect Missile + In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free. + + + + urban + + + Marut + L + construct (inevitable) + lawful neutral + + 22 (natural armor) + 432 (32d10+256) + 40 ft., fly 30 ft. (hover) + 281226191518 + Int +12, Wis +10, Cha +12 + Insight +10, Intimidation +12, Perception +10 + thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + 20 + all but rarely speaks + 25 + + Source + Mordenkainen's Tome of Foes, p. 213 + + Constructed Nature + A marut doesn't require air, food, drink, or sleep. + + + Immutable Form + The marut is immune to any spell or effect that would alter its form. + + + Innate Spellcasting + The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. + + At will: plane shift (self only). + + + Legendary Resistance (3/Day) + If the marut fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The marut has advantage on saving throws against spells and other magical effects. + + + Multiattack + The marut makes two slam attacks. + + + Unerring Slam + Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. + + + Blazing Edict (Recharge 5-6) + Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Justify + The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. + After teleporting in this way, the marut can't use this action again until it finishes a short or long rest. + + plane shift + 0 + + + Master Thief + M + humanoid (any race) + any alignment + 16 (studded leather armor) + 83 (13d8+26) + 30 ft. + 111814111112 + Dex +7, Int +3 + Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7 + + + + + + 13 + any one language (usually Common) plus thieves' cant + 5 + + Source + Volo's Guide to Monsters, p. 216 + + Cunning Action + On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. + + + Evasion + If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The thief deals an extra 14 (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 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll. + Sneak Attack| |4d6 + + + Multiattack + The thief makes three attacks with its shortsword. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage. + Shortsword|7|1d6+4 + + + Light Crossbow + Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage. + Light Crossbow|7|1d8+4 + + + Uncanny Dodge + The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker. + + + + urban + + + Mastiff + M + beast + unaligned + 12 + 5 (1d8+1) + 40 ft. + 1314123127 + + Perception +3 + + + + + + 13 + + 1/8 + + Source + Monster Manual, p. 332 + Player's Handbook, p. 307 + + Keen Hearing and Smell + The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|3|1d6+1 + + + + forest, hill, urban + + + Maurezhi + M + fiend (demon) + chaotic evil + + 15 (natural armor) + 88 (16d8+16) + 30 ft. + 141712111215 + + Deception +5 + cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, exhaustion, poisoned + darkvision 120 ft. + 11 + Abyssal, Elvish, telepathy 120 ft. + 7 + + Source + Mordenkainen's Tome of Foes, p. 133 + + Assume Form + The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. + + + Magic Resistance + The maurezhi has advantage on saving throws against spells and other magical effects. + + + Multiattack + The maurezhi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. + Bite|6|2d10+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Claws|6|2d8+3 + + + Raise Ghoul (Recharge 5-6) + The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points. + + + + + + Maw Demon + M + fiend (demon) + chaotic evil + 13 (natural armor) + 33 (6d8+6) + 30 ft. + 14813585 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 60 ft. + 9 + understands Abyssal but can't speak + 1 + + Source + Volo's Guide to Monsters, p. 137 + + Rampage + When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. + Bite|4|2d8+2 + + + + underdark + + + Meazel + M + humanoid (meazel) + neutral evil + + 13 () + 35 (10d8-10) + 30 ft. + 8179141310 + + Perception +3, Stealth +5 + + + + + darkvision 120 ft. + 13 + Common + 1 + + Source + Mordenkainen's Tome of Foes, p. 214 + + Shadow Stealth + While in dim light or darkness, the meazel can take the Hide action as a bonus action. + + + Garrote + Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. + The meazel can't make weapon attacks while grappling a creature in this way. + Garrote|5|1d6+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage. + Shortsword|5|1d6+3 + + + Shadow Teleport (Recharge 5-6) + The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. + Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. + + + + + + Medusa + M + monstrosity + lawful evil + 15 (natural armor) + 127 (17d8+51) + 30 ft. + 101516121315 + + Deception +5, Insight +4, Perception +4, Stealth +5 + + + + + darkvision 60 ft. + 14 + Common + 6 + + Source + Monster Manual, p. 214 + + Petrifying Gaze + When 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Multiattack + The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. + |5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. + |5|2d6 + + + + desert + + + Meenlock + S + fey + neutral evil + 15 (natural armor) + 31 (7d6+7) + 30 ft. + 7151211108 + + Perception +4, Stealth +6, Survival +2 + + + + frightened + darkvision 120 ft. + 14 + telepathy 120 ft. + 2 + + Source + Volo's Guide to Monsters, p. 170 + + Fear Aura + Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Light Sensitivity + While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shadow Teleport (Recharge 5-6) + As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Claws|4|2d4+2 + + + + forest, swamp, urban + + + Merfolk + M + humanoid (merfolk) + neutral + 11 + 11 (2d8+2) + 10 ft., swim 40 ft. + 101312111112 + + Perception +2 + + + + + + 12 + Aquan, Common + 1/8 + + Source + Monster Manual, p. 218 + + Amphibious + The merfolk can breathe air and water. + + + Spear + Melee 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|1d6 + + + + coastal, underwater + + + Merregon + M + fiend (devil) + lawful evil + + 16 (natural armor) + 45 (6d8+18) + 30 ft. + 1814176128 + + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + frightened, poisoned + darkvision 60 ft. + 11 + understands Infernal but can’t speak, telepathy 120 ft. + 4 + + Source + Mordenkainen's Tome of Foes, p. 166 + + Devil's Sight + Magical darkness doesn't impede the merregon's darkvision. + + + Magic Resistance + The merregon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. + + + Halberd + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. + Halberd|6|1d10+4 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. + Heavy Crossbow|4|1d10+2 + + + Loyal Bodyguard + When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead. + + + + + + + Merrenoloth + M + fiend (yugoloth) + neutral evil + + 13 () + 40 (9d8) + 30 ft., swim 40 ft. + 81710171411 + Dex +5, Int +5 + History +5, Nature +5, Perception +4, Survival +4 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 14 + Abyssal, Infernal, telepathy 60 ft. + 3 + + Source + Mordenkainen's Tome of Foes, p. 249 + + Innate Spellcasting + The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: + + At will: charm person, darkness, detect magic, dispel magic, gust of wind + + 3/day each: control water + + 1/day each: control weather + + + Magic Resistance + The merrenoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The merrenoloth's weapon attacks are magical. + + + Teleport + As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Multiattack + The merrenoloth uses Fear Gaze once and makes one oar attack. + + + Oar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. + Oar|5|2d4+3 + + + Fear Gaze + The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lair Actions + Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row: + + • The ship regains 22 (4d10) hit points. + + • A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. + + • The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + charm person, darkness, detect magic, dispel magic, gust of wind, control water, control weather + + + + Merrow + L + monstrosity + chaotic evil + 13 (natural armor) + 45 (6d10+12) + 10 ft., swim 40 ft. + 1810158109 + + + + + + + darkvision 60 ft. + 10 + Abyssal, Aquan + 2 + + Source + Monster Manual, p. 219 + + Amphibious + The merrow can breathe air and water. + + + Multiattack + The merrow makes two attacks: one with its bite and one with its claws or harpoon. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. + Claws|6|2d4+4 + + + Harpoon + Melee 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+4 + + + + coastal, underwater + + + Mezzoloth + M + fiend (yugoloth) + neutral evil + 18 (natural armor) + 75 (10d8+30) + 40 ft. + 18111671011 + + Perception +3 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 13 + Abyssal, Infernal, telepathy 60 ft. + 5 + + Source + Monster Manual, p. 313 + + Innate Spellcasting + The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: + + 2/day each: darkness, dispel magic + 1/day: cloudkill + + + Magic Resistance + The mezzoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The mezzoloth's weapon attacks are magical. + + + Multiattack + The mezzoloth makes two attacks: one with its claws and one with its trident. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. + Claws|7|2d4+4 + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when held with two claws and used to make a melee attack. + One Handed|7|1d6+4 + Two Handed|7|1d8+4 + + + Teleport + The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Summon Yugoloth (1/Day) + The yugoloth attempts a magical summoning. + A mezzoloth has a 30 percent chance of summoning one mezzoloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + darkness, dispel magic, cloudkill + + + + + Mimic + M + monstrosity (shapechanger) + neutral + 12 (natural armor) + 58 (9d8+18) + 15 ft. + 1712155138 + + Stealth +5 + + + acid + prone + darkvision 60 ft. + 11 + + 2 + + Source + Monster Manual, p. 220 + + Shapechanger + The 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Pseudopod + Melee 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+3 + + + Bite + Melee 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+1d8 + + + + underdark, urban + + + Mind Flayer + M + aberration + lawful evil + 15 (breastplate) + 71 (13d8+13) + 30 ft. + 111212191717 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + + + + + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 7 + + Source + Monster Manual, p. 222 + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast||4d8+4 + + detect thoughts, levitate, dominate monster, plane shift + + underdark + + + Mind Flayer Arcanist + M + aberration + lawful evil + 15 (breastplate) + 71 (13d8+13) + 30 ft. + 111212191717 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + + + + + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 8 + + Source + Monster Manual, p. 222 + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: + + • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp + + • 1st level (4 slots): detect magic, disguise self, shield, sleep + + • 2nd level (3 slots): blur, invisibility, ray of enfeeblement + + • 3rd level (3 slots): clairvoyance, lightning bolt, sending + + • 4th level (3 slots): confusion, hallucinatory terrain + + • 5th level (2 slots): telekinesis, wall of force + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast||4d8+4 + + detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force + 4, 3, 3, 3, 2 + underdark + + + Mind Flayer Psion + M + aberration + lawful evil + 15 (breastplate) + 71 (13d8+13) + 30 ft. + 111212191717 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + + + + + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 8 + + Source + Volo's Guide to Monsters p. 71 + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + + At will: guidance, mage hand, vicious mockery, true strike + + 1st-level (4 slots): charm person, command, comprehend languages, sanctuary + + 2nd level (3 slots): crown of madness, phantasmal force, see invisibility + + 3rd level (3 slots): clairvoyance, fear, meld into stone + + 4th level (3 slots): confusion, stone shape + + 5th level (2 slots): scrying, telekinesis + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast||4d8+4 + + guidance, mage hand, vicious mockery, true strike, charm person, command, comprehend languages, sanctuary, crown of madness, phantasmal force, see invisibility, clairvoyance, fear, meld into stone, confusion, stone shape, scrying, telekinesis + + + + + Mindwitness + L + aberration + lawful evil + 15 (natural armor) + 75 (10d10+20) + 0 ft., fly 20 ft. (hover) + 101414151510 + Int +5, Wis +5 + Perception +8 + + + + prone + darkvision 120 ft. + 18 + Deep Speech, Undercommon, telepathy 600 ft. + 5 + + Source + Volo's Guide to Monsters, p. 176 + + Telepathic Hub + When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. + + + Multiattack + The mindwitness makes two attacks: one with its tentacles and one with its bite. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage. + Bite|5|4d6+2 + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|5|4d8+2 + + + Eye Rays + Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + + 1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls 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. + + 2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened 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. + + 3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. + + 4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + 5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. + + 6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Psychic Ray| |6d8 + + + + underdark + + + Minotaur + L + monstrosity + chaotic evil + 14 (natural armor) + 76 (9d10+27) + 40 ft. + 1811166169 + + Perception +7 + + + + + darkvision 60 ft. + 17 + Abyssal + 3 + + Source + Monster Manual, p. 223 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Labyrinthine Recall + The minotaur can perfectly recall any path it has traveled. + + + Reckless + At 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. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. + |6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + |6|2d8+4 + + + + underdark + + + Minotaur Skeleton + L + undead + lawful evil + 12 (natural armor) + 67 (9d10+18) + 40 ft. + 181115685 + + + + bludgeoning + poison + exhaustion, poisoned + darkvision 60 ft. + 9 + understands Abyssal but can't speak + 2 + + Source + Monster Manual, p. 273 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. + Greataxe|6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + Gore|6|2d8+4 + + + + underdark + + + Miraj Vizann + M + humanoid (earth genasi) + neutral evil + 10 (13 with mage armor) + 82 (11d8+33) + 30 ft. + 121017131118 + + Arcana +4, Deception +7 + + + + + + 10 + Common, Primordial + 6 + + Source + Princes of the Apocalypse p. 198 + + Earth Walk + Moving through difficult terrain made of earth or stone costs Miraj no extra movement. + + + Innate Spellcasting + Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: + + • 1/day: pass without trace + + + Spellcasting + Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: + + • Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth + + • 1st level (4 slots): chromatic orb, mage armor, magic missile + + • 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion + + • 3rd level (3 slots): counterspell, erupting earth + + • 4th level (3 slots): polymorph, stoneskin + + • 5th level (2 slots): wall of stone + + • 6th level (1 slot): move earth + + + Staff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage when used with two hands. + One Handed|4|1d6+1 + Two Handed|4|1d8+1 + + pass without trace, acid splash, blade ward, friends, light, message, mold earth, chromatic orb, mage armor, magic missile, Maximilian's earthen grasp, shatter, suggestion, counterspell, erupting earth, polymorph, stoneskin, wall of stone, move earth + 4, 3, 3, 3, 2, 1 + + + Miros Xelbrin + M + humanoid (Damaran human) + neutral good + 10 + 22 (4d8+4) + 30 ft. + 161015111214 + + Intimidation +4, Perception +3 + + + + + + 13 + Common + + + Source + Storm King's Thunder, p. 251 + + Roleplaying Information + Innkeeper Mires is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound. + + Ideal: "As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist." + + Bond: "Make fun of me all you like, but don't speak ill of my inn or my employees!" + + Flaw: "When something upsets me, I have a tendency to fly into a rage." + + + Bearhug + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 13) and takes 5 (1d4+3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Mires cannot make attacks while grappling a creature. + Bearhug|5|1d4+3 + + + Club + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. + Club|5|1d4+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Miros carries ten crossbow bolts. + Heavy Crossbow|2|1d10 + + + + + + Moloch + L + fiend (devil) + lawful evil + + 19 (natural armor) + 253 (22d10+132) + 30 ft. + 261922211823 + Dex +11, Con +13, Wis +11, Cha +13 + Deception +13, Intimidation +13, Perception +11 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + 21 + all, telepathy 120 ft. + 21 + + Source + Mordenkainen's Tome of Foes, p. 176 + + Innate Spellcasting + Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: + + At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire + + 1/day each: flame strike, symbol (stunning only) + + + Legendary Resistance (3/Day) + If Moloch fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Moloch has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Moloch's weapon attacks are magical. + + + Regeneration + Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. + + + Bite + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. + Bite|15|4d8+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. + Claw|15|2d8+8 + + + Many-Tailed Whip + Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. + Many-Tailed Whip|15|2d4+8+2d10 + + + Breath of Despair (Recharge 5-6) + Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Teleport + Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Legendary Actions (3/Turn) + Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn. + + + Stinking Cloud + Moloch casts stinking cloud. + + + Teleport + Moloch uses his Teleport action. + + + Whip + Moloch makes one attack with his whip. + + alter self, animate dead, burning hands, confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire, flame strike, symbol + + + + Molydeus + H + fiend (demon) + chaotic evil + + 19 (natural armor) + 216 (16d12+112) + 40 ft. + 282225212424 + Str +16, Con +14, Wis +14, Cha +14 + Perception +21 + cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, exhaustion, frightened, poisoned, stunned + truesight 120 ft. + 31 + Abyssal, telepathy 120 ft. + 21 + + Source + Mordenkainen's Tome of Foes, p. 134 + + Innate Spellcasting + The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: + + At will: dispel magic, polymorph, telekinesis, teleport + + 3/day each: lightning bolt + + 1/day each: imprisonment + + + Legendary Resistance (3/Day) + If the molydeus fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The molydeus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The molydeus's weapon attacks are magical. + + + Multiattack + The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. + + + Demonic Weapon + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. + Demonic Weapon|16|2d10+9 + + + Wolf Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. + Wolf Bite|16|2d6+9 + + + Snakebite + Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 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 transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. + Snakebite|16|1d6+9 + + + Variant: Summon Demon (1/Day) + As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. + + + Legendary Actions (3/Turn) + The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. + + + Attack + The molydeus makes one attack, either with its demonic weapon or with its snakebite. + + + Move + The molydeus moves without provoking opportunity attacks. + + + Cast a Spell + The molydeus casts one spell from its Innate Spellcasting trait. + + dispel magic, polymorph, telekinesis, teleport, lightning bolt, imprisonment + + + + Mongrelfolk + M + humanoid (mongrelfolk) + any alignment + 11 (natural armor) + 26 (4d8+8) + 20 ft. + 129159106 + + Deception +2, Perception +2, Stealth +3 + + + + + + 12 + Common + 1/4 + + Source + Curse of Strahd p. 234 + + Extraordinary Feature + The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM: + + 1-3 — Amphibious: The mongrelfolk can breathe air and water. + + 4-9 — Darkvision: The mongrelfolk has darkvision out to a range of 60 feet. + + 10 — Flight: The mongrelfolk has leathery wings and a flying speed of 40 feet. + + 11-15 — Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + 16-17 — Spider Climb: The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + 18-19 — Standing Leap: The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start. + + 20 — Two-Headed: The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Mimicry + The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. + Claw|3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. + Dagger|3|1d4+1 + + + + + + Monodrone + M + construct + construct + 15 (natural armor) + 5 (1d8+1) + 30 ft., fly 30 ft. + 1013124105 + + + + + + + truesight 120 ft. + 10 + Modron + 1/8 + + Source + Monster Manual, p. 224 + + Axiomatic Mind + The monodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Dagger|3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. + Javelin|2|1d6 + + + + + + + Morkoth + M + aberration + chaotic evil + 17 (natural armor) + 130 (20d8+40) + 25 ft., swim 50 ft. + 141414201513 + Dex +6, Int +9, Wis +6 + Arcana +9, History +9, Perception +10, Stealth +6 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + blindsight 30 ft., darkvision 120 ft. + 20 + telepathy 120 ft. + 11 + + Source + Volo's Guide to Monsters, p. 178 + + Amphibious + The morkoth can breathe air and water. + + + Spellcasting + The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: + + Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp + + 1st level (4 slots): detect magic, identify, shield, witch bolt + + 2nd level (3 slots): darkness, detect thoughts, shatter + + 3rd level (3 slots): dispel magic, lightning bolt, sending + + 4th level (3 slots): dimension door, Evard’s black tentacles + + 5th level (3 slots): geas, scrying + + 6th level (1 slot): chain lightning + + + Multiattack + The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage. + Bite|6|2d6+2 + + + Tentacles + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|6|3d8+2 + + + Hypnosis + The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Spell Reflection + If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. + + + + coastal, underwater + + + Mormesk the Wraith + M + undead + neutral evil + 13 + 45 (6d8+18) + 0 ft., fly 60 ft. + 61616121415 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + + necrotic, poison + charmed, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 12 + Common, Infernal + 3 + + Source + Lost Mines of Phandelver p. 59 + + Incorporeal Movement + The wraith can move through an object or another creature, but can't stop there. + + + Sunlight Sensitivity + While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8+3) necrotic damage, and 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. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest. + Life Drain|5|3d8+3 + + + + + + Mouth of Grolantor + H + giant (hill giant) + chaotic evil + 14 (natural armor) + 105 (10d12+40) + 50 ft. + 211018575 + + Perception +1 + + + + frightened + + 11 + Giant + 6 + + Source + Volo's Guide to Monsters, p. 149 + + Mouth of Madness + The giant is immune to confusion spells and similar magic. + On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn: + + 1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. + + 4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself. + + 6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn. + + 8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt. + Bite|8|3d6+5 + + + Fist + Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage. + Fist|8|3d8+5 + + + + grassland, hill + + + Mud Mephit + S + elemental + neutral evil + 11 + 27 (6d6+6) + 20 ft., fly 20 ft., swim 20 ft. + 812129117 + + Stealth +3 + + + poison + poisoned + darkvision 60 ft. + 10 + Aquan, Terran + 1/4 + + Source + Monster Manual, p. 216 + + Death Burst + When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. + + + Fists + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage. + Fists|3|1d6+1 + + + Mud Breath (Recharge 6) + The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Variant: 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. + + + + swamp + + + Mule + M + beast + unaligned + 10 + 11 (2d8+2) + 40 ft. + 1410132105 + + + + + + + + 10 + + 1/8 + + Source + Monster Manual, p. 333 + Player's Handbook, p. 307 + + Beast of Burden + The mule is considered to be a Large animal for the purpose of determining its carrying capacity. + + + Sure-Footed + The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Hooves + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Hooves|4|1d4+2 + + + + desert, hill, urban + + + Mummy + M + undead + lawful evil + 11 (natural armor) + 58 (9d8+18) + 20 ft. + 1681561012 + Wis +2 + + bludgeoning, piercing, and slashing from nonmagical attacks + fire + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 10 + the languages it knew in life + 3 + + Source + Monster Manual, p. 228 + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee 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+3 + + + Dreadful Glare + The 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + desert + + + Mummy Lord + M + undead + lawful evil + 17 (natural armor) + 97 (13d8+39) + 20 ft. + 181017111816 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + + bludgeoning + necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 14 + the languages it knew in life + 15 + + Source + Monster Manual, p. 229 + + Magic Resistance + The mummy lord has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A 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. + + + Spellcasting + The 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: + + • Cantrips (at will): sacred flame, thaumaturgy + + • 1st level (4 slots): command, guiding bolt, shield of faith + + • 2nd level (3 slots): hold person, silence, spiritual weapon + + • 3rd level (3 slots): animate dead, dispel magic + + • 4th level (3 slots): divination, guardian of faith + + • 5th level (2 slots): contagion, insect plague + + • 6th level (1 slot): harm + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee 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+6d6 + + + Dreadful Glare + The 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Legendary Actions (3/Turn) + The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. + + + Attack + The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + 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, guardian of faith, contagion, insect plague, harm + 4, 3, 3, 3, 2, 1 + desert + + + Mwaxanaré + M + humanoid (human) + lawful neutral + 10 + 13 (3d8) + 30 ft. + + 61011131216 + + Deception +5, Nature +3, Persuasion +5, Religion +3 + + + + + + 11 + Auran, Common, telepathy 30 ft. + 1/8 + + Source + Tomb of Annihilation, p. 228 + + Spellcasting + Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: + + Cantrips (at will): eldritch blast, mage hand + + 1st level (2 slots): charm person, protection from evil and good, unseen servant + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. + Dagger|2|1d4 + + eldritch blast, mage hand, charm person, protection from evil and good, unseen servant + 2 + + + Myconid Adult + M + plant + lawful neutral + 12 (natural armor) + 22 (4d8+4) + 20 ft. + 10101210137 + + + + + + + darkvision 120 ft. + 11 + + 1/2 + + Source + Monster Manual, p. 232 + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. + Fist|2|2d4+2d4 + + + Pacifying Spores (3/Day) + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Rapport Spores + A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + + underdark + + + Myconid Sovereign + L + plant + lawful neutral + 13 (natural armor) + 60 (8d10+16) + 30 ft. + 121014131510 + + + + + + + darkvision 120 ft. + 12 + + 2 + + Source + Monster Manual, p. 232 + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Multiattack + The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage. + Fist|3|3d4+1+3d4 + + + Animating Spores + The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4+1 weeks or until destroyed, and it can't be animated again in this way. + + + Hallucination Spores + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Pacifying Spores + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Rapport Spores + A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + + + + + Myconid Sprout + S + plant + lawful neutral + 10 + 7 (2d6) + 10 ft. + 810108115 + + + + + + + darkvision 120 ft. + 10 + + 0 + + Source + Monster Manual, p. 230 + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage. + Fist|1|1d4-1+1d4 + + + Rapport Spores (3/Day) + A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + + underdark + + + Nabassu + M + fiend (demon) + chaotic evil + + 18 (natural armor) + 190 (20d8+100) + 40 ft., fly 60 ft. + 221421141517 + Str +11, Dex +7 + Perception +7 + cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 60 ft. + 17 + Abyssal, telepathy 120 ft. + 15 + + Source + Mordenkainen's Tome of Foes, p. 135 + + Demonic Shadows + The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. + + + Devour Soul + A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. + + + Magic Resistance + The nabassu has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nabassu's weapon attacks are magical. + + + Multiattack + The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. + Claws|11|2d10+6 + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage. + Bite|11|4d12+6 + + + Soul-Stealing Gaze + The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control. + + + + + + Naergoth Bladelord + M + undead + neutral evil + 18 (plate) + 135 (18d8+54) + 30 ft. + 201216121416 + Dex +5, Wis +4 + Perception +6, Stealth +5 + necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + + poison + exhaustion, poisoned + darkvision 60 ft. + 16 + Common, Draconic + 11 + + Source + The Rise of Tiamat p. 90 + + Sunlight Sensitivity + While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6+3) necrotic damage. The target must succeed on a DC 15 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|9|5d6+3 + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) if used with two hands, plus 10 (3d6) necrotic damage. + One Handed|9|1d8+5+3d6 + Two Handed|9|1d10+5+3d6 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage plus 10 (3d6) necrotic damage. + Longbow|5|1d8+1+3d6 + + + + + + Nagpa + M + humanoid (nagpa) + neutral evil + + 19 (natural armor) + 187 (34d8+34) + 30 ft. + 91512231821 + Int +12, Wis +10, Cha +11 + Arcana +12, Deception +11, History +12, Insight +10, Perception +10 + + + + + truesight 120 ft. + 20 + Common plus up to five other languages + 17 + + Source + Mordenkainen's Tome of Foes, p. 215 + + Corruption + As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Paralysis (Recharge 6) + As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Spellcasting + The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: + + Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion + + 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt + + 2nd level (3 slots): hold person, ray of enfeeblement, suggestion + + 3rd level (3 slots): counterspell, fireball, fly + + 4th level (3 slots): confusion, hallucinatory terrain, wall of fire + + 5th level (2 slots): dominate person, dream, geas + + 6th level (1 slot): circle of death, disintegrate + + 7th level (1 slot): etherealness, prismatic spray + + 8th level (1 slot): feeblemind + + + Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. + Staff|8|2d6+2 + + chill touch, fire bolt, mage hand, message, minor illusion, charm person, detect magic, protection from evil and good, witch bolt, hold person, ray of enfeeblement, suggestion, counterspell, fireball, fly, confusion, hallucinatory terrain, wall of fire, dominate person, dream, geas, circle of death, disintegrate, etherealness, prismatic spray, feeblemind + 4,3,3,3,2,1,1,1 + + + Nalfeshnee + L + fiend (demon) + chaotic evil + 18 (natural armor) + 184 (16d10+96) + 20 ft., fly 30 ft. + 211022191215 + Con +11, Int +9, Wis +6, Cha +7 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 11 + Abyssal, telepathy 120 ft. + 13 + + Source + Monster Manual, p. 62 + + Magic Resistance + The nalfeshnee has advantage on saving throws against spells and other magical effects. + + + Multiattack + The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage. + Bite|10|5d10+5 + + + Claw + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage. + Claw|10|3d6+5 + + + Horror 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Teleport + The 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. + + + + + + + Narrak + S + humanoid (derro) + chaotic evil + 12 (15 with mage armor) + 40 (9d6+9) + 30 ft. + 9141314516 + + Arcana +4, Stealth +4 + + + + + darkvision 120 ft. + 7 + Dwarvish, Undercommon + 2 + + Source + Out of the Abyss p. 232 + + Insanity + Narrak has advantage on saving throws against being charmed or frightened. + + + Magic Resistance + Narrak has advantage on saving throws against spells and other magical effects. + + + Spellcasting + Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following Warlock spells: + + Cantrips (at will): eldritch blast, friends, poison spray + 1st level: armor of Agathys, charm person, hex + 2nd level: hold person, ray of enfeeblement, spider climb + + + Sunlight Sensitivity + While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Armor of Shadows (Recharges after a Short or Long Rest) + Narrak casts mage armor on himself. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + One with Shadows + While he is in dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + eldritch blast, friends, poison spray, armor of agathys, charm person ,hex, hold person, ray of enfeeblement, spider climb + , 2 + + + Narth Tezrin + M + humanoid (Tethyrian Human) + chaotic good + 12 + 18 (4d8) + 30 ft. + 101510121416 + + Insight +4, Investigation +3, Perception +6, Persuasion +5 + + + + + + 16 + Common, Dwarvish + + + Source + Storm King's Thunder, p. 254 + + Cunning Action + On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action. + + + Roleplaying Information + Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned. + + Ideal: "The bigger the risk, the greater the reward." + + Bond: "I adore my colleague Alaestra, and I'd like to do something to impress her." + + Flaw: "I'll risk life and limb to become a legend." + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Narth carries twenty crossbow bolts. + Hand Crossbow|4|1d6+2 + + + + + + Narzugon + M + fiend (devil) + lawful evil + + 20 (plate armor, shield) + 112 (15d8+45) + 30 ft. + 201017161419 + Dex +5, Con +8, Cha +9 + Perception +7 + acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, frightened, poisoned + darkvision 120 ft. + 17 + Common, Infernal, telepathy 120 ft. + 13 + + Source + Mordenkainen's Tome of Foes, p. 167 + + Diabolical Sense + The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. + + + Infernal Tack + The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. + + + Magic Resistance + The narzugon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. + + + Hellfire Lance + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. + Hellfire Lance|10|1d12+5+3d10 + + + Infernal Command + Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn. + + + Terrifying Command + Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it 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. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Healing (1/Day) + The narzugon, or one creature it touches, regains up to 100 hit points. + + + + + + Naxene Drathkala + M + humanoid (Turami human) + neutral good + 10 (13 with mage armor) + 27 (6d8) + 30 ft. + 81111171211 + + Arcana +5, History +5 + + + + + + 11 + Common, Draconic, Dwarvish, Elvish + + + Source + Storm King's Thunder, p. 252 + + Spellcasting + Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence {spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared: + + Cantrips {at will): fire bolt, light, mage hand, prestidigitation + + 1st level (4 slots): mage armor, magic missile, shield + + 2nd level (3 slots): misty step, suggestion + + 3rd level (3 slots): fly, lightning bolt + + + Roleplaying Information + Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet. + + Ideal: "There's no problem that can't be solved with magic." + + Bond: "I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land." + + Flaw: "I'm too smart to be wrong about anything." + + + Staff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. + One Handed|1|1d6-1 + Two Handed|1|1d8-1 + + fire bolt, light, mage hand, prestidigitation, mage armor, magic missile, shield, misty step, suggestion, fly, lightning bolt + 4, 3, 3 + + + Necromancer + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 66 (12d8+12) + 30 ft. + 91412171211 + Int +7, Wis +5 + Arcana +7, History +7 + necrotic + + + + + 11 + any four languages + 9 + + Source + Volo's Guide to Monsters, p. 217 + + Spellcasting + The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: + + Cantrips (at will): chill touch, dancing lights, mage hand, mending + + 1st level (4 slots):false life*, mage armor, ray of sickness* + + 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web + + 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* + + 4th level (3 slots): blight*, dimension door, stoneskin + + 5th level (2 slots): Bigby’s hand, cloudkill + + 6th level (1 slot): circle of death* + + *Necromancy spell of 1st level or higher + + + Grim Harvest (1/Turn) + When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. + + + Withering Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. + Withering Touch|7|2d4 + + chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death + 4, 3, 3, 3, 2, 1 + desert, urban + + + Needle Blight + M + plant + neutral evil + 12 (natural armor) + 11 (2d8+2) + 30 ft. + 121213483 + + + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 9 + understands Common but can't speak + 1/4 + + Source + Monster Manual, p. 32 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage. + Claws|3|2d4+1 + + + Needles + Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage. + Needles|3|2d6+1 + + + + forest + + + Neogi + S + aberration + lawful evil + 15 (natural armor) + 33 (6d6+12) + 30 ft., climb 30 ft. + 61614131215 + + Intimidation +4, Perception +3 + + + + + darkvision 60 ft. + 13 + Common, Deep Speech, Undercommon + 3 + + Source + Volo's Guide to Monsters, p. 180 + + Mental Fortitude + The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep. + + + Spider Climb + The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The neogi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|5|1d6+3+4d6 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. + Claws|5|2d4+3 + + + Enslave (Recharges after a Short or Long Rest) + The neogi 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 neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + + hill, underdark + + + Neogi Hatchling + T + aberration + lawful evil + 11 + 7 (3d4) + 20 ft., climb 20 ft. + 313106109 + + + + + + + darkvision 60 ft. + 10 + + 1/8 + + Source + Volo's Guide to Monsters, p. 179 + + Mental Fortitude + The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep. + + + Spider Climb + The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|3|1d4+1+2d6 + + + + hill, underdark + + + Neogi Master + M + aberration + lawful evil + 15 (natural armor) + 71 (11d8+22) + 30 ft., climb 30 ft. + 61614161218 + Wis +3 + Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6 + + + + + darkvision 120 ft. (penetrates magical darkness) + 13 + Common, Deep Speech, Undercommon, telepathy 30 ft. + 4 + + Source + Volo's Guide to Monsters, p. 180 + + Mental Fortitude + The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. + + + Spellcasting + The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery + + 1st—4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant + + + Spider Climb + The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The neogi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|5|1d6+3+4d6 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. + Claws|5|2d4+3 + + + Enslave (Recharges after a Short or Long Rest) + The neogi 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 neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery, arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant + , , , 2 + hill, underdark + + + Neothelid + G + aberration + chaotic evil + 16 (natural armor) + 325 (21d20+105) + 30 ft. + 2772131612 + Int +1, Wis +8, Cha +6 + + + + + + blindsight 120 ft. + 13 + + 13 + + Source + Volo's Guide to Monsters, p. 181 + + Creature Sense + The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. + + + Innate Spellcasting (Psionics) + The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: + + At will: levitate + + 1/day each: confusion, feeblemind, telekinesis + + + Magic Resistance + The neothelid has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns. + If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 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 neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|13|3d8+8+3d8 + Acid Damage| |10d6 + + + Acid Breath (Recharges 5-6) + The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath | |10d6 + + levitate, confusion, feeblemind, telekinesis + + underdark + + + Nereid + M + fey + any chaotic alignment + 13 + 44 (8d8+8) + 30 ft., swim 60 ft. + 101712131416 + + + + + + + darkvision 60 ft. + 12 + Aquan, Common, Elvish, Sylvan + 2 + + Source + Tales from the Yawning Portal, p. 240 + + Amphibious + The nereid can breathe air and water. + + + Aquatic Invisibility + If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. + + + Mantle Dependent + The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. + + + Shape Water + The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. + + + Speak with Animals + The nereid can comprehend and verbally communicate with beasts. + + + Blinding Acid + Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + Blinding Acid|5|2d12+3 + + + Drowning Kiss (Recharge 5-6) + The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. + + + Water Lash + The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + + + Neronvain + M + humanoid (elf) + neutral evil + 17 + 117 (18d8+36) + 30 ft. + 81715161318 + Con +6, Wis +5 + Arcana +7, Perception +5 + + + poison + charmed, frightened, poisoned + darkvision 60 ft. + 15 + Common, Draconic, Elvish, Infernal + 9 + + Source + The Rise of Tiamat p. 91 + + Draconic Majesty + Neronvain adds his Charisma bonus to his AC (included). + + + Fey Ancestry + Magic can't put Neronvain to sleep. + + + Multiattack + Neronvain makes two attacks, either with his shortsword or Eldritch Arrow. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage. + Shortsword|7|1d6+3+3d8 + + + Eldritch Arrow + Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage. + Eldritch Arrow|7|2d10+2d8 + + + Poisonous Cloud (2/Day) + Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + + + Nezznar the Black Spider + M + humanoid (elf) + neutral evil + 11 (14 with mage armor) + 27 (6d8) + 30 ft. + 91310161413 + Int +5, Wis +4 + Arcana +5, Perception +4, Stealth +3 + + + + + darkvision 120 ft. + 14 + Elvish, Undercommon + 2 + + Source + Lost Mines of Phandelver p. 59 + + Special Equipment + Nezznar has a spider staff. + + + Fey Ancestry + Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Sunlight Sensitivity + Nezznar has disadvantage on attack rolls when he or his target is in sunlight. + + + Innate Spellcasting + Nezznar can innately cast the following spells, requiring no material components: + + • At will: dancing lights + + • 1/day each: darkness, faerie fire (save DC 12) + + + Spellcasting + Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list: + + • Cantrips (at will): mage hand, ray of frost, shocking grasp + + • 1st Level (4 slots): mage armor, magic missile, shield + + • 2nd Level (3 slots): invisibility, suggestion + + + Spider Staff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage. + One Handed|1|1d6-1+1d6 + Two Handed|1|1d8-1+1d6 + + dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion + 4, 3 + + + Night Hag + M + fiend + neutral evil + 17 (natural armor) + 112 (15d8+45) + 30 ft. + 181516161416 + + Deception +7, Insight +6, Perception +6, Stealth +6 + cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + + charmed + darkvision 120 ft. + 16 + Abyssal, Common, Infernal, Primordial + 5 + + Source + Monster Manual, p. 178 + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 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, sleep + + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Night Hag Items + A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. + Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. + Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Claws (Hag Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claws|7|2d8+4 + + + Change Shape + The 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. + + + Etherealness + The 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. + + detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + + + + Nightmare + L + fiend + neutral evil + 13 (natural armor) + 68 (8d10+24) + 60 ft., fly 90 ft. + 181516101315 + + + + + fire + + + 11 + understands Abyssal, Common, and Infernal but can't speak + 3 + + Source + Monster Manual, p. 235 + + Confer Fire Resistance + The nightmare can grant resistance to fire damage to anyone riding it. + + + Illumination + The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Hooves + Melee 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+2d6 + + + Ethereal Stride + The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. + + + + + + + Nightwalker + H + undead + chaotic evil + + 14 () + 297 (22d12+154) + 40 ft., fly 40 ft. + 221924698 + Con +13 + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + 9 + + + 20 + + Source + Mordenkainen's Tome of Foes, p. 216 + + Undead Nature + A nightwalker doesn't require air, food, drink, or sleep. + + + Annihilating Aura + Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. + + + Life Eater + A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell. + + + Multiattack + The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available. + + + Enervating Focus + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. + Enervating Focus|12|5d8+6 + + + Finger of Doom (Recharge 6) + The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + + + Nilbog + S + humanoid (goblinoid) + chaotic evil + 13 (leather armor) + 7 (2d6) + 30 ft. + 8141010815 + + Stealth +6 + + + + + darkvision 60 ft. + 9 + Common, Goblin + 1 + + Source + Volo's Guide to Monsters, p. 182 + + Innate Spellcasting + The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + + At will: mage hand, Tasha’s hideous laughter, vicious mockery 1/day: confusion + + + Nilbogism + Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction. + + + Nimble Escape + The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. + + + Fool's Scepter + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + Fool's Scepter|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortbow|4|1d6+2 + + + Reversal of Fortune + In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points. + Reversal of Fortune| |1d6 + + mage hand, Tasha's hideous laughter, vicious mockery, confusion + + forest, hill, underdark + + + Nimir + H + giant + lawful good + 16 (scale mail) + 230 (20d12+100) + 50 ft., swim 50 ft. + 291420161818 + Str +14, Con +10, Wis +9, Cha +9 + Athletics +14, Insight +8, Perception +9 + cold + + lightning, thunder + + + 19 + Common, Giant + 13 + + Source + Storm King's Thunder, p. 256 + + Amphibious + Nimir can breathe air and water. + + + Innate Spellcasting + Nimir's innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components: + + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + + Roleplaying Information + Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders. + + Ideal: "It's the duty of the big to protect the small." + + Bond: "I'd give my life to defend my king and his royal line." + + Flaw: "I never question orders." + + + Multiattack + Nimir makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Nimir hurls a magical lightning bolt at a point he 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. + Lightning Strike||12d8 + + detect magic, feather fall, levitate, light, control weather, water breathing + + + + Noble + M + humanoid (any race) + any alignment + 15 (breastplate) + 9 (2d8) + 30 ft. + 111211121416 + + Deception +5, Insight +4, Persuasion +5 + + + + + + 12 + any two languages + 1/8 + + Source + Monster Manual, p. 348 + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + Parry + The 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. + + + + forest, urban + + + Nothic + M + aberration + neutral evil + 15 (natural armor) + 45 (6d8+18) + 30 ft. + 14161613108 + + Arcana +3, Insight +4, Perception +2, Stealth +5 + + + + + truesight 120 ft. + 12 + Undercommon + 2 + + Source + Monster Manual, p. 236 + + Keen Sight + The nothic has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The nothic makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |4|1d6+3 + + + Rotting Gaze + The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. + ||3d6 + + + Weird Insight + The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. + + + + underdark + + + Nupperibo + M + fiend (devil) + lawful evil + + 13 (natural armor) + 11 (2d8+2) + 20 ft. + 161113381 + + Perception +1 + acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + blinded, charmed, frightened, poisoned + blindsight 10 ft. (blind beyond this radius) + 11 + understands Infernal but can’t speak + 1/2 + + Source + Mordenkainen's Tome of Foes, p. 168 + + Cloud of Vermin + Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. + + + Hunger-Driven + In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6+3 + + + + + + Nycaloth + L + fiend (yugoloth) + neutral evil + 18 (natural armor) + 123 (13d10+52) + 40 ft., fly 60 ft. + 201119121015 + + Intimidation +6, Perception +4, Stealth +4 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 14 + Abyssal, Infernal, telepathy 60 ft. + 9 + + Source + Monster Manual, p. 314 + + Innate Spellcasting + The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: + + At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image + + + Magic Resistance + The nycaloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nycaloth's weapon attacks are magical. + + + Multiattack + The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Claw|9|2d6+5 + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage. + Greataxe|9|2d12+5 + + + Teleport + The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Summon Yugoloth (1/Day) + The yugoloth chooses what to summon and attempts a magical summoning. + A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + darkness, detect magic, dispel magic, invisibility, mirror image + + + + + Oaken Bolter + M + construct + unaligned + + 16 (natural armor) + 58 (9d8+18) + 30 ft. + 1218153101 + + + + + poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands one language of its creator but can’t speak + 5 + + Source + Mordenkainen's Tome of Foes, p. 126 + + Constructed Nature + A clockwork doesn't require air, food, drink, or sleep. + + + Magic Resistance + The oaken bolter has advantage on saving throws against spells and other magical effects. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. + A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. + + d10 — Enhancement: + + 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. + + 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. + + 3 — Improved Armor. The clockwork's AC increases by 2. + + 4 — Increased Speed. The clockwork's speed increases by 10 feet. + + 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. + + 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. + + 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. + + 8 — Suction. The clockwork gains a climbing speed of 30 feet. + + 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). + + 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + Clockwork Malfunctions: + + d10 — Malfunction + + 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. + + 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. + + 3 — Ground Fault. The clockwork has vulnerability to lightning damage. + + 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. + + 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. + + 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. + + 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. + + 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. + + 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. + + 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + + + Multiattack + The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. + + + Lancing Bolt + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. + Lancing Bolt|7|2d10+4 + + + Harpoon + Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Harpoon|7|1d10+4 + + + Explosive Bolt (Recharge 5-6) + The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. + + + + + + Oblex Spawn + T + ooze + lawful evil + + 13 () + 18 (4d4+8) + 20 ft. + 81615141110 + Int +4, Cha +2 + + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance) + 12 + + 1/4 + + Source + Mordenkainen's Tome of Foes, p. 217 + + Ooze Nature + An oblex doesn't require sleep. + + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. + Pseudopod|5|1d4+3+1d4 + + + + + + Ochre Jelly + L + ooze + unaligned + 8 + 45 (6d10+12) + 10 ft., climb 10 ft. + 15614261 + + + acid + + lightning, slashing + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 2 + + Source + Monster Manual, p. 243 + + Amorphous + The jelly can move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. + |4|2d6+2 + + + Split + When 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 + + + Octopus + S + beast + unaligned + 12 + 3 (1d6) + 5 ft., swim 30 ft. + 415113104 + + Perception +2, Stealth +4 + + + + + darkvision 30 ft. + 12 + + 0 + + Source + Monster Manual, p. 333 + + Hold Breath + While out of water, the octopus can hold its breath for 30 minutes. + + + Underwater Camouflage + The octopus has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Tentacles|4|1 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + + + + + + Ogre + L + giant + chaotic evil + 11 (hide armor) + 59 (7d10+21) + 40 ft. + 19816577 + + + + + + + darkvision 60 ft. + 8 + Common, Giant + 2 + + Source + Monster Manual, p. 237 + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + |6|2d8+4 + + + Javelin + Melee 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+4 + + + + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Ogre Battering Ram + L + giant + chaotic evil + + 14 (ring mail) + 59 (7d10+21) + 40 ft. + 19816577 + + + + + + + darkvision 60 ft. + 8 + + Common, Giant + 4 + + Source + Mordenkainen's Tome of Foes, p. 220 + + Siege Monster + The ogre deals double damage to objects and structures. + + + Bash + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. + Bash|6|2d10+4 + + + Block the Path + Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn. + + + + + + Ogre Bolt Launcher + L + giant + chaotic evil + + 13 (hide armor) + 59 (7d10+21) + 40 ft. + 191216577 + + + + + + + darkvision 60 ft. + 8 + + Common, Giant + 2 + + Source + Mordenkainen's Tome of Foes, p. 220 + + + Fist + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. + Fist|6|2d4+4 + + + Bolt Launcher + Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage. + Bolt Launcher|3|3d10+1 + + + + + + Ogre Chain Brute + L + giant + chaotic evil + + 11 (hide armor) + 59 (7d10+21) + 40 ft. + 19816577 + + + + + + + darkvision 60 ft. + 8 + + Common, Giant + 3 + + Source + Mordenkainen's Tome of Foes, p. 221 + + + Fist + Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. + Fist|6|2d4+4 + + + Chain Sweep + The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Chain Smash (Recharge 6) + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Chain Smash|6|2d8+4 + + + + + + Ogre Howdah + L + giant + chaotic evil + + 13 (breastplate) + 59 (7d10+21) + 40 ft. + 19816577 + + + + + + + darkvision 60 ft. + 8 + + Common, Giant + 2 + + Source + Mordenkainen's Tome of Foes, p. 221 + + Howdah + The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. + + + Mace + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. + Mace|6|2d6+4 + + + + + + Ogre Zombie + L + undead + neutral evil + 8 + 85 (9d10+36) + 30 ft. + 19618365 + Wis +0 + + + + poison + poisoned + darkvision 60 ft. + 8 + understands Common and Giant but can't speak + 2 + + Source + Monster Manual, p. 316 + + Undead Fortitude + If 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. + + + Morningstar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + Morningstar|6|2d8+4 + + + + + + + Ogremoch + G + elemental + neutral evil + 20 (natural armor) + 526 (27d20+243) + 50 ft., burrow 50 ft. + 261128111522 + Str +14, Con +15, Wis +8 + + bludgeoning, piercing, and slashing from nonmagical weapons + + poison + charmed, frightened, paralyzed, petrified, poisoned, prone + blindsight 120 ft., tremorsense 120 ft. + 12 + Common, Terran + 20 + + Source + Princes of the Apocalypse p. 216 + + Empowered Attacks + Ogremoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons. + + + Innate Spellcasting + Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + + + • At will: meld into stone, move earth, wall of stone + + + Legendary Resistance (3/Day) + If Ogremoch fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Ogremoch has advantage on saving throws against spells and other magical effects. + + + Siege Monster + Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks. + + + Multiattack + Ogremoch makes two slam attacks. + + + Slam + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. + Slam|14|4d10+8 + + + Boulder + Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10+8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Boulder|6|7d10+8 + + + Summon Elementals (1/Day) + Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points. + + + Legendary Actions (3/Turn) + Ogremoch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Ogremoch regains spent legendary actions at the start of his turn. + + + Illuminating Crystals + Ogremoch's crystalline protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. + + + Stomp (Costs 2 Actions) + Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Create Gargoyle (Costs 3 Actions) + Ogremoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogremoch. Ogremoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogremoch's commands and fights until destroyed. + + meld into stone, move earth, wall of stone + + + + Oinoloth + M + fiend (yugoloth) + neutral evil + + 17 (natural armor) + 126 (12d10+60) + 40 ft. + 191718171619 + Con +8, Wis +7 + Deception +8, Intimidation +8, Perception +7 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 17 + Abyssal, Infernal, telepathy 60 ft. + 12 + + Source + Mordenkainen's Tome of Foes, p. 251 + + Bringer of Plagues (Recharge 5-6) + As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. + Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. + The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Innate Spellcasting + The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: darkness, detect magic, dispel magic, invisibility (self only) + + 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice. + + + Magic Resistance + The oinoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The oinoloth's weapon attacks are magical. + + + Multiattack + The oinoloth uses its Transfixing Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. + Claw|8|3d6+4+4d10 + + + Corrupted Healing (Recharge 6) + The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + + Teleport + The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Transfixing Gaze + The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + darkness, detect magic, dispel magic, invisibility, feeblemind, globe of invulnerability, wall of fire, wall of ice + + + + Olhydra + H + elemental + neutral evil + 18 (natural armor) + 324 (24d12+168) + 50 ft., swim 100 ft. + 212224171823 + Str +11, Con +13, Wis +10 + + lightning; bludgeoning, piercing, and slashing from nonmagical weapons + + acid, cold, poison + charmed, frightened, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + 14 + Aquan + 18 + + Source + Princes of the Apocalypse p. 218 + + Empowered Attacks + Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. + + + Innate Spellcasting + Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + + • At will: wall of ice + + • 3/day: ice storm + + • 1/day: storm of vengeance + + + Legendary Resistance (3/Day) + If Olhydra fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Olhydra has advantage on saving throws against spells and other magical effects. + + + Water Form + Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + Olhydra makes two slam attacks or two water jet attacks. + + + Slam + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Slam|11|3d10+5 + + + Water Jet + Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Water Jet|12|6d6 + + + Summon Elementals (1/Day) + Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points. + + + Legendary Actions (3/Turn) + Olhydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Olhydra regains spent legendary actions at the start of her turn. + + + Crush + One creature that Olhydra is grappling is crushed for 21 (3d10+5) bludgeoning damage. + Crush||3d10+5 + + + Fling (Costs 2 Actions) + Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. + + + Water to Acid (Costs 3 Actions) + Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn. + Contact||2d10 + Grappled||4d10 + + wall of ice, ice storm, storm of vengeance + + + + One-Eyed Shiver + M + humanoid (human) + chaotic evil + 12 (15 with mage armor) + 49 (9d8+9) + 30 ft. + 101412131317 + + Arcana +3, Perception +3, Intimidation +5 + + + cold + + + 13 + Common + 3 + + Source + Princes of the Apocalypse p. 207 + + Chilling Mist + While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage. + Chilling Mist||1d10 + + + Spellcasting + The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): chill touch, mage hand + + • 1st level (4 slots): fog cloud, mage armor, thunderwave + + • 2nd level (3 slots): mirror image, misty step + + • 3rd level (2 slots): fear + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + + Eye of Frost + The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + chill touch, mage hand, fog cloud, mage armor, thunderwave, mirror image, misty step, fear + 4, 3, 2 + + + Oni + L + giant + lawful evil + 16 (chain mail) + 110 (13d10+39) + 30 ft., fly 30 ft. + 191116141215 + Dex +3, Con +6, Wis +4, Cha +5 + Arcana +5, Deception +8, Perception +4 + + + + + darkvision 60 ft. + 14 + Common, Giant + 7 + + Source + Monster Manual, p. 239 + + Innate Spellcasting + The 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, sleep + + + Magic Weapons + The oni's weapon attacks are magical. + + + Regeneration + The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The 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+4 + + + Glaive + Melee 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+4 + Small or Medium Form|7|1d10+4 + + + Change Shape + The 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, sleep + + forest, urban + + + Ooze Master + H + undead + lawful evil + 9 (natural armor) + 138 (12d12+60) + 30 ft., climb 30 ft. + 16120171016 + Int +7, Wis +4 + Arcana +7, Insight +4 + lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, cold, poison + blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone + blindsight 120 ft. + 10 + Common, Primordial, Thayan + 10 + + Source + Tales from the Yawning Portal, p. 241 + + Undead Nature + The ooze master doesn't require air, food, drink, or sleep. + + + Corrosive Form + A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master 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 that hits the Ooze Master is destroyed after dealing damage. + The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Instinctive Attack + When the Ooze Master casts a spell with a casting time of l action, it can make one pseudopod attack as a bonus action. + + + Spellcasting + The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): acid splash, friends, mage hand, poison spray + + 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness + + 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion + + 3rd level (3 slots):fear, slow, stinking cloud + + 4th level (3 slots): confusion, Evard's black tentacles + + 5th level (1 slot): cloudkill. + + + Spider Climb + The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) acid damage. + Pseudopod|7|3d6+3+3d6 + + + Instinctive Charm + If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect. + + + acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion, fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill + 4,3,3,3,1 + + + Orc + M + humanoid (orc) + chaotic evil + 13 (hide armor) + 15 (2d8+6) + 30 ft. + 16121671110 + + Intimidation +2 + + + + + darkvision 60 ft. + 10 + Common, Orc + 1/2 + + Source + Monster Manual, p. 246 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. + |5|1d12+3 + + + Javelin + Melee 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+3 + + + + arctic, forest, grassland, hill, mountain, swamp, underdark + + + Orc Blade of Ilneval + M + humanoid (orc) + chaotic evil + 18 (chain mail, shield) + 60 (8d8+24) + 30 ft. + 171117101214 + Wis +3 + Insight +3, Intimidation +4, Perception +3 + + + + + darkvision 60 ft. + 13 + Common, Orc + 4 + + Source + Volo's Guide to Monsters, p. 183 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Foe Smiter of Ilneval + The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). + + + Multiattack + The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands. + Longsword|5|2d8+3 + Two Handed|5|2d10+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. + Javelin|5|1d6+3 + + + Ilneval's Command (Recharges 4-6) + Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack. + + + + forest, grassland, hill, mountain, underdark + + + Orc Claw of Luthic + M + humanoid (orc) + chaotic evil + 14 (hide armor) + 45 (6d8+18) + 30 ft. + 141516101511 + + Intimidation +2, Medicine +4, Survival +4 + + + + + darkvision 60 ft. + 12 + Common, Orc + 2 + + Source + Volo's Guide to Monsters, p. 183 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Spellcasting + The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: + + Cantrips (at will): guidance, mending, resistance, thaumaturgy + + 1st level (4 slots): bane, cure wounds, guiding bolt + + 2nd level (3 slots): augury, warding bond + + 3rd level (2 slots): bestow curse, create food and water + + + Multiattack + The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + Claw|4|1d8+2 + + guidance, mending, resistance, thaumaturgy, bane, cure wounds, guiding bolt, augury, warding bond, bestow curse, create food and water + 4, 3, 2 + mountain, underdark + + + Orc Eye of Gruumsh + M + humanoid (orc) + chaotic evil + 16 (ring mail, shield) + 45 (6d8+18) + 30 ft. + 16121791312 + + Intimidation +3, Religion +1 + + + + + darkvision 60 ft. + 11 + Common, Orc + 2 + + Source + Monster Manual, p. 247 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Gruumsh's Fury + The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). + + + Spellcasting + The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: + + • Cantrips (at will): guidance, resistance, thaumaturgy + + • 1st level (4 slots): bless, command + + • 2nd level (2 slots): augury, spiritual weapon (spear) + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. + One Handed|5|1d6+3+1d8 + Two Handed|5|2d8+3 + + guidance, resistance, thaumaturgy, bless, command, augury, spiritual weapon + 4, 2 + arctic, forest, grassland, hill, mountain, swamp, underdark + + + Orc Hand of Yurtrus + M + humanoid (orc) + chaotic evil + 12 (hide armor) + 30 (4d8+12) + 30 ft. + 12111611149 + + Arcana +2, Intimidation +1, Medicine +4, Religion +2 + + + + + darkvision 60 ft. + 12 + understands Common and Orc but can't speak + 2 + + Source + Volo's Guide to Monsters, p. 184 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Spellcasting + The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: + + Cantrips (at-will): guidance, mending, resistance, thaumaturgy + + 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good + + 2nd level (3 slots): blindness/deafness, silence + + + Touch of the White Hand + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage. + Touch of the White Hand|3|2d8 + + guidance, mending, resistance, thaumaturgy, bane, detect magic, inflict wounds, protection from evil and good, blindness/deafness, silence + 4, 3 + forest, grassland, hill, mountain, underdark + + + Orc Nurtured One of Yurtrus + M + humanoid (orc) + chaotic evil + 9 + 30 (4d8+12) + 30 ft. + 158167117 + + + + + + + darkvision 60 ft. + 10 + Common, Orc + 1/2 + + Source + Volo's Guide to Monsters, p. 184 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Corrupted Carrier + When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn‘t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Explosion| |4d6 + + + Nurtured One of Yurtrus + The orc has advantage on saving throws against poison and disease. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage. + Claws|4|1d4+2+1d4 + + + Corrupted Vengeance + The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait. + + + + forest, grassland, hill, mountain, underdark + + + Orc Red Fang of Shargaas + M + humanoid (orc) + chaotic evil + 15 (studded leather armor) + 52 (8d8+16) + 30 ft. + 1116159119 + + Intimidation +1, Perception +2, Stealth +5 + + + + + darkvision 60 ft. + 12 + Common, Orc + 3 + + Source + Volo's Guide to Monsters, p. 185 + + Cunning Action + On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. + + + Hand of Shargaas + The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). + + + Shargaas's Sight + Magical darkness doesn’t impede the orc’s darkvision. + + + Slayer + In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit. + + + Multiattack + The orc makes two scimitar or dart attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage. + Scimitar|5|3d6+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage. + Dart|5|3d4+3 + + + Veil of Shargaas (Recharges after a Short or Long Rest) + The orc casts darkness without any components. Wisdom is its spellcasting ability. + + darkness + + forest, hill, mountain, underdark, urban + + + Orc War Chief + M + humanoid (orc) + chaotic evil + 16 (chain mail) + 93 (11d8+44) + 30 ft. + 181218111116 + Str +6, Con +6, Wis +2 + Intimidation +5 + + + + + darkvision 60 ft. + 10 + Common, Orc + 4 + + Source + Monster Manual, p. 246 + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Gruumsh's Fury + The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). + + + Multiattack + The orc makes two attacks with its greataxe or its spear. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage. + Greataxe|6|1d12+4+1d8 + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. + One Handed|6|1d6+4+1d8 + Two Handed|6|2d8+4 + + + Battle Cry (1/Day) + Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. + + + + + + + Orcus + H + fiend (demon) + chaotic evil + 17 (natural armor, 20 with the Wand of Orcus) + 405 (30d12+210) + 40 ft., fly 40 ft. + 271425202025 + Dex +10, Con +15, Wis +13 + Arcana +12, Perception +12 + cold, fire, lightning + + necrotic; poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 22 + all, telepathy 120 ft. + 26 + + Source + Out of the Abyss p. 244 + Mordenkainen's Tome of Foes, p. 153 + + Wand of Orcus + The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at dawn. + While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. + + + Innate Spellcasting + Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + + At will: chill touch (17th level), detect magic + 3/day each: create undead, dispel magic + 1/day: time stop + + + Legendary Resistance (3/Day) + If Orcus fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Orcus has advantage on saving throws against spells and other magical effects. + + + Magic Weapon + Orcus's weapon attacks are magical. + + + Master of Undeath + When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. + + + Multiattack + Orcus makes two Wand of Orcus attacks. + + + Wand of Orcus + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (2d12) necrotic damage. + Wand of Orcus|19|3d8+8+2d12 + + + Tail + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage plus 18 (4d8) poison damage. + Tail|17|3d8+8+4d8 + + + Lair Actions + On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + + • Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Orcus needn’t see the creature, but he must be aware that the individual is in the lair. + + • Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. + + • Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required). + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Legendary Actions (3/Turn) + Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. + + + Tail + Orcus makes one tail attack. + Tail|17|3d8+8+4d8 + + + A Taste of Undeath + Orcus casts chill touch (17th level). + + + Creeping Death (Costs 2 Actions) + Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area are vulnerable to necrotic damage. + + chill touch, detect magic, create undead, dispel magic, time stop + + + + Oreioth + M + humanoid (human) + chaotic evil + 11 (14 with mage armor) + 39 (6d8+12) + 30 ft. + 8131416911 + Wis +1 + Arcana +5, Investigation +5, Medicine +1 + + + + + + 9 + Abyssal, Common + 2 + + Source + Princes of the Apocalypse p. 211 + + Grim Harvest + Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level. + + + Spellcasting + Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + + • Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp + + • 1st level (4 slots): false life, mage armor, magic missile, ray of sickness + + • 2nd level (3 slots): crown of madness, misty step + + • 3rd level (3 slots): animate dead, vampiric touch + + + Swift Animation (Recharges after a Long Rest) + When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid's corpse, instead of using the spell's normal casting time. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Dagger|3|1d4+1 + + chill touch, minor illusion, prestidigitation, shocking grasp, false life, mage armor, magic missile, ray of sickness, crown of madness, misty step, animate dead, vampiric touch + 4, 3, 3 + + + Oren Yogilvy + S + humanoid (strongheart halfling) + chaotic good + 11 + 9 (2d6+2) + 25 ft. + 81312111016 + + Perception +2, Performance +7, Persuasion +5 + poison + + + + + 12 + Common, Halfling + + + Source + Storm King's Thunder, p. 252 + + Halfling Nimbleness + Oren can move through the space of any creature that is of a size larger than his. + + + Lucky + When Oren rolls a l on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. + + + Stout Resilience + Oren has advantage on saving throws against poison. + + + Roleplaying Information + Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body. + + Ideal: "Music is food for the soul." + + Bond: "You had me at 'Can I buy you a drink?'" + + Flaw: "I have a knack for putting myself in harm's way. Good thing I'm lucky!" + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Oren carries four daggers. + Dagger|3|1d4+1 + + + + + + Orlekto + H + giant + chaotic evil + 16 (scale mail) + 230 (20d12+100) + 50 ft., swim 50 ft. + 291420161818 + Str +14, Con +10, Wis +9, Cha +9 + Athletics +14, Deception +14, Perception +9 + cold + + lightning, thunder + + + 19 + Common, Giant + 13 + + Source + Storm King's Thunder, p. 256 + + Amphibious + Orlekto can breathe air and water. + + + Innate Spellcasting + Orlekto's innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components: + + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + + Roleplaying Information + Orlekto is in love with Princess Mirran and wants to see her become Queen of the lyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature. + + Ideal: "Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!" + + Bond: "I serve Princess Mirran and her alone." + + Flaw: "For Mirran's love or my revenge, I'd betray my king and my honor." + + + Multiattack + Orlekto makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Orlekto hurls a magical lightning bolt at a point he 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. + Lightning Strike||12d8 + + detect magic, feather fall, levitate, light, control weather, water breathing + + + + Orog + M + humanoid (orc) + chaotic evil + 18 (plate) + 42 (5d8+20) + 30 ft. + 181218121112 + + Intimidation +5, Survival +2 + + + + + darkvision 60 ft. + 10 + Common, Orc + 2 + + Source + Monster Manual, p. 247 + + Aggressive + As a bonus action, the orog can move up to its speed toward a hostile creature that it can see. + + + Multiattack + The orog makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1dl2+4) slashing damage. + Greataxe|6|1d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage. + Javelin |6|1d6+4 + + + + arctic, forest, grassland, hill, mountain, underdark + + + Orthon + L + fiend (devil) + lawful evil + + 17 (half-plate) + 105 (10d10+50) + 30 ft., climb 30 ft. + 221621151516 + Dex +7, Con +9, Wis +6 + Perception +10, Stealth +11, Survival +10 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, poisoned + darkvision 120 ft., truesight 30 ft. + 20 + Common, Infernal, telepathy 120 ft. + 10 + + Source + Mordenkainen's Tome of Foes, p. 169 + + Invisibility Field + The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Magic Resistance + The orthon has advantage on saving throws against spells and other magical effects. + + + Infernal Dagger + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Infernal Dagger|10|2d4+6 + + + Infernal Crossbow + Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: + + 1. Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. + + 2. Blindness (1/Day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn. + + 3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. + + 4. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. + + 5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + 6. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Infernal Crossbow|7|2d10+3 + + + Explosive Retribution + When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow. + + + + + + + Othovir + M + humanoid (Illuskan human) + lawful neutral + 10 (13 with mage armor) + 16 (3d8+3) + 30 ft. + 111013121416 + + Deception +5, Insight +4, Persuasion +5 + + + + + + 12 + Common, Elvish + + + Source + Storm King's Thunder, p. 255 + + Spellcasting + Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared: + + Cantrips (at will): blade ward, fire bolt, mending, prestidigitation + + 1st level (3 slots): mage armor, thunderwave, witch bolt + + + Roleplaying Information + Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name. + + Ideal: "Find what you do well, and do it to the best of your ability." + + Bond: "I won't allow my name to be tarnished." + + Flaw: "I get angry when others pry into my private life." + + + Rapier + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. + Rapier|2|1d8 + + + Parry + Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon. + + blade ward, fire bolt, mending, prestidigitation, mage armor, thunderwave, witch bolt + 3 + + + Otyugh + L + aberration + neutral + 14 (natural armor) + 114 (12d10+48) + 30 ft. + 1611196136 + Con +7 + + + + + + darkvision 120 ft. + 11 + Otyugh + 5 + + Source + Monster Manual, p. 248 + + Limited Telepathy + The 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. + + + Multiattack + The otyugh makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |6|2d8+3 + + + Tentacle + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + |6|1d8+3 + + + Tentacle Slam + The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + underdark + + + Owl + T + beast + unaligned + 11 + 1 (1d4-1) + 5 ft., fly 60 ft. + 31382127 + + Perception +3, Stealth +3 + + + + + darkvision 120 ft. + 13 + + 0 + + Source + Monster Manual, p. 333 + Player's Handbook, p. 308 + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Talons|3|1 + + + + arctic, forest + + + Owlbear + L + monstrosity + unaligned + 13 (natural armor) + 59 (7d10+21) + 40 ft. + 2012173127 + + Perception +3 + + + + + darkvision 60 ft. + 13 + + 3 + + Source + Monster Manual, p. 249 + + Keen Sight and Smell + The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage. + |7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + |7|2d8+5 + + + + forest + + + Ox + L + beast + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + + + + + + 10 + + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Beast of Burden + The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + urban + + + Panther + M + beast + unaligned + 12 + 13 (3d8) + 50 ft., climb 40 ft. + 1415103147 + + Perception +4, Stealth +6 + + + + + + 14 + + 1/4 + + Source + Monster Manual, p. 333 + Player's Handbook, p. 308 + + Keen Smell + The panther has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Claw|4|1d4+2 + + + + forest, grassland, hill + + + Pegasus + L + celestial + chaotic good + 12 + 59 (7d10+21) + 60 ft., fly 90 ft. + 181516101513 + Dex +4, Wis +4, Cha +3 + Perception +6 + + + + + + 16 + understands Celestial, Common, Elvish, and Sylvan but can't speak + 2 + + Source + Monster Manual, p. 250 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|6|2d6+4 + + + + forest, grassland, hill + + + Pentadrone + M + construct + construct + 16 (natural armor) + 32 (5d10+5) + 40 ft. + 151412101013 + + Perception +4 + + + + + truesight 120 ft. + 14 + Modron + 2 + + Source + Monster Manual, p. 226 + + Axiomatic Mind + The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The pentadrone makes five arm attacks. + + + Arm + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + Arm|4|1d6+2 + + + Paralysis Gas (Recharge 5-6) + The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + + + + Peryton + M + monstrosity + chaotic evil + 13 (natural armor) + 33 (6d8+6) + 20 ft., fly 60 ft. + 16121391210 + + Perception +5 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + + 15 + understands Common and Elvish but can't speak + 2 + + Source + Monster Manual, p. 251 + + Dive Attack + If the peryton is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. + + + Flyby + The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Keen Sight and Smell + The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The peryton makes one gore attack and one talon attack. + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + |5|1d8+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. + |5|2d4+3 + + + + hill, mountain + + + Phantom Warrior + M + undead + any alignment + 16 + 45 (6d8+18) + 30 ft. + 16111681015 + + Perception +2, Stealth +4 + bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 12 + any languages it knew in life + 1 + + Source + Curse of Strahd p. 235 + + Ethereal Sight + The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The phantom warrior 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. + + + Spectral Armor and Shield + The phantom warrior's AC accounts for its spectral armor and shield. + + + Multiattack + The phantom warrior makes two attacks with its spectral longsword. + + + Spectral Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage. + Spectral Longsword|5|1d8+3 + + + Etherealness + The phantom warrior 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. + + + + + + Pharblex Spattergoo + M + humanoid (bullywug) + chaotic evil + 15 (studded leather armor, shield) + 59 (7d8+28) + 20 ft., swim 40 ft. + 15121811167 + Str +4, Con +6 + Perception +5, Religion +2, Stealth +3 + + + + + + 15 + Common, Bullywug + 3 + + Source + Hoard of the Dragon Queen p. 91 + + Amphibious + Pharblex can breathe air and water. + + + Poison Strike (3/Day) + Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage. + Poison Strike||2d8 + + + Spellcasting + Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: + + • Cantrips (at will): druidcraft, guidance, poison spray + + • 1st level (4 slots): cure wounds, entangle, healing word, thunderwave + + • 2nd level (3 slots): barkskin, beast sense, spike growth + + • 3rd level (3 slots): plant growth, water walk + + + Standing Leap + As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet. + + + Swamp Camouflage + Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Multiattack + Pharblex attacks twice. Once with his bite and once with his spear. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage. + Bite|5|1d4+2 + + + Spear + Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6+2) piercing damage. + One Handed|5|1d6+2 + Two Handed|5|1d8+2 + + druidcraft, guidance, poison spray, cure wounds, entangle, healing word, thunderwave, barkskin, beast sense, spike growth, plant growth, water walk + 4, 3, 3 + + + Phase Spider + L + monstrosity + unaligned + 13 (natural armor) + 32 (5d10+5) + 30 ft., climb 30 ft. + 1515126106 + + Stealth +6 + + + + + darkvision 60 ft. + 10 + + 3 + + Source + Monster Manual, p. 334 + + Ethereal Jaunt + As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |4|1d10+2 + Poison||4d8 + + + + desert, forest, grassland, hill, underdark, urban + + + Phoenix + G + elemental + neutral + + 18 () + 175 (10d20+70) + 20 ft., fly 120 ft. + 19262522118 + Wis +10, Cha +9 + + bludgeoning, piercing, and slashing from nonmagical attacks + + fire, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + 15 + + 16 + + Source + Mordenkainen's Tome of Foes, p. 199 + + Fiery Death and Rebirth + When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) 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 worn or carried. + The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. + + + Fire Form + The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix 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. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). + + + Flyby + The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Illumination + The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. + + + Legendary Resistance (3/Day) + If the phoenix fails a saving throw, it can choose to succeed instead. + + + Siege Monster + The phoenix deals double damage to objects and structures. + + + Multiattack + The phoenix makes two attacks: one with its beak and one with its fiery talons. + + + Beak + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) 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. + Beak|13|2d6+8 + + + Fiery Talons + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. + Fiery Talons|13|2d8+8 + + + Legendary Actions (3/Turn) + The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn. + + + Peck + The phoenix makes one beak attack. + + + Move + The phoenix moves up to its speed. + + + Swoop (Costs 2 Actions) + The phoenix moves up to its speed and attacks with its fiery talons. + + + + + + Pidlwick II + S + construct + neutral evil + 14 (natural armor) + 10 (3d6) + 30 ft. + 10141181310 + + Performance +3 + + + poison + paralyzed, petrified, poisoned + + 11 + understands Common but doesn't speak and can't read or write + 1/4 + + Source + Curse of Strahd p. 236 + + Ambusher + During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + Club|2|1d4 + + + Dart + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dart|4|1d4+2 + + + + + + Piercer + L + monstrosity + unaligned + 15 (natural armor) + 22 (3d8+9) + 5 ft., climb 5 ft. + 101316173 + + Stealth +5 + + + + + blindsight 30 ft., darkvision 60 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 252 + + False Appearance + While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. + + + Spider Climb + The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Drop + Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen. + Drop|3|1d6 + + + + underdark + + + Pit Fiend + L + fiend (devil) + lawful evil + 19 (natural armor) + 300 (24d10+168) + 30 ft., fly 60 ft. + 261424221824 + Dex +8, Con +13, Wis +10 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + truesight 120 ft. + 14 + Infernal, telepathy 120 ft. + 20 + + Source + Monster Manual, p. 77 + + Fear Aura + Any 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Magic Resistance + The pit fiend has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The pit fiend's weapon attacks are magical. + + + Innate Spellcasting + The 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 fire + + + Multiattack + The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. + + + Bite + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|14|4d6+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. + + + Claw|14|2d8+8 + + + Mace + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. + + + Mace|14|2d6+8+6d6 + + + Tail + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. + Tail|14|3d10+8 + + detect magic, fireball, hold monster, wall of fire + + + + + Pixie + T + fey + neutral good + 15 + 1 (1d4-1) + 10 ft., fly 30 ft. + 2208101415 + + Perception +4, Stealth +7 + + + + + + 14 + Sylvan + 1/4 + + Source + Monster Manual, p. 253 + + Magic Resistance + The pixie has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: + + At will: druidcraft + 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep + + + Superior Invisibility + The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + druidcraft, confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep + + forest + + + Planetar + L + celestial + lawful good + 19 (natural armor) + 200 (16d10+112) + 40 ft., fly 120 ft. + 242024192225 + Con +12, Wis +11, Cha +12 + Perception +11 + radiant; bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + 21 + all, telepathy 120 ft. + 16 + + Source + Monster Manual, p. 17 + + Angelic Weapons + The 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 Awareness + The planetar knows if it hears a lie. + + + Innate Spellcasting + The 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 plague + + + Magic Resistance + The planetar has advantage on saving throws against spells and other magical effects. + + + Multiattack + The planetar makes two melee attacks. + + + Greatsword + Melee 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+5d8 + + + Healing 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. + + detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague + + + + + Plesiosaurus + L + beast + unaligned + 13 (natural armor) + 68 (8d10+24) + 20 ft., swim 40 ft. + 1815162125 + + Perception +3, Stealth +4 + + + + + + 13 + + 2 + + Source + Monster Manual, p. 80 + + Hold Breath + The plesiosaurus can hold its breath for 1 hour. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage. + Bite|6|3d6+4 + + + + coastal, underwater + + + Poisonous Snake + T + beast + unaligned + 13 + 2 (1d4) + 30 ft., swim 30 ft. + 216111103 + + + + + + + blindsight 10 ft. + 10 + + 1/8 + + Source + Monster Manual, p. 334 + Player's Handbook, p. 308 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. + Bite|5|1 + + + + coastal, desert, forest, grassland, hill, swamp + + + Polar Bear + L + beast + unaligned + 12 (natural armor) + 42 (5d10+15) + 40 ft., swim 30 ft. + 2010162137 + + Perception +3 + + + + + + 13 + + 2 + + Source + Monster Manual, p. 334 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. + Bite|7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claws|7|2d6+5 + + + + arctic, underdark + + + Poltergeist + M + undead + chaotic evil + 12 + 22 (5d8) + 0 ft., fly 50 ft. (hover) + 11411101011 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + understands all languages it knew in life but can't speak + 2 + + Source + Monster Manual, p. 279 + + Incorporeal Movement + The poltergeist 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 Sensitivity + While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Invisibility + The poltergeist is invisible. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Forceful Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. + Slam|4|3d6 + + + Telekinetic Thrust + The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. + If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. + If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. + Hurled Object|4|2d4 + + + + + + + Pony + M + beast + unaligned + 10 + 11 (2d8+2) + 40 ft. + 1510132117 + + + + + + + + 10 + + 1/8 + + Source + Monster Manual, p. 335 + + + Hooves + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. + Hooves|4|2d4+2 + + + + urban + + + Priest + M + humanoid (any race) + any alignment + 13 (chain shirt) + 27 (5d8+5) + 25 ft. + 101012131613 + + Medicine +7, Persuasion +3, Religion +4 + + + + + + 13 + any two languages + 2 + + Source + Monster Manual, p. 348 + + Divine Eminence + As 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||3d6 + + + Spellcasting + The 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: + + • Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + + • 2nd level (3 slots): lesser restoration, spiritual weapon + + • 3rd level (2 slots): dispel magic, spirit guardians + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. + |2|1d6 + + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + 4, 3, 2 + urban + + + Pseudodragon + T + dragon + neutral good + 13 + 7 (2d4+2) + 15 ft., fly 60 ft. + 61513101210 + + Perception +3, Stealth +4 + + + + + blindsight 10 ft., darkvision 60 ft. + 13 + understands Common and Draconic but can't speak + 1/4 + + Source + Monster Manual, p. 254 + Player's Handbook, p. 308 + + Keen Senses + The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Magic Resistance + The pseudodragon has advantage on saving throws against spells and other magical effects. + + + Limited Telepathy + The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. + + + Variant: Familiar + The 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. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Sting + 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 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Sting|4|1d4+2 + + + + coastal, desert, forest, hill, mountain, urban + + + Pterafolk + L + monstrosity + neutral evil + 12 (natural armor) + 26 (4d10+4) + 30 ft., fly 50 ft. + + 15131291011 + + Perception +2, Survival +2 + + + + + + 12 + Common + 1 + + Source + Tomb of Annihilation, p. 229 + + Terror Dive + If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Multiattack + The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. + Bite|4|2d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. + Claw|4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage. + Javelin|4|2d6+2 + + + + + + Pteranodon + M + beast + unaligned + 13 (natural armor) + 13 (3d8) + 10 ft., fly 60 ft. + 121510295 + + Perception +1 + + + + + + 11 + + 1/4 + + Source + Monster Manual, p. 80 + + Flyby + The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage + Bite|3|2d4+1 + + + + coastal, grassland, mountain + + + Purple Worm + G + monstrosity + unaligned + 18 (natural armor) + 247 (15d20+90) + 50 ft., burrow 30 ft. + 28722184 + Con +11, Wis +4 + + + + + + blindsight 30 ft., tremorsense 60 ft. + 9 + + 15 + + Source + Monster Manual, p. 255 + + Tunneler + The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|9|3d8+9 + + + Tail Stinger + Melee 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+9 + + + + desert, underdark + + + Purple Wormling + L + monstrosity + unaligned + 12 (natural armor) + 42 (5d10+15) + 20 ft. + 16716162 + + + + + + + blindsight 30 ft., tremorsense 30 ft. + 8 + + 2 + + Source + Storm King's Thunder, p. 242 + + + Multiattack + The wormling makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns. If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling 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 wormling. If the worm ling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. + Bite|5|1d8+3 + + + Tail Stinger + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|5|1d4+3 + + + + + + Quadrone + M + construct + construct + 16 (natural armor) + 22 (4d8+4) + 30 ft., fly 30 ft. + 121412101011 + + Perception +2 + + + + + truesight 120 ft. + 12 + Modron + 1 + + Source + Monster Manual, p. 226 + + Axiomatic Mind + The quadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The quadrone makes two fist attacks or four shortbow attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + Fist|3|1d4+1 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortbow|4|1d6+2 + + + + + + + Quaggoth + M + humanoid (quaggoth) + chaotic neutral + 13 (natural armor) + 45 (6d8+18) + 30 ft., climb 30 ft. + 1712166127 + + Athletics +5 + + + poison + poisoned + darkvision 120 ft. + 11 + Undercommon + 2 + + Source + Monster Manual, p. 256 + + Wounded Fury + While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + Wounded Fury||2d6 + + + Multiattack + The quaggoth makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + underdark + + + Quaggoth Spore Servant + M + plant + unaligned + 13 (natural armor) + 45 (6d8+18) + 20 ft., climb 20 ft. + 171216261 + + + + + poison + blinded, charmed, frightened, paralyzed, poisoned + blindsight 30 ft. (blind beyond this radius) + 8 + + 1 + + Source + Monster Manual, p. 230 + + + Multiattack + The spore servant makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + underdark + + + Quaggoth Thonot + M + humanoid (quaggoth) + chaotic neutral + 13 (natural armor) + 45 (6d8+18) + 30 ft., climb 30 ft. + 1712166127 + + Athletics +5 + + + poison + poisoned + darkvision 120 ft. + 10 + Undercommon + 3 + + Source + Monster Manual, p. 256 + + Wounded Fury + While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + Wounded Fury||2d6 + + + Innate Spellcasting (Psionics) + The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components: + + At will: feather fall, mage hand (the hand is invisible) + 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image + + + Multiattack + The quaggoth makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + feather fall, mage hand, cure wounds, enlarge/reduce, heat metal, mirror image + + underdark + + + Quasit + T + fiend (demon) + chaotic evil + 13 + 7 (3d4) + 40 ft. + 5171071010 + + Stealth +5 + cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 10 + Abyssal, Common + 1 + + Source + Monster Manual, p. 63 + Player's Handbook, p. 309 + + Shapechanger + The 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 Resistance + The quasit has advantage on saving throws against spells and other magical effects. + + + Variant: Familiar + The 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Claw/Bite|4|1d4+3 + + + Scare (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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Invisibility + The 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. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + + Quetzalcoatlus + H + beast + unaligned + 13 (natural armor) + 30 (4d12+4) + 10 ft., fly 80 ft. + 1513132105 + + Perception +2 + + + + + + 12 + + 2 + + Source + Volo's Guide to Monsters, p. 140 + + Dive Attack + If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. + Dive Attack||3d6 + + + Flyby + The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. + + + Bite + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage. + Bite|4|3d6+2 + + + + coastal, hill, mountain + + + Quickling + T + fey + chaotic evil + 16 + 10 (3d4+3) + 120 ft. + 4231310127 + + Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8 + + + + + darkvision 60 ft. + 15 + Common, Sylvan + 1 + + Source + Volo's Guide to Monsters, p. 187 + + Blurred Movement + Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. + + + Evasion + If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Multiattack + The quickling makes three dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage. + Dagger|8|1d4+6 + + + + forest + + + Quipper + T + beast + unaligned + 13 + 1 (1d4-1) + swim 40 ft. + 2169172 + + + + + + + darkvision 60 ft. + 8 + + 0 + + Source + Monster Manual, p. 335 + + Blood Frenzy + The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The quipper can breathe only underwater. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|5|1 + + + + underwater + + + Rahadin + M + humanoid (elf) + lawful evil + 18 (studded leather) + 135 (18d8+54) + 35 ft. + 142217151618 + Con +7, Wis +7 + Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14 + + + + + darkvision 60 ft. + 21 + Common, Elvish + 10 + + Source + Curse of Strahd p. 237 + + Deathly Choir + Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. + Deathly Choir||3d10 + + + Fey Ancestry + Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Innate Spellcasting + Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components: + + 3/day: misty step, phantom steed + + 1/day: magic weapon, nondetection + + + Mask of the Wild + Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Multiattack + Rahadin attacks three times with his scimitar, or twice with his poisoned darts. + + + Scimitar + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage. + Scimitar|10|1d6+6 + + + Poisoned Dart + Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage. + Poisoned Dart|10|1d4+6+2d4 + + misty step, phantom steed, magic weapon, nondetection + + + + Rakshasa + M + fiend + lawful evil + 16 (natural armor) + 110 (13d8+52) + 40 ft. + 141718131620 + + Deception +10, Insight +8 + + piercing from magic weapons wielded by good creatures + bludgeoning, piercing, and slashing from nonmagical attacks + + darkvision 60 ft. + 13 + Common, Infernal + 13 + + Source + Monster Manual, p. 257 + + Limited Magic Immunity + The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + + + Innate Spellcasting + The 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 seeing + + + Multiattack + The rakshasa makes two claw attacks + + + Claw + Melee 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+2 + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing + + urban + + + Ras Nsi + M + monstrosity (shapechanger + yuan-ti), neutral evil + 15 (bracers of defense) + 127 (17d8+51) + 30 ft. + + 171617181821 + Con +6, Wis +7 + Deception +8, Persuasion +8, Religion +7, Stealth +6 + + + poison + poisoned + darkvision 60 ft. + 14 + Abyssal, Common, Draconic + 7 + + Source + Tomb of Annihilation, p. 230 + + Death Curse + Having died and been brought back to life, Ras Nsi is suffering from the death curse. His hit point maximum is reduced to 107, and decreases by 1 for each day that passes during the adventure. + + + Special Equipment + Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1). + + + Shapechanger + Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies. + + + Innate Spellcasting + Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + + 3/day each: suggestion. + + + Spellcasting + Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ras Nsi has the following wizard spells prepared: + + Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray + + 1st level (4 slots): expeditious retreat, false life, magic missile, shield + + 2nd level (3 slots): blindness/deafness, hold person, misty step + + 3rd level (3 slots): animate dead, counterspell, fireball + + 4th level (3 slots): blight, polymorph + + 5th level (2 slots): contact other plane, geas + + 6th level (1 slot): create undead. + + + Magic Resistance + Ras Nsi has advantage on saving throws against spells and other magical effects. + + + Multiattack + Ras Nsi makes three melee attacks, but can use Constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + Bite|6|1d4+3+2d6 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|6|2d6+3 + + + Flame Tongue Longsword (Yuan-ti Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage when used with two hands, plus 7 (2d6) fire damage. + Flame Tongue Longsword|6|1d8+3 + + chill touch, fire bolt, mage hand, mending, poison spray, expeditious retreat, false life, magic missile, shield, blindness/deafness, hold person, misty step, animate dead, counterspell, fireball, blight, polymorph, contact other plane, geas, create undead, animal friendship, suggestion + 4,3,3,3,2,1 + + + Rat + T + beast + unaligned + 10 + 1 (1d4-1) + 20 ft. + 21192104 + + + + + + + darkvision 30 ft. + 10 + + 0 + + Source + Monster Manual, p. 335 + Player's Handbook, p. 309 + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite||1 + + + + swamp, urban + + + Rath Modar + M + humanoid (human) + lawful evil + 13 (16 with mage armor) + 71 (11d8+22) + 30 ft. + 111614181410 + Int +7, Wis +5 + Arcana +7, Deception +3, Insight +5, Stealth +6 + + + + + + 12 + Common, Draconic, Infernal, Primordial, Thayan + 6 + + Source + Hoard of the Dragon Queen p. 92 + + Special Equipment + Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball. + + + Spellcasting + Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list: + + • Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp + + • 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile + + • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force + + • 3rd level (3 slots): counterspell, fireball, major image + + • 4th level (3 slots): confusion, greater invisibility + + • 5th level (2 slots): mislead, seeming + + • 6th level (1 slot): globe of invulnerability + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. + One Handed|4|1d6 + Two Handed|4|1d8 + + + Illusory Self (Recharges on a Short or Long Rest) + When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates. + + fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability + 4, 3, 3, 3, 2, 1 + + + Raven + T + beast + unaligned + 12 + 1 (1d4-1) + 10 ft., fly 50 ft. + 21482126 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 335 + Player's Handbook, p. 309 + + Mimicry + The 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. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Beak|4|1 + + + + hill, swamp, urban + + + Razerblast + M + humanoid (human) + chaotic evil + 17 (splint) + 112 (15d8+75) + 30 ft. + 16111691013 + + Intimidation +4, Perception +3 + + + fire + + + 13 + Common, Ignan + 5 + + Source + Princes of the Apocalypse p. 201 + + Searing Armor + The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn. + Searing Armor||1d10 + + + Shrapnel Explosion + When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The razerblast makes three melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + One Handed|6|1d6+3+1d6 + Two Handed|6|1d8+3+1d6 + + + + + + Red Abishai + M + fiend (devil) + lawful evil + + 22 (natural armor) + 255 (30d8+120) + 30 ft., fly 50 ft. + 231619141519 + Str +12, Con +10, Wis +8 + Intimidation +10, Perception +8 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 18 + Draconic, Infernal, telepathy 120 ft. + 19 + + Source + Mordenkainen's Tome of Foes, p. 162 + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Multiattack + The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. + Morningstar|12|1d8+6 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. + Claw|12|2d10+6 + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage. + Bite|12|5d10+6+7d10 + + + Frightful Presence + Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it 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 abishai's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Incite Fanaticism + The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. + + + Power of the Dragon Queen + The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + + + + Red Dragon Wyrmling + M + dragon + chaotic evil + 17 (natural armor) + 75 (10d8+30) + 30 ft., climb 30 ft., fly 60 ft. + 191017121115 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + fire + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 4 + + Source + Monster Manual, p. 98 + + + Bite + Melee 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+1d6 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||7d6 + + + + + + + Red Guard Drake + M + dragon + unaligned + 14 (natural armor) + 52 (7d8+21) + 30 ft., climb 30 ft. + 1611164107 + + Perception +2 + fire + + + + darkvision 60 ft. + 12 + understands Draconic but can't speak it + 2 + + Source + Volo's Guide to Monsters, p. 158 + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Tail|5|1d6+3 + + + + mountain, underdark, urban + + + Red Slaad + L + aberration + chaotic neutral + 14 (natural armor) + 93 (11d10+33) + 30 ft. + 161216667 + + Perception +1 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + 11 + Slaad, telepathy 60 ft. + 5 + + Source + Monster Manual, p. 276 + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. + Bite|6|2d4+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg. + A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. + If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. + Claw|6|1d8+3 + + + + + + + Redbrand Ruffian + M + humanoid (human) + neutral evil + 14 (studded leather armor) + 16 (3d8+3) + 30 ft. + 1114129911 + + Intimidation +2 + + + + + + 9 + Common + 1/2 + + Source + Lost Mines of Phandelver p. 61 + + + Multiattack + The ruffian makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + + + + Redcap + S + fey + chaotic evil + 13 (natural armor) + 45 (6d6+24) + 25 ft. + 18131810129 + + Athletics +6, Perception +3 + + + + + darkvision 60 ft. + 13 + Common, Sylvan + 3 + + Source + Volo's Guide to Monsters, p. 188 + + Iron Boots + While moving, the redcap has disadvantage on Dexterity (Stealth) checks. + + + Outsize Strength + While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. + + + Multiattack + The redcap makes three attacks with its wicked sickle. + + + Wicked Sickle + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. + Wicked Sickle|6|2d4+4 + + + Ironbound Pursuit + The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Kick| |3d10+4 + + + + forest, hill, swamp + + + Reef Shark + M + beast + unaligned + 12 (natural armor) + 22 (4d8+4) + swim 40 ft. + 1413131104 + + Perception +2 + + + + + blindsight 30 ft. + 12 + + 1/2 + + Source + Monster Manual, p. 336 + Player's Handbook, p. 309 + + Pack Tactics + The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + + underwater + + + Remorhaz + H + monstrosity + unaligned + 17 (natural armor) + 195 (17d12+85) + 30 ft., burrow 20 ft. + 2413214105 + + + + + cold, fire + + darkvision 60 ft., tremorsense 60 ft. + 10 + + 11 + + Source + Monster Manual, p. 258 + + Heated Body + A 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||3d6 + + + Bite + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|11|6d10+7+3d6 + + + Swallow + The 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + arctic + + + Retriever + L + construct + lawful evil + + 19 (natural armor) + 210 (20d10+100) + 40 ft., climb 40 ft. + 2216203114 + Dex +8, Con +10, Wis +5 + Perception +5, Stealth +8 + + + necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 30 ft., darkvision 60 ft. + 15 + understands Abyssal, Elvish, and Undercommon but can't speak + 14 + + Source + Mordenkainen's Tome of Foes, p. 222 + + Faultless Tracker + The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. + + + Innate Spellcasting + The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components. + + 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web + + + Multiattack + The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. + + + Foreleg + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. + Foreleg|11|2d8+6 + + + Force Beam + The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. + + + Paralyzing Beam (Recharge 5-6) + The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + plane shift, web + + + + Revenant + M + undead + neutral + 13 (leather armor) + 136 (16d8+64) + 30 ft. + 181418131618 + Str +7, Con +7, Wis +6, Cha +7 + + necrotic, psychic + + poison + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + 13 + the languages it knew in life + 5 + + Source + Monster Manual, p. 259 + + Regeneration + The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Turn Immunity + The revenant is immune to effects that turn undead. + + + Vengeful Tracker + The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. + + + Multiattack + The revenant makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|7|2d6+4 + + + Vengeful Glare + The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + arctic, desert, forest, hill, swamp, urban + + + Rezmir + M + humanoid (half-black dragon) + neutral evil + 13 (15 with the Black Dragon Mask) + 90 (12d8+36) + 30 ft. + 181616151214 + Dex +6, Wis +4 + Arcana +5, Stealth +9 + + + acid + charmed, frightened + blindsight 10 ft., darkvision 120 ft. + 11 + Common, Draconic, Infernal, Giant, Netherese + 7 + + Source + Hoard of the Dragon Queen p. 93 + + Special Equipment + Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws. + + + Amphibious + Rezmir can breathe air and water. + + + Dark Advantage + Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll. + Dark Advantage||3d6 + + + Draconic Majesty + While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included). + + + Immolation + When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash. + + + Legendary Resistance (1/Day) + If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead. + + + Greatsword (Hazirawn) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. + Greatsword|9|2d6+6+2d6 + + + Caustic Bolt + Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage. + Caustic Bolt|8|4d8 + + + Acid Breath (Recharge 5-6) + Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath|0|5d8 + + + Legendary Actions (3/Turn) + Rezmir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Rezmir regains spent legendary actions at the start of her turn. + + + Darkness (Costs 2 Actions) + If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. + A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. + + + Attack + Rezmir makes one melee attack. + + + Hide + Rezmir takes the Hide action. + + + + + + Rhinoceros + L + beast + unaligned + 11 (natural armor) + 45 (6d10+12) + 40 ft. + 218152126 + + + + + + + + 11 + + 2 + + Source + Monster Manual, p. 336 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Gore|7|2d8+5 + + + + grassland + + + Rictavio + M + humanoid (human) + lawful good + 12 (leather armor) + 77 (14d8+14) + 30 ft. + 91213161816 + Con +4, Wis +7 + Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4 + + + + + + 17 + Abyssal, Common, Elvish, Infernal + 5 + + Source + Curse of Strahd p. 238 + + Special Equipment + In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead. + + + Spellcasting + Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared: + + • Cantrips (at will): guidance, light, mending, thaumaturgy + + •1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary + + •2nd level (3 slots): augury, lesser restoration, protection from poison + + •3rd level (3 slots): magic circle, remove curse, speak with dead + + •4th level (3 slots): death ward, freedom of movement + + •5th level (1 slot): dispel evil and good + + + Undead Slayer + When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type. + + + Multiattack + Rictavio makes two attacks with his sword cane. + + + Sword Cane + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword). + Sword Cane|4|1d6+1 + + guidance, light, mending, thaumaturgy, cure wounds, detect evil and good, protection from evil and good, sanctuary, augury, lesser restoration, protection from poison, magic circle, remove curse, speak with dead, death ward, freedom of movement, dispel evil and good + 4, 3, 3, 3, 1 + + + Riding Horse + L + beast + unaligned + 10 + 13 (2d10+2) + 60 ft. + 1610122117 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 336 + Player's Handbook, p. 310 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. + Hooves|5|2d4+3 + + + + grassland, urban + + + Roc + G + monstrosity + unaligned + 15 (natural armor) + 248 (16d20+80) + 20 ft., fly 120 ft. + 2810203109 + Dex +4, Con +9, Wis +4, Cha +3 + Perception +4 + + + + + + 14 + + 11 + + Source + Monster Manual, p. 260 + + Keen Sight + The roc has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The roc makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage. + Beak|13|4d8+9 + + + Talons + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Talons|13|4d6+9 + + + + arctic, coastal, desert, hill, mountain + + + Roper + L + monstrosity + neutral evil + 20 (natural armor) + 93 (11d10+33) + 10 ft., climb 10 ft. + 188177166 + + Perception +6, Stealth +5 + + + + + darkvision 60 ft. + 16 + + 5 + + Source + Monster Manual, p. 261 + + False Appearance + While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + + + Grasping Tendrils + The 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 Climb + The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage. + |7|4d8+4 + + + Tendril + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tendril|7| + + + Reel + The roper pulls each creature grappled by it up to 25 ft. straight toward it. + + + + underdark + + + Rot Troll + L + giant + chaotic evil + + 16 (natural armor) + 138 (12d10+72) + 30 ft. + 181322584 + + Perception +3 + + + necrotic + + darkvision 60 ft. + 13 + Giant + 9 + + Source + Mordenkainen's Tome of Foes, p. 244 + + Rancid Degeneration + At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. + Bite|8|1d6+4+3d10 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. + Claws|8|2d6+4+1d10 + + + + + + Rothé + L + beast + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + + + + + darkvision 30 ft. + 10 + + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + grassland + + + Rug of Smothering + L + construct + unaligned + 12 + 33 (6d10) + 10 ft. + 171410131 + + + + + poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 6 + + 2 + + Source + Monster Manual, p. 20 + + Antimagic Susceptibility + The 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. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Damage Transfer + While 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 Appearance + While the rug remains motionless, it is indistinguishable from a normal rug. + + + Smother + Melee 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Smother||2d6+3 + + + + + + + Rust Monster + M + monstrosity + unaligned + 14 (natural armor) + 27 (5d8+5) + 40 ft. + 1312132136 + + + + + + + darkvision 60 ft. + 11 + + 1/2 + + Source + Monster Manual, p. 262 + + Iron Scent + The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. + + + Rust Metal + Any 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. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. + Bite|3|1d8+1 + + + Antennae + The 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 + + + Rutterkin + M + fiend (demon) + chaotic evil + + 12 () + 37 (5d8+15) + 20 ft. + 1415175126 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft. + 11 + understands Abyssal but can’t speak + 2 + + Source + Mordenkainen's Tome of Foes, p. 136 + + Crippling Fear + When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|4|3d6+2 + + + + + + Saber-Toothed Tiger + L + beast + unaligned + 12 + 52 (7d10+14) + 40 ft. + 1814153128 + + Perception +3, Stealth +6 + + + + + + 13 + + 2 + + Source + Monster Manual, p. 336 + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage. + Bite|6|1d10+5 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|6|2d6+5 + + + + arctic, mountain + + + Sacred Statue + L + construct + as the eidolon’s alignment + + 19 (natural armor) + 95 (10d10+40) + 25 ft. + 19819141916 + Wis +8 + + acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 14 + the languages the eidolon knew in life + 12 + + Source + Mordenkainen's Tome of Foes, p. 194 + + False Appearance + While the statue remains motionless, it is indistinguishable from a normal statue. + + + Ghostly Inhabitant + The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. + + + Inert + When not inhabited by an eidolon, the statue is an object. + + + Multiattack + The statue makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage. + Slam|8|6d12+4 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage. + Rock|8|6d10+4 + + + + + + Sacred Stone Monk + M + humanoid (human) + lawful evil + 14 + 22 (4d8+4) + 40 ft. + 13151210149 + + Acrobatics +4, Athletics +3, Perception +4 + + + + + tremorsense 10 ft. + 14 + Common + 1/2 + + Source + Princes of the Apocalypse p. 196 + + Unarmored Defense + While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Unarmored Movement + While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed). + + + Multiattack + The monk makes two melee attacks. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + Unarmed Strike|4|1d6+2 + + + Parry + The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker. + + + + + + Sahuagin + M + humanoid (sahuagin) + lawful evil + 12 (natural armor) + 22 (4d8+4) + 30 ft., swim 40 ft. + 13111212139 + + Perception +5 + + + + + darkvision 120 ft. + 15 + Sahuagin + 1/2 + + Source + Monster Manual, p. 263 + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. + Claws|3|1d4+1 + + + Spear + Melee 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+1 + Two Handed|3|1d8+1 + + + + coastal, underwater + + + Sahuagin Baron + M + humanoid (sahuagin) + lawful evil + 16 (breastplate) + 76 (9d10+27) + 30 ft., swim 50 ft. + 191516141317 + Dex +5, Con +6, Int +5, Wis +4 + Perception +7 + + + + + darkvision 120 ft. + 17 + Sahuagin + 5 + + Source + Monster Manual, p. 264 + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes three attacks: one with his bite and two with his claws or trident. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage. + Bite|7|2d4+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claws|7|2d6+4 + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 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+4 + Two Handed|7|2d8+4 + + + + coastal, underwater + + + Sahuagin Priestess + M + humanoid (sahuagin) + lawful evil + 12 (natural armor) + 33 (6d8+6) + 30 ft., swim 40 ft. + 131112121413 + + Perception +6, Religion +3 + + + + + darkvision 120 ft. + 16 + Sahuagin + 2 + + Source + Monster Manual, p. 264 + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Spellcasting + The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: + + • Cantrips (at will): guidance, thaumaturgy + + • 1st level (4 slots): bless, detect magic, guiding bolt + + • 2nd level (3 slots): hold person, spiritual weapon (trident) + + • 3rd level (3 slots): mass healing word, tongues + + + Multiattack + The sahuagin makes two melee attacks: one with her bite and one with her claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. + Claws|3|1d4+1 + + guidance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues + 4, 3, 3 + coastal, underwater + + + Salamander + L + elemental + neutral evil + 15 (natural armor) + 90 (12d10+24) + 30 ft. + 181415111012 + + + bludgeoning, piercing, and slashing from nonmagical attacks + cold + fire + + darkvision 60 ft. + 10 + Ignan + 5 + + Source + Monster Manual, p. 266 + + Heated Body + A 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||2d6 + + + Heated Weapons + Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). + + + Multiattack + The salamander makes two attacks: one with its spear and one with its tail. + + + Spear + Melee 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+4 + + + Tail + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tail|7|2d6+4+2d6 + + + + underdark + + + Satyr + M + fey + chaotic neutral + 14 (leather armor) + 31 (7d8) + 40 ft. + 121611121014 + + Perception +2, Performance +6, Stealth +5 + + + + + + 12 + Common, Elvish, Sylvan + 1/2 + + Source + Monster Manual, p. 267 + + Magic Resistance + The satyr has advantage on saving throws against spells and other magical effects. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. + Ram|3|2d4+1 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + Variant: Panpipes + The 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + forest + + + Scaladar + H + construct + unaligned + 19 (natural armor) + 94 (7d12+49) + 30 ft., climb 20 ft. + 1910251121 + + fire, bludgeoning, piercing, and slashing from nonmagical attacks + force, lightning, poison + charmed, paralyzed, poisoned + darkvision 60ft. + 11 + + 8 + + Source + Waterdeep - Dungeon of the Mad Mage, p. 315 + + Lightning Absorption + Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn + + Sadar Link + The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage + + + Multiattack + The scaladar makes three attacks- two with its claws and one with its sting + + + Claw + Meee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 10 (1d12+4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target. + Claw|7|1d12+4 + + + Sting + Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d10+4) piercing damage plus 11 (2d10) lightning damage. + Sting|7|1d10+4 + Lightning|7|2d10 + + + + Underdark + + + Scarecrow + M + construct + chaotic evil + 11 + 36 (8d8) + 30 ft. + 111311101013 + + + bludgeoning, piercing, and slashing from nonmagical attacks + fire + poison + charmed, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 1 + + Source + Monster Manual, p. 268 + + False Appearance + While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. + + + Multiattack + The scarecrow makes two claw attacks. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + Claw|3|2d4+1 + + + Terrifying Glare + The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + grassland + + + Scorpion + T + beast + unaligned + 11 (natural armor) + 1 (1d4-1) + 10 ft. + 2118182 + + + + + + + blindsight 10 ft. + 9 + + 0 + + Source + Monster Manual, p. 337 + + + Sting + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. + Sting|2|1 + + + + desert + + + Scout + M + humanoid (any race) + any alignment + 13 (leather armor) + 16 (3d8+3) + 30 ft. + 111412111311 + + Nature +4, Perception +5, Stealth +6, Survival +5 + + + + + + 15 + any one language (usually Common) + 1/2 + + Source + Monster Manual, p. 349 + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + The scout makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + |4|1d8+2 + + + + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Sea Hag + M + fey + chaotic evil + 14 (natural armor) + 52 (7d8+21) + 30 ft., swim 40 ft. + 161316121213 + + + + + + + darkvision 60 ft. + 11 + Aquan, Common, Giant + 2 + + Source + Monster Manual, p. 179 + + Amphibious + The hag can breathe air and water. + + + Horrific Appearance + Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. + Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Claws|5|2d6+3 + + + Death Glare + The 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 Appearance + The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. + + identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + coastal, underwater + + + Sea Horse + T + beast + unaligned + 11 + 1 (1d4-1) + swim 20 ft. + 11281102 + + + + + + + + 10 + + 0 + + Source + Monster Manual, p. 337 + + Water Breathing + The sea horse can breathe only underwater. + + + + + + + Sea Lion + L + monstrosity + unaligned + 15 (natural armor) + 90 (12d10+24) + 10 ft., swim 40 ft. + 1715153128 + + Perception +4, Stealth +5 + + + + + + 14 + + 5 + + Source + Tales from the Yawning Portal, p. 242 + + Amphibious + The sea lion can breathe air and water. + + + Keen Smell + The sea lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Swimming Leap + With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. + + + Multiattack + The sea lion makes three attacks: one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. + Bite|6|2d8+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage + Claw|6|2d8+3 + + + + + + Sea Spawn + M + humanoid + neutral evil + 11 (natural armor) + 32 (5d8+10) + 20 ft., swim 30 ft. + 158156108 + + + + + + + darkvision 120 ft. + 10 + understands Aquan and Common but can't speak + 1 + + Source + Volo's Guide to Monsters, p. 189 + + Limited Amphibiousness + The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. + + + Multiattack + The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Unarmed Strike|4|1d4+2 + + + Piscine Anatomy + The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: + + Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + + Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison 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 success. + + Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|5|1d4+2 + Poison Quills|5|1d6 + Tentacle|5|1d6+2 + + + + coastal, underwater + + + Severin + M + humanoid (human) + neutral evil + 16 + 150 (20d8+60) + 30 ft. + 101316171220 + Dex +5, Wis +5 + Arcana +7, Religion +7 + While wearing the mask of the Dragon Queen: acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons + + While wearing the mask of the Dragon Queen: fire + While wearing the mask of the Dragon Queen: charmed, frightened, poisoned + While wearing the Mask of the Dragon Queen: darkvision 60 ft. + 11 + Common, Draconic, Infernal + 11 + + Source + The Rise of Tiamat p. 92 + + Special Equipment + Severin has the Mask of the Dragon Queen. + + + Draconic Majesty + Severin adds his Charisma bonus to his AC (included). + + + Ignite Enemy + If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it. + Ignite Enemy||1d10 + + + Legendary Resistance (5/Day) + While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead. + + + Burning Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage. + Burning Touch|5|4d8 + + + Flaming Orb + Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage. + Flaming Orb|5|9d8 + + + Scorching Burst + Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. + Scorching Burst|0|4d8 + + + Legendary Actions (3/Turn) + Severin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn. + + + Legendary Actions (3/Turn) + If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn. + Severin makes one attack. + + + Fiery Teleport (Costs 2 Actions) + Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1dlO) fire damage. + Fiery Teleport|0|1d10 + + + Hellish Chains (Costs 3 Actions) + Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Hellish Chains|0|6d6 + + + + + + Shadow + M + undead + chaotic evil + 12 + 16 (3d8+3) + 40 ft. + 614136108 + + Stealth +4 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + radiant + necrotic, poison + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 10 + + 1/2 + + Source + Monster Manual, p. 269 + + Amorphous + The shadow can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While 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 Weakness + While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. + + + Strength Drain + Melee 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+2 + + + + underdark, urban + + + Shadow Dancer + M + humanoid (elf) + neutral + + 15 (studded leather) + 71 (13d8+13) + 30 ft. + 121613111212 + Dex +6, Con +4 + Stealth +6 + + + necrotic + charmed, exhaustion + darkvision 60 ft. + 11 + Common, Elvish + 7 + + Source + Mordenkainen's Tome of Foes, p. 225 + + Fey Ancestry + The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Shadow Jump + As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. + + + Multiattack + The shadow dancer makes three spiked chain attacks. + + + Spiked Chain + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: + + • The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target. + + • The target is knocked prone. + + • The target takes 22 (4d10) necrotic damage. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Spiked Chain|6|2d6+3 + + + + + + Shadow Demon + M + fiend (demon) + chaotic evil + 13 + 66 (12d8+12) + 30 ft., fly 30 ft. + 11712141314 + Dex +5, Cha +4 + Stealth +7 + acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + radiant + cold, lightning, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 4 + + Source + Monster Manual, p. 64 + + Incorporeal Movement + The demon 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. + + + Light Sensitivity + While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shadow Stealth + While in dim light or darkness, the demon can take the Hide action as a bonus action. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6+3) psychic damage. + Claws|5|2d6+3 + with Advantage|5|4d6+3 + + + + + + + Shadow Mastiff + M + monstrosity + neutral evil + 12 + 33 (6d8+6) + 40 ft. + 1614135125 + + Perception +3, Stealth +6 + bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness + + + + darkvision 60 ft. + 13 + + 2 + + Source + Volo's Guide to Monsters, p. 190 + + Ethereal Awareness + The shadow mastiff can see ethereal creatures and objects. + + + Keen Hearing and Smell + The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Shadow Blend + While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Sunlight Weakness + While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|5|2d6+3 + + + + forest, hill, swamp + + + Shaldoor + H + giant + chaotic good + 16 (scale mail) + 230 (20d12+100) + 50 ft., swim 50 ft. + 291420161818 + Str +14, Con +10, Wis +9, Cha +9 + Animal Handling +9, Athletics +14, Perception +9 + cold + + lightning, thunder + + + 19 + Common, Giant + 13 + + Source + Storm King's Thunder, p. 256 + + Amphibious + Shaldoor can breathe air and water. + + + Innate Spellcasting + Shaldoor's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: + + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + + Roleplaying Information + A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict! + + Ideal: "Giants are made for war — storm giants most of all!" + + Bond: "Ostoria is gone, yet I long for the return of a mighty giant empire." + + Flaw: "I like to rain destruction down upon my enemies, and I never show them mercy." + + + Multiattack + Shaldoor makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Shaldoor hurls a magical lightning bolt at a point she 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. + Lightning Strike||12d8 + + detect magic, feather fall, levitate, light, control weather, water breathing + + + + Shalvus Martholio + M + humanoid (Turami human) + neutral + 13 (leather) + 27 (6d8) + 30 ft. + 101510121414 + + Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4 + + + + + + 12 + Common, Elvish + + + Source + Storm King's Thunder, p. 250 + + Sneak Attack (1/Turn) + Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll. + + + Roleplaying Information + Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks. + + Ideal: "I'll do what it takes to prove myself to the Zhentarim." + + Bond: "I love animals, and I'm very protective of them." + + Flaw: "I can't resist taking risks to feed my ambitions." + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + One Handed|2|1d6 + Two Handed|2|1d8 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts. + Hand Crossbow|4|1d6+2 + + + + + + Shambling Mound + L + plant + unaligned + 15 (natural armor) + 136 (16d10+48) + 20 ft., swim 20 ft. + 188165105 + + Stealth +2 + cold, fire + + lightning + blinded, deafened, exhaustion + blindsight 60 ft. (blind beyond this radius) + 10 + + 5 + + Source + Monster Manual, p. 270 + + Lightning Absorption + Whenever 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. + + + Multiattack + The 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + |7|2d8+4 + + + Engulf + The 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest, swamp + + + Sharwyn Hucrele + M + humanoid (human) + neutral evil + 16 (Barkskin trait) + 13 (2d8+4) + 30 ft. + 11131416149 + + Arcana +5, Insight +4, Persuasion +1 + + + + + + 12 + Common, Draconic, Goblin + 1/2 + + Source + Tales from the Yawning Portal, p. 242 + + Barkskin + Sharwyn's AC can't be lower than 16. + + + Special Equipment + Sharwyn has a spell book that contains the spells listed in her Spellcasting trait, plus detect magic and silent image. + + + Spellcasting + Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: + + Cantrips (at will): light, prestidigitation, ray of frost + + 1st level (2 slots): color spray, magic missile, shield, sleep. + + + Tree Thrall + If the Gulthias Tree dies, Sharwyn dies 24 hours later. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dagger|4|1d4+2 + + light, prestidigitation, ray of frost, color spray, magic missile, shield, sleep + 2 + + + Shield Guardian + L + construct + unaligned + 17 (natural armor) + 142 (15d10+60) + 30 ft. + 188187103 + + + + + poison + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 10 ft., darkvision 60 ft. + 10 + understands commands given in any language but can't speak + 7 + + Source + Monster Manual, p. 271 + + Bound + The 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. + + + Regeneration + The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point. + + + Spell Storing + A 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. + + + Multiattack + The guardian makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Fist|7|2d6+4 + + + Shield + When 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 + + + Shoalar Quanderil + M + humanoid (water genasi) + lawful evil + 10 (13 with mage armor) + 60 (8d8+24) + 30 ft., swim 30 ft. + 111216141017 + + Arcana +4, Deception +5, Insight +2, Persuasion +5 + acid + + + + + 10 + Aquan, Common + 4 + + Source + Princes of the Apocalypse p. 208 + + Amphibious + Shoalar can breathe air and water. + + + Innate Spellcasting + Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: + + • At will: shape water + + • 1/day: create or destroy water + + + Spellcasting + Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells: + + • Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost + + • 1st level (4 slots): disguise self, mage armor, magic missile + + • 2nd level (3 slots): hold person, misty step + + • 3rd level (2 slots): tidal wave + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. + Dagger|3|1d4+1 + + shape water, create or destroy water, acid splash, chill touch, friends, prestidigitation, ray of frost, disguise self, mage armor, magic missile, hold person, misty step, tidal wave + 4, 3, 2 + + + Shoosuva + L + fiend (demon) + chaotic evil + 14 (natural armor) + 110 (13d10+39) + 40 ft. + 1813177149 + Dex +4, Con +6, Wis +5 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, frightened, poisoned + darkvision 60 ft. + 12 + Abyssal, Gnoll, telepathy 120 ft. + 8 + + Source + Volo's Guide to Monsters, p. 137 + + Rampage + When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The shoosuva makes two attacks: one with its bite and one with its tail stinger. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage. + Bite|7|4d10+4 + + + Tail Stinger + Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Tail Stinger|7|2d8+4 + + + + arctic, forest, grassland, hill + + + Shrieker + M + plant + unaligned + 5 + 13 (3d8) + 0 ft. + 1110131 + + + + + + blinded, deafened, frightened + blindsight 30 ft. (blind beyond this radius) + 6 + + 0 + + Source + Monster Manual, p. 138 + + False Appearance + While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. + + + Shriek + When 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 afterward + + + + underdark + + + Sibriex + H + fiend (demon) + chaotic evil + + 19 (natural armor) + 150 (12d12+72) + 0 ft., fly 20 ft. (hover) + 10323252425 + Int +13, Cha +13 + Arcana +13, History +13, Perception +13 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 23 + all, telepathy 120 ft. + 18 + + Source + Mordenkainen's Tome of Foes, p. 137 + + Contamination + The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. + + + Innate Spellcasting + The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: + + At will: charm person, command, dispel magic, hold monster + + 3/day each: feeblemind. + + + Legendary Resistance (3/Day) + If the sibriex fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The sibriex has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. + + + Chain + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. + Chain|6|2d12+7 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. + Bite|6|2d8+2d8 + + + Squirt Bile + The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. + + + Warp Creature + The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Variant: Flesh Warping + Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body. + A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. + + d100 — Effect: + + 01–05 — The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned. + + 06–10 — The target's eyes push out of its head at the end of stalks. + + 11–15 — The target's hands grow claws, which can be used as daggers. + + 16–20 — One of the target's legs grows longer than the other, reducing its walking speed by 10 feet. + + 21–25 — The target's eyes become beacons, filling a 15-foot cone with dim light when they are open. + + 26–30 — A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet. + + 31–35 — The target's ears tear free from its head and scurry away; the target is deafened. + + 36–40 — Two of the target's teeth turn into tusks. + + 41–45 — The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). + + 46–50 — The target's arms and legs switch places, preventing the target from moving unless it crawls. + + 51–55 — The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet. + + 56–60 — The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet. + + 61–65 — The target grows a whiplike tail, which it can use as a whip. + + 66–70 — The target's eyes turn black, and it gains darkvision out to a range of 120 feet. + + 71–75 — The target swells, tripling its weight. + + 76–80 — The target becomes thin and skeletal, halving its weight. + + 81–85 — The target's head doubles in size. + + 86–90 — The target's ears become wings, giving it a flying speed of 5 feet. + + 91–95 — The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. + + 96–00 — The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + charm person, command, dispel magic, hold monster, feeblemind + + + + Sildar Hallwinter + M + humanoid (human) + neutral good + 16 (chain mail) + 27 (5d8+5) + 30 ft. + 131012101110 + Str +3, Con +3 + Perception +2 + + + + + + 12 + Common + 1 + + Source + Lost Mines of Phandelver p. 61 + + + Multiattack + Sildar makes two melee attacks. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + One Handed|3|1d8+1 + Two Handed|3|1d10+1 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage. + Heavy Crossbow|2|1d10 + + + Parry + When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon. + + + + + + Silver Dragon Wyrmling + M + dragon + lawful good + 17 (natural armor) + 45 (6d8+18) + 30 ft., fly 60 ft. + 191017121115 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + cold + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 118 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. + Bite|6|1d10+4 + + + Breath 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Cold Breath||4d8 + + + + + + + Sir Baric Nylef + M + humanoid (Illuskan human) + lawful good + 18 (plate) + 52 (8d8+16) + 30 ft. + 181114111515 + + Insight +4, Investigation +2, Medicine +4, Survival +4 + + + + + + 12 + Common + + + Source + Storm King's Thunder, p. 249 + + Brave + Baric has advantage on saving throws against being frightened. + + + Roleplaying Information + As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil "the Weevil" Forkbeard, who is rumored to be hiding in lcewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry. + + Ideal: "Evil must not be allowed to thrive in this world." + + Bond: "Tyr is my lord; the order, my family. Through my actions, I shall honor both." + + Flaw: "I'm not afraid to die. When Tyr finally calls me, I'll go to him happily." + + + Maul + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Maul|6|2d6+4 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Baric carries twenty crossbow bolts. + Heavy Crossbow|2|1d10 + + + + + + Sir Braford + M + humanoid (human) + neutral evil + 18 (chain mail, shield) + 19 (3d8+6) + 30 ft. + 16914101314 + + Athletics +5, Perception +3 + + + + + + 13 + Common + 1/2 + + Source + Tales from the Yawning Portal, p. 243 + + Barkskin + Sir Braford's AC can't be lower than 16. + + + Special Equipment + Sir Braford wields Shatterspike, a magic longsword that grants a + l bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties. + + + Tree Thrall + If the Gulthias Tree dies, Sir Bra ford dies 24 hours later. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1dlO + 4) slashing damage if used with two hands. + Longsword|6|1d8+4 + Two Handed|6|1d10+4 + + + Protection + When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll. + + + + + + + Sirac of Suzail + M + humanoid (Chondathan human) + lawful good + 14 (leather) + 22 (5d8) + 30 ft. + 141711121316 + + Athletics +4, Insight +3, Survival +3 + + + + + + 11 + Common, Orc + + + Source + Storm King's Thunder, p. 247 + + Roleplaying Information + An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby. + + Ideal: "Without duty or loyalty, a man is nothing." + + Bond: "Icewind Dale is where I belong for the rest of my life." + + Flaw: "I am honest to a fault." + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 3) piercing damage. Sirac carries six darts. + Dart|5|1d4+3 + + + Parry + Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon. + + + + + + Siren + M + fey + chaotic good + 14 + 38 (7d8+7) + 30 ft., swim 30 ft. + 101812131416 + + Medicine +4, Nature +3, Stealth +6, Survival +4 + + + + + darkvision 60 ft. + 12 + Common, Elvish, Sylvan + 3 + + Source + Tales from the Yawning Portal, p. 243 + + Amphibious + Siren can breathe air and water. + + + Innate Spellcasting + Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: + + 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only). + + + Magic Resistance + Siren has advantage on saving throws against spells and other magical effects. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + Shortsword|6|1d6+4 + + + Stupefying Touch + Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + charm person, fog cloud, greater invisibility, polymorph + + + + Skeleton + M + undead + lawful evil + 13 (armor scraps) + 13 (2d8+4) + 30 ft. + 101415685 + + + + bludgeoning + + poisoned + darkvision 60 ft. + 9 + understands all languages it spoke in life but can't speak + 1/4 + + Source + Monster Manual, p. 272 + Player's Handbook, p. 310 + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortbow|4|1d6+2 + + + + urban + + + Skulk + M + humanoid + chaotic neutral + + 14 () + 18 (4d8) + 30 ft. + 619101071 + Con +2 + Stealth +8 + + + radiant + blinded + darkvision 120 ft. + 8 + + understands Common but can’t speak + 1/2 + + Source + Mordenkainen's Tome of Foes, p. 227 + + Fallible Invisibility + The skulk is invisible. This invisibility can be circumvented by three things: + + • The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface. + + • The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. + + • Humanoid children, aged 10 and under, can see through this invisibility. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Trackless + The skulk leaves no tracks to indicate where it has been or where it's headed. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage. + Claws|6|1d4+4 + + + + + + Skull Lord + M + undead + lawful evil + + 18 (plate) + 105 (14d8+42) + 30 ft. + 141617161521 + + Athletics +7, History +8, Perception +12, Stealth +8 + cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious + darkvision 60 ft. + 22 + all the languages it knew in life + 15 + + Source + Mordenkainen's Tome of Foes, p. 230 + + Undead Nature + A skull lord doesn't require air, food, drink, or sleep. + + + Legendary Resistance (3/Day) + If the skull lord fails a saving throw, it can choose to succeed instead. + + + Master of the Grave + While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. + + + Evasion + If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Spellcasting + The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: + + Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp + + 1st level (4 slots): magic missile, expeditious retreat, thunderwave + + 2nd level (3 slots): mirror image, scorching ray + + 3rd level (3 slots): fear, haste + + 4th level (3 slots): dimension door, ice storm + + 5th level (2 slots): cloudkill, cone of cold + + 6th level (1 slot): eyebite + + 7th level (1 slot): finger of death + + + Multiattack + The skull lord makes three bone staff attacks. + + + Bone Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. + Bone Staff|8|1d8+3+4d6 + + + Legendary Actions (3/Turn) + The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn. + + + Bone Staff (Costs 2 Actions) + The skull lord makes a bone staff attack. + + + Cantrip + The skull lord casts a cantrip. + + + Move + The skull lord moves up to its speed without provoking opportunity attacks. + + + Summon Undead (Costs 3 Actions) + Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time. + + chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp, magic missile, expeditious retreat, thunderwave, mirror image, scorching ray, fear, haste, dimension door, ice storm, cloudkill, cone of cold, eyebite, finger of death + 4,3,3,3,2,1,1 + + + Skyweaver + M + humanoid (human) + chaotic evil + 12 (15 with mage armor) + 44 (8d8+8) + 30 ft. + 81412111016 + + Deception +5, Persuasion +5 + + + + + + 10 + Auran, Common + 3 + + Source + Princes of the Apocalypse p. 191 + + Spellcasting + The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp + + • 1st level (4 slots): feather fall, mage armor, witch bolt + + • 2nd level (3 slots): gust of wind, invisibility + + • 3rd level (3 slots): fly, lightning bolt + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. + Dagger|4|1d4+1 + + blade ward, light, message, ray of frost, shocking grasp, feather fall, mage armor, witch bolt, gust of wind, invisibility, fly, lightning bolt + 4, 3, 3 + + + Slaad Tadpole + T + aberration + chaotic neutral + 12 + 10 (4d4) + 30 ft. + 71510353 + + Stealth +4 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + 7 + understands Slaad but can't speak + 1/8 + + Source + Monster Manual, p. 276 + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + + + + + Slithering Tracker + M + ooze + chaotic evil + 14 + 32 (5d8+10) + 30 ft., climb 30 ft., swim 30 ft. + 161915101411 + + Stealth +8 + bludgeoning, piercing, and slashing from nonmagical attacks + cold, fire + + blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious + blindsight 120 ft. + 12 + understands languages it knew in its previous form but can't speak + 3 + + Source + Volo's Guide to Monsters, p. 191 + + Ambusher + In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. + + + Damage Transfer + While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half. + + + False Appearance + While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. + + + Keen Tracker + The slithering tracker has advantage on Wisdom checks to track prey. + + + Liquid Form + The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Watery Stealth + While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage. + Slam|5|1d10+3 + + + Life Leech + One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + underdark, urban + + + Smoke Mephit + S + elemental + neutral evil + 12 + 22 (5d6+5) + 30 ft., fly 30 ft. + 61412101011 + + Perception +2, Stealth +4 + + + fire, poison + poisoned + darkvision 60 ft. + 12 + Auran, Ignan + 1/4 + + Source + Monster Manual, p. 217 + + Death Burst + When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. + + + Innate Spellcasting (1/Day) + The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage. + Claws|4|1d4+2 + + + Cinder Breath (Recharge 6) + The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn . + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Variant: 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. + + dancing lights + + urban + + + Solar + L + celestial + lawful good + 21 (natural armor) + 243 (18d10+144) + 50 ft., fly 150 ft. + 262226252530 + Int +14, Wis +14, Cha +17 + Perception +14 + radiant; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 24 + all, telepathy 120 ft. + 21 + + Source + Monster Manual, p. 18 + + Angelic Weapons + The 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 Awareness + The solar knows if it hears a lie. + + + Innate Spellcasting + The 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 weather + + + Magic Resistance + The solar has advantage on saving throws against spells and other magical effects. + + + Multiattack + The solar makes two greatsword attacks. + + + Greatsword + Melee 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+6d8 + + + Slaying Longbow + Ranged Weapon Attack: +13 to hit, range 150/600 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+6d8 + + + Flying Sword + The 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. + + + Legendary Actions (3/Turn) + The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. + + + Teleport + The 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + detect evil and good, invisibility, blade barrier, dispel evil and good, resurrection, commune, control weather + + + + + Soul Monger + M + humanoid (elf) + neutral + + 15 (studded leather) + 123 (19d8+38) + 30 ft. + 81714191513 + Dex +7, Wis +7, Cha +5 + Perception +7 + + + necrotic, poison + charmed, exhaustion, frightened + darkvision 60 ft. + 17 + Common, Elvish + 11 + + Source + Mordenkainen's Tome of Foes, p. 226 + + Fey Ancestry + The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Innate Spellcasting + The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: chill touch (3d8 damage), poison spray (3d12 damage) + + 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming. + + + Magic Resistance + The soul monger has advantage on saving throws against spells and other magical effects. + + + Soul Thirst + When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls. + + + Weight of Ages + Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn. + + + Multiattack + The soul monger makes two phantasmal dagger attacks. + + + Phantasmal Dagger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn. + Phantasmal Dagger|7|4d4+3+3d12 + + + Wave of Weariness (Recharge 4-6) + The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + chill touch, poison spray, bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming + + + + Spawn of Kyuss + M + undead + chaotic evil + 10 + 76 (9d8+36) + 30 ft. + 161118573 + Wis +1 + + + + poison + exhaustion, poisoned + darkvision 60 ft. + 8 + understands the languages it knew in life but can't speak + 5 + + Source + Volo's Guide to Monsters, p. 192 + + Regeneration + The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Worms + If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. + + + Multiattack + The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm. + + + Burrowing Worm + A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target's next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage. + Claw|6|1d6+3 + + + + desert, underdark + + + Spectator + M + aberration + lawful neutral + 14 (natural armor) + 39 (6d8+12) + 0 ft., fly 30 ft. (hover) + 81414131411 + + Perception +6 + + + + prone + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 3 + + Source + Monster Manual, p. 30 + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) piercing damage. + |1|1d6-1 + + + Eye Rays + The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn. + 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. + 2. Paralyzing Ray. The target must succeed on a DC 13 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. + 3. Fear Ray. The target must succeed on a DC 13 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 spectator is visible to the target, ending the effect on itself on a success. + 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Create Food and Water + The spectator magically creates enough food and water to sustain itself for 24 hours. + + + Spell Reflection + If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. + + + + underdark + + + Specter + M + undead + chaotic evil + 12 + 22 (5d8) + 0 ft., fly 50 ft. (hover) + 11411101011 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + understands all languages it knew in life but can't speak + 1 + + Source + Monster Manual, p. 279 + + Incorporeal Movement + The 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 Sensitivity + While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee 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|3d6 + + + + underdark, urban + + + Spider + T + beast + unaligned + 12 + 1 (1d4-1) + 20 ft., climb 20 ft. + 21481102 + + Stealth +4 + + + + + darkvision 30 ft. + 12 + + 0 + + Source + Monster Manual, p. 337 + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. + Bite|4|1 + + + + + + + Spined Devil + S + fiend (devil) + lawful evil + 13 (natural armor) + 22 (5d6+5) + 20 ft., fly 40 ft. + 10151211148 + + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 12 + Infernal, telepathy 120 ft. + 2 + + Source + Monster Manual, p. 78 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Flyby + The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Limited Spines + The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + + + + + Spirit Naga + L + monstrosity + chaotic evil + 15 (natural armor) + 75 (10d10+20) + 40 ft. + 181714161516 + Dex +6, Con +5, Wis +5, Cha +6 + + + + poison + charmed, poisoned + darkvision 60 ft. + 12 + Abyssal, Common + 8 + + Source + Monster Manual, p. 234 + + Rejuvenation + If 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. + + + Spellcasting + The 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: + + • Cantrips (at will): mage hand, minor illusion, ray of frost + + • 1st level (4 slots): charm person, detect magic, sleep + + • 2nd level (3 slots): detect thoughts, hold person + + • 3rd level (3 slots): lightning bolt, water breathing + + • 4th level (3 slots): blight, dimension door + + • 5th level (2 slots): dominate person + + + Bite + Melee 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+4 + + mage hand, minor illusion, ray of frost, charm person, detect magic, sleep, detect thoughts, hold person, lightning bolt, water breathing, blight, dimension door, dominate person + 4, 3, 3, 3, 2 + underdark + + + Spirit Troll + L + giant + chaotic evil + + 17 (natural armor) + 97 (15d10+15) + 30 ft. + 117138916 + + Perception +3 + acid, cold, fire, lightning, thunder + + bludgeoning, piercing, and slashing from nonmagical attacks + exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious + darkvision 60 ft. + 13 + Giant + 11 + + Source + Mordenkainen's Tome of Foes, p. 244 + + Incorporeal Movement + The troll 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. + + + Regeneration + The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force 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. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Bite|7|3d10+3 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. + Claws|7|2d10+3 + + + + + + Spring Eladrin + M + fey (elf) + chaotic neutral + + 19 (natural armor) + 127 (17d8+51) + 30 ft. + 141616181118 + + Deception +8, Persuasion +8 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 10 + Common, Elvish, Sylvan + 10 + + Source + Mordenkainen's Tome of Foes, p. 196 + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Innate Spellcasting + The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: charm person, Tasha's hideous laughter + + 3/day each: confusion, enthrall, suggestion + + 1/day each: hallucinatory terrain, Otto's irresistible dance. + + + Joyful Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours. + Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage. + Longsword|6|1d8+2 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. + Longbow|7|1d8+3+1d8 + + charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance + 0 + + + Sprite + T + fey + neutral good + 15 (leather armor) + 2 (1d4) + 10 ft., fly 40 ft. + 31810141311 + + Perception +3, Stealth +8 + + + + + + 13 + Common, Elvish, Sylvan + 1/4 + + Source + Monster Manual, p. 283 + Player's Handbook, p. 310 + + + Longsword + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Longsword|2|1 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Shortbow|6|1 + + + Heart Sight + The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. + + + Invisibility + The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + forest + + + Spy + M + humanoid (any race) + any alignment + 12 + 27 (6d8) + 30 ft. + 101510121416 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 + + + + + + 16 + any two languages + 1 + + Source + Monster Manual, p. 349 + + Cunning Action + On 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||2d6 + + + Multiattack + The spy makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + urban + + + Star Spawn Grue + S + aberration + neutral evil + + 11 () + 17 (5d6) + 30 ft. + 613109116 + + + + + psychic + + darkvision 60 ft. + 10 + Deep Speech + 1/4 + + Source + Mordenkainen's Tome of Foes, p. 234 + + Aura of Madness + Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. + + + Confounding Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn. + Confounding Bite|3|2d4+1 + + + + + + Star Spawn Hulk + L + aberration + chaotic evil + + 16 (natural armor) + 136 (13d10+65) + 30 ft. + 208217129 + Dex +3, Wis +5 + Perception +5 + bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, frightened + darkvision 60 ft. + 15 + Deep Speech + 10 + + Source + Mordenkainen's Tome of Foes, p. 234 + + Psychic Mirror + If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic. + + + Multiattack + The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Slam + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. + Slam|9|2d8+5 + + + Reaping Arms (Recharge 5-6) + The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + + + Star Spawn Larva Mage + M + aberration + chaotic evil + + 16 (natural armor) + 168 (16d8+96) + 30 ft. + 171223181216 + Dex +6, Wis +6, Cha +8 + Perception +6 + cold; bludgeoning, piercing, and slashing from nonmagical attacks + + psychic + charmed, frightened, paralyzed, petrified, poisoned, restrained + darkvision 60 ft. + 16 + Deep Speech + 16 + + Source + Mordenkainen's Tome of Foes, p. 235 + + Innate Spellcasting + The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion + + 3/day each: dominate monster + + 1/day each: circle of death + + + Return to Worms + When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Slam|8|1d8+3 + + + Plague of Worms (Recharge 6) + Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Feed on Weakness + When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points. + + + + Legendary Actions (3/Turn) + The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn. + + + Cantrip (Costs 2 Actions) + The larva mage casts one cantrip. + + + Slam (Costs 2 Actions) + The larva mage makes one slam attack. + + + Feed (Costs 3 Actions) + Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points. + + eldritch blast, minor illusion, dominate monster, circle of death + + + + Star Spawn Mangler + M + aberration + chaotic evil + + 14 () + 71 (13d8+13) + 40 ft., climb 40 ft. + 8181211127 + Dex +7, Con +4 + Stealth +7 + cold + + psychic + charmed, frightened, prone + darkvision 60 ft. + 11 + Deep Speech + 5 + + Source + Mordenkainen's Tome of Foes, p. 236 + + Ambush + On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet. + + + Shadow Stealth + While in dim light or darkness, the mangler can take the Hide action as a bonus action. + + + Multiattack + The mangler makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. + Claw|7|1d8+4 + + + Flurry of Claws (Recharge 4_6) + The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks. + + + + + + Star Spawn Seer + M + aberration + neutral evil + + 17 (natural armor) + 153 (18d8+72) + 30 ft. + 141218221916 + Dex +6, Int +11, Wis +9, Cha +8 + Perception +9 + cold; bludgeoning, piercing, and slashing from nonmagical attacks + + psychic + charmed, frightened + darkvision 60 ft. + 19 + Common, Deep Speech, Undercommon + 13 + + Source + Mordenkainen's Tome of Foes, p. 236 + + Out-of-Phase Movement + The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. + + + Multiattack + The seer makes two comet staff attacks or uses Psychic Orb twice. + + + Comet Staff + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + Comet Staff|11|1d6+6 + + + Psychic Orb + Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage. + Psychic Orb|11|5d10 + + + Collapse Distance (Recharge 6) + The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. + + + Bend Space + When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead. + + + + + + + Steam Mephit + S + elemental + neutral evil + 10 + 21 (6d6) + 30 ft., fly 30 ft. + 51110111012 + + + + + fire, poison + poisoned + darkvision 60 ft. + 10 + Aquan, Ignan + 1/4 + + Source + Monster Manual, p. 217 + + Death Burst + When 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||1d8 + + + Innate Spellcasting (1/Day) + The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. + Claws|2|2d4 + + + Steam Breath (Recharge 6) + The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. + + + Variant: 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. + + blur + + underwater + + + Steeder Female + L + beast + unaligned + 14 (natural armor) + 30 (4d10+8) + 30 ft., climb 30 ft. + 1516142103 + + Stealth +7 + + + + + darkvision 120 ft. + 10 + + 1 + + Source + Out of the Abyss p. 231 + Mordenkainen's Tome of Foes, p. 238 + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Leap + The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. + Bite|5|1d8+3 + Acid| |2d8 + + + Sticky Leg (Recharges when the Steeder Has No Creatures Grappled) + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12) + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Sticky Leg|5| + + + + + + Steeder Male + M + beast + unaligned + 12 (natural armor) + 13 (2d8+4) + 30 ft., climb 30 ft. + 1512142103 + + Stealth +5 + + + + + darkvision 120 ft. + 10 + + 1/4 + + Source + Out of the Abyss p. 231 + Mordenkainen's Tome of Foes, p. 238 + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Leap + The steeder can expend all its movement on its turn to jump up to 60 feet vertically or horizontally, provided that is speed is at least 30 feet. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one. + Bite|4|1d8+2 + Acid| |1d8 + + + Sticky Leg (Recharges when the Steeder Has No Creatures Grappled) + Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12) + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Sticky Leg|4| + + + + + + Steel Predator + L + construct + lawful evil + + 20 (natural armor) + 207 (18d10+108) + 40 ft. + 2417224146 + + Perception +7, Stealth +8, Survival +7 + cold, lightning, necrotic, thunder + + poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + blindsight 30 ft., darkvision 60 ft. + 17 + understands Modron and the language of its owner but can’t speak + 16 + + Source + Mordenkainen's Tome of Foes, p. 239 + + Constructed Nature + A steel predator doesn’t require air, food, drink, or sleep. + + + Innate Spellcasting + The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: + + 3/day each: dimension door (self only), plane shift (self only) + + + Magic Resistance + The steel predator has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The steel predator's weapon attacks are magical. + + + Multiattack + The steel predator makes three attacks: one with its bite and two with its claw. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. + Bite|12|2d6+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. + Claw|12|2d8+7 + + + Stunning Roar (Recharge 5-6) + The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + dimension door, plane shift + 0 + + + Stegosaurus + H + beast + unaligned + 13 (natural armor) + 76 (8d12+24) + 40 ft. + 209172115 + + + + + + + + 10 + + 4 + + Source + Volo's Guide to Monsters, p. 140 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage. + Tail|7|6d6+5 + + + + forest, grassland + + + Stench Kow + L + beast + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + cold, fire, poison + + + + darkvision 60 ft. + 10 + + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Stench + Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + + + + Stirge + T + beast + unaligned + 14 (natural armor) + 2 (1d4) + 10 ft., fly 40 ft. + 41611286 + + + + + + + darkvision 60 ft. + 9 + + 1/8 + + Source + Monster Manual, p. 284 + + + Blood Drain + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. + The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. + Blood Drain|5|1d4+3 + + + + coastal, desert, forest, grassland, hill, mountain, swamp, underdark, urban + + + Stone Cursed + M + construct + lawful evil + + 17 (natural armor) + 19 (3d8+4) + 10 ft. + 16514587 + + + + bludgeoning + poison + charmed, exhaustion, frightened, petrified, poisoned + + 9 + + the languages it knew in life + 1 + + Source + Mordenkainen's Tome of Foes, p. 240 + + Constructed Nature + A stone cursed doesn't require air, food, drink, or sleep. + + + Cunning Opportunist + The stone cursed has advantage on the attack rolls of opportunity attacks. + + + False Appearance + While the stone cursed remains motionless, it is indistinguishable from a normal statue. + + + Petrifying Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Petrifying Claws|5|1d10+3 + + + + + + Stone Defender + M + construct + unaligned + + 16 (natural armor) + 52 (7d8+21) + 30 ft. + 1910173101 + + + + + poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands one language of its creator but can’t speak + 4 + + Source + Mordenkainen's Tome of Foes, p. 126 + + Constructed Nature + A clockwork doesn't require air, food, drink, or sleep. + + + False Appearance + While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. + + + Magic Resistance + The stone defender has advantage on saving throws against spells and other magical effects. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. + A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. + + d10 — Enhancement: + + 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. + + 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. + + 3 — Improved Armor. The clockwork's AC increases by 2. + + 4 — Increased Speed. The clockwork's speed increases by 10 feet. + + 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. + + 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. + + 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. + + 8 — Suction. The clockwork gains a climbing speed of 30 feet. + + 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). + + 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + Clockwork Malfunctions: + + d10 — Malfunction + + 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. + + 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. + + 3 — Ground Fault. The clockwork has vulnerability to lightning damage. + + 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. + + 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. + + 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. + + 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. + + 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. + + 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. + + 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Slam|6|2d6+4 + + + Intercept Attack + In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker. + + + + + + Stone Giant + H + giant + neutral + 17 (natural armor) + 126 (11d12+55) + 40 ft. + 23152010129 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + + + + + darkvision 60 ft. + 14 + Giant + 7 + + Source + Monster Manual, p. 156 + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + |9|3d8+6 + + + Rock + Ranged 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + |9|4d10+6 + + + Variant: Fling + The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. + + Storm King's Thunder, p. 246 + + + Variant: Rolling Rock + The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10+6) bludgeoning damage and falling prone on a failed save. + + Storm King's Thunder, p. 246 + Rolling Rock||3d10+6 + + + Rock Catching + If 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 + + + Stone Giant Dreamwalker + H + giant (stone giant) + chaotic neutral + 18 (natural armor) + 161 (14d12+70) + 40 ft. + 23142110812 + Dex +6, Con +9, Wis +3 + Athletics +14, Perception +3 + + + + charmed, frightened + darkvision 60 ft. + 13 + Common, Giant + 10 + + Source + Volo's Guide to Monsters, p. 150 + + Dreamwalker's Charm + An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker's Charm for 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Multiattack + The giant makes two attacks with its greatclub. + + + Greatclub + Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage. + Greatclub|10|3d8+6 + + + Petrifying Touch + The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + + Rock + Ranged Weapon Attack: +10 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Rock|10|4d10+6 + + + + coastal, hill, mountain + + + Stone Golem + L + construct + unaligned + 17 (natural armor) + 178 (17d10+85) + 30 ft. + 229203111 + + + + + poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 10 + + Source + Monster Manual, p. 170 + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + |10|3d8+6 + + + Slow (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. + + + + + + + Stone Juggernaut + L + construct + unaligned + 15 (natural armor) + 157 (15d10+75) + 50 ft. (in one direction chosen at the start of its turn) + + 221212113 + + + + + poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone + blindsight 120 ft. + 10 + + 12 + + Source + Tomb of Annihilation, p. 231 + + Devastating Roll + The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Immutable Form + The juggernaut is immune to any spell or effect that would alter its form. + + + Regeneration + As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points. + + + Siege Monster + The juggernaut deals double damage to objects and structures. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Slam|10|3d12+6 + + + + + + Stonemelder + M + humanoid (human) + neutral evil + 17 (splint) + 75 (10d8+30) + 30 ft. + 151016121117 + + Intimidation +5, Perception +2 + + + + + tremorsense 30 ft. + 12 + Common, Terran + 4 + + Source + Princes of the Apocalypse p. 197 + + Death Burst + When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. + Death Burst||2d10 + + + Spellcasting + The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + + • Cantrips (at will): acid splash, blade ward, light, mending, mold earth + + • 1st level (4 slots): expeditious retreat, false life, shield + + • 2nd level (3 slots): Maximilian's earthen grasp, shatter + + • 3rd level (3 slots): erupting earth, meld into stone + + • 4th level (1 slot): stoneskin + + + Black Earth Rod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st. + Black Earth Rod|5|1d6+2 + + acid splash, blade ward, light, mending, mold earth, expeditious retreat, false life, shield, Maximilian's earthen grasp, shatter, erupting earth, meld into stone, stoneskin + 4, 3, 3, 1 + + + Storm Giant + H + giant + chaotic good + 16 (scale mail) + 230 (20d12+100) + 50 ft., swim 50 ft. + 291420161818 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + cold + + lightning, thunder + + + 19 + Common, Giant + 13 + + Source + Monster Manual, p. 156 + + Amphibious + The giant can breathe air and water. + + + Innate Spellcasting + The 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 breathing + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning 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. + Lightning Strike||12d8 + + + Variant: Thunderous Stomp (Recharge 6) + The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + Storm King's Thunder, p. 246 + Thunderous Clap||6d10 + + detect magic, feather fall, levitate, light, control weather, water breathing + + coastal + + + Storm Giant Quintessent + H + giant (storm giant) + chaotic good + 12 + 230 (20d12+100) + 50 ft., fly 50 ft. (hover), swim 50 ft. + 291420173019 + Str +14, Con +10, Wis +10, Cha +9 + Arcana +8, History +8, Perception +10 + cold; bludgeoning, piercing, and slashing from nonmagical attacks + + lightning, thunder + + truesight 60 ft. + 20 + Common, Giant + 16 + + Source + Volo's Guide to Monsters, p. 151 + + Amphibious + The giant can breathe air and water. + + + Multiattack + The giant makes two Lightning Sword attacks or uses Wind Javelin twice. + + + Lightning Sword + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage. + Lightning Sword|14|9d6+9 + + + Windjavelin + The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. + Wind Javelin||3d6+9 + + + Legendary Actions (3/Turn) + The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn. + + + Gust + The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. + + + Thunderbolt (2 Actions) + The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. + Thunderbolt||4d10 + + + One with the Storm (3 Actions) + The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. + + + + arctic, coastal, desert, mountain, underwater + + + Strahd von Zarovich + M + undead (shapechanger) + lawful evil + 16 (natural armor) + 144 (17d8+68) + 30 ft. + 181818201518 + Dex +9, Wis +7, Cha +9 + Arcana +15, Perception +12, Religion +10, Stealth +14 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 22 + Abyssal, Common, Draconic, Elvish, Giant, Infernal + 15 + + Source + Curse of Strahd p. 239 + + Shapechanger + If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. + While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. + While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 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 he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight. + + + Legendary Resistance (3/Day) + If Strahd fails a saving throw, he can choose to succeed instead. + + + Misty Escape + When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed. + While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point. + + + Regeneration + Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn. + + + Spellcasting + Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + •1st level (4 slots): comprehend languages, fog cloud, sleep + + •2nd level (3 slots): detect thoughts, gust of wind, mirror image + + •3rd level (3 slots): animate dead, fireball, nondetection + + •4th level (3 slots): blight, greater invisibility, polymorph + + •5th level (1 slot): animate objects, scrying + + + Spider Climb + Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Strahd has the following flaws. + Forbiddance: He can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water. + Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed. + Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + Strahd 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, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage. + Unarmed Strike|9|1d8+4+4d6 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, 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 Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control. + Bite|9|1d6+4+3d6 + + + Charm + Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it. + Each time Strahd or his 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 Strahd 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) + Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action. + + + Legendary Actions (3/Turn) + Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of his turn. + + + Move + Strahd moves up to his speed without provoking opportunity attacks. + + + Unarmed Strike + Strahd makes one unarmed strike. + + + Bite (Costs 2 Actions) + Strahd makes one bite attack. + + mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying + 4, 3, 3, 3, 1 + + + Strahd Zombie + M + undead + unaligned + 8 + 30 (4d8+12) + 20 ft. + 13616365 + Wis +0 + + + + poison + poisoned + darkvision 60 ft. + 8 + understands the languages it knew in life but can't speak + 1 + + Source + Curse of Strahd p. 241 + + Loathsome Limbs + Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: + + 1-8: One leg is severed from the zombie if it has any legs left. + + 9-16: One arm is severed from the zombie if it has any arms left. + + 17-20: The zombie is decapitated. + + If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points. + 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. Each time the zombie loses an arm, it loses a claw attack. + If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space. + The zombie'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. + + + Multiattack + The zombie makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + Claw|3|1d6+1 + + + + + + Strahd's Animated Armor + M + construct + lawful evil + 21 (natural armor) + 112 (15d8+45) + 30 ft. + 1713169109 + + Perception +3 + cold, fire + + lightning, poison + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 13 + understands Common but can't speak + 6 + + Source + Curse of Strahd p. 227 + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The 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 Appearance + While the armor remains motionless, it is indistinguishable from a normal suit of armor. + + + Multiattack + The armor makes two melee attacks or uses Shocking Bolt twice. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage. + Greatsword|6|2d6+3+1d6 + + + Shocking Bolt + Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage. + Shocking Bolt|4|3d6 + + + + + + Su-Monster + M + monstrosity + chaotic evil + 12 + 27 (5d8+5) + 30 ft., climb 30 ft. + + 1415129139 + + Athletics +6, Perception +3 + + + + + + 13 + + 1 + + Source + Tomb of Annihilation, p. 232 + + + Multiattack + The su-monster makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Bite|4|1d4+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free. + Claws|4|2d4+2 + + + Psychic Crush (Recharge 5-6) + The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + + + Succubus/Incubus + M + fiend (shapechanger) + neutral evil + 15 (natural armor) + 66 (12d8+12) + 30 ft., fly 60 ft. + 81713151220 + + Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 15 + Abyssal, Common, Infernal, telepathy 60 ft. + 4 + + Source + Monster Manual, p. 285 + + Telepathic Bond + The 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. + + + Shapechanger + The 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+3 + + + Charm + One 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Draining Kiss + The 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+5 + + + Etherealness + The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. + + + + + + + Summer Eladrin + M + fey (elf) + chaotic neutral + + 19 (natural armor) + 127 (17d8+51) + 50 ft. + 192116141218 + + Athletics +8, Intimidation +8 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 9 + + Common, Elvish, Sylvan + 10 + + Source + Mordenkainen's Tome of Foes, p. 196 + + Fearsome Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin 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 any eladrin's Fearsome Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eladrin makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage. + Longsword|8|2d8+4 + + + Longbow + Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage. + Longbow|9|2d8+5+1d8 + + + Parry + The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. + + + + + + + Swarm of Bats + M + swarm of Tiny beasts + unaligned + 12 + 22 (5d8) + 0 ft., fly 30 ft. + 515102124 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 60 ft. + 11 + + 1/4 + + Source + Monster Manual, p. 337 + + Echolocation + The swarm can't use its blindsight while deafened. + + + Keen Hearing + The swarm has advantage on Wisdom (Perception) checks that rely on hearing. + + + Swarm + The 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. + + + Bites + Melee 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|2d4 + Half|4|1d4 + + + + hill, mountain, underdark, urban + + + Swarm of Beetles + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., burrow 5 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + Swarm + The 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. + + + Bites + Melee 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|4d4 + Half|3|2d4 + + + + + + + Swarm of Centipedes + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + Swarm + The 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. + + + Bites + Melee 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Full|3|4d4 + Half|3|2d4 + + + + + + + Swarm of Cranium Rats + M + swarm of Tiny beasts + lawful evil + 12 + 36 (8d8) + 30 ft. + 91410151114 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + 10 + telepathy 30 ft. + 5 + + Source + Volo's Guide to Monsters, p. 133 + + Illumination + As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light. + + + Innate Spellcasting (Psionics) + The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:: + + • At will: command, comprehend languages, detect thoughts + + • 1/day each: confusion, dominate monster + + + Swarm + The 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. + + + Telepathic Shroud + The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one target 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. + Bites|5|4d6 + Half Hit Points|5|2d6 + + command, comprehend languages, detect thoughts, confusion, dominate monster + + underdark, urban + + + Swarm of Insects + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + Swarm + The 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. + + + Bites + Melee 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|4d4 + Half|3|2d4 + + + + desert, forest, grassland, hill, swamp, underdark, urban + + + Swarm of Poisonous Snakes + M + swarm of Tiny beasts + unaligned + 14 + 36 (8d8) + 30 ft., swim 30 ft. + 818111103 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 10 + + 2 + + Source + Monster Manual, p. 338 + + Swarm + The 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. + + + Bites + Melee 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|2d6 + Half|6|1d6 + + + + forest, swamp + + + Swarm of Quippers + M + swarm of Tiny beasts + unaligned + 13 + 28 (8d8-8) + 0 ft., swim 40 ft. + 13169172 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 8 + + 1 + + Source + Monster Manual, p. 338 + + Blood Frenzy + The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Swarm + The 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 Breathing + The swarm can breathe only underwater. + + + Bites + Melee 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|4d6 + Half|5|2d6 + + + + underwater + + + Swarm of Rats + M + swarm of Tiny beasts + unaligned + 10 + 24 (7d8-7) + 30 ft. + 91192103 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + 10 + + 1/4 + + Source + Monster Manual, p. 339 + + Keen Smell + The swarm has advantage on Wisdom (Perception) checks that rely on smell. + + + Swarm + The 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. + + + Bites + Melee 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|2d6 + Half|2|1d6 + + + + swamp, urban + + + Swarm of Ravens + M + swarm of Tiny beasts + unaligned + 12 + 24 (7d8-7) + 10 ft., fly 50 ft. + 61483126 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + + 15 + + 1/4 + + Source + Monster Manual, p. 339 + + Swarm + The 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. + + + Beaks + Melee 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|2d6 + Half|4|1d6 + + + + forest, hill, swamp, urban + + + Swarm of Rot Grubs + M + swarm of Tiny beasts + unaligned + 8 + 22 (5d8) + 5 ft., climb 5 ft. + 2710121 + + + piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained + blindsight 10 ft. + 6 + + 1/2 + + Source + Volo's Guide to Monsters, p. 208 + + Swarm + The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. + Bites|0|1d4 + + + + swamp, underdark + + + Swarm of Spiders + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + Swarm + The 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 Climb + The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. + + + Web Walker + The swarm ignores movement restrictions caused by webbing. + + + Bites + Melee 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|4d4 + Half|3|2d4 + + + + + + + Swarm of Wasps + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 5 ft., fly 30 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + Swarm + The 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. + + + Bites + Melee 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|4d4 + Half|3|2d4 + + + + + + + Swashbuckler + M + humanoid (any race) + any non-lawful alignment + 17 (leather armor) + 66 (12d8+12) + 30 ft. + 121812141115 + + Acrobatics +8, Athletics +5, Persuasion +6 + + + + + + 10 + any one language (usually Common) + 3 + + Source + Volo's Guide to Monsters, p. 217 + + Lightfooted + The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. + + + Suave Defense + While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. + + + Multiattack + The swashbuckler makes three attacks: one with a dagger and two with its rapier. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. + Dagger|6|1d4+4 + + + Rapier + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Rapier|6|1d8+4 + + + + coastal, urban + + + Sword Wraith Commander + M + undead + lawful evil + + 18 (breastplate, shield) + 127 (15d8+60) + 30 ft. + 181418111214 + + Perception +4 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, frightened, poisoned, unconscious + darkvision 60 ft. + 14 + the languages it knew in life + 8 + + Source + Mordenkainen's Tome of Foes, p. 241 + + Undead Nature + A sword wraith doesn't require air, food, drink, or sleep. + + + Martial Fury + As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn. + + + Turning Defiance + The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The sword wraith makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|7|1d8+4 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. + Longbow|5|1d8+2 + + + Call to Honor (1/Day) + To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count. + + + + + + Sword Wraith Warrior + M + undead + lawful evil + + 16 (chain shirt, shield) + 45 (6d8+18) + 30 ft. + 1812176910 + + + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, frightened, poisoned, unconscious + darkvision 60 ft. + 9 + + the languages it knew in life + 3 + + Source + Mordenkainen's Tome of Foes, p. 241 + + Undead Nature + A sword wraith doesn't require air, food, drink, or sleep. + + + Martial Fury + As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|6|1d8+4 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. + Longbow|3|1d8+1 + + + + + + Tabaxi Hunter + M + humanoid (tabaxi) + chaotic good + 14 (leather armor) + 40 (9d8) + 30 ft., climb 20 ft. + + 101711131415 + + Athletics +2, Perception +4, Stealth +5, Survival +6 + + + + + darkvision 60 ft. + 14 + Common plus any one language + 1 + + Source + Tomb of Annihilation, p. 232 + + Feline Agility + When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. + + + Multiattack + The tabaxi makes two attacks with its claws, its shortsword, or its shortbow. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. + Claws|2|1d4 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Shortbow|5|1d6+3 + + + + + + Tabaxi Minstrel + M + humanoid (tabaxi) + chaotic good + 12 + 22 (5d8) + 30 ft., climb 20 ft. + 101511141216 + + Perception +3, Performance +7, Persuasion +5, Stealth +4 + + + + + darkvision 60 ft. + 13 + Common plus any two languages + 1/4 + + Source + Tomb of Annihilation, p. 233 + + Feline Agility + When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. + + + Inspire (1/Day) + While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest. + + + Multiattack + The tabaxi makes two claws attacks or two dart attacks. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. + Claws|2|1d4 + + + Dart + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dart|4|1d4+2 + + + + + + Talis the White + M + humanoid (half-elf) + lawful evil + 18 (scale mail +1, shield) + 58 (9d8+18) + 30 ft. + 141214101616 + Wis +6, Cha +6 + Deception +6, Insight +6, Perception +6, Persuasion +6 + + + + + darkvision 60 ft. + 16 + Common, Draconic, Elvish, Infernal + 5 + + Source + Hoard of the Dragon Queen p. 93 + + Special Equipment + Talis has +1 scale mail and a wand of winter. + + + Fey Ancestry + Talis has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Spellcasting + Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: + + • Cantrips (at will): guidance, resistance, thaumaturgy + + • 1st level (4 slots): command, cure wounds, healing word, inflict wounds + + • 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) + + • 3rd level (3 slots): dispel magic, mass healing word, sending + + • 4th level (3 slots): death ward, freedom of movement + + • 5th level (1 slot): insect plague + + + Winter Strike (3/Day) + Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage. + Winter Strike||2d8 + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6+2) piercing damage. + One Handed|5|1d6+2 + Two Handed|5|1d8+2 + + guidance, resistance, thaumaturgy, command, cure wounds, healing word, inflict wounds, blindness/deafness, lesser restoration, spiritual weapon, dispel magic, mass healing word, sending, death ward, freedom of movement, insect plague + 4, 3, 3, 3, 1 + + + Tanarukk + M + fiend (demon, orc) + chaotic evil + 14 (natural armor) + 95 (10d8+50) + 30 ft. + 181320999 + + Intimidation +2, Perception +2 + fire, poison + + + + darkvision 60 ft. + 12 + Abyssal, Common, Orc + 5 + + Source + Volo's Guide to Monsters, p. 186 + + Aggressive + As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. + + + Magic Resistance + The tanarukk has advantage on saving throws against spells and other magical effects. + + + Multiattack + The tanarukk makes two attacks: one with its bite and one with its greatsword. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|7|1d8+4 + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Greatsword|7|2d6+4 + + + Unbridled Fury + In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker. + + + + hill, mountain, underdark + + + Tarrasque + G + monstrosity (titan) + unaligned + 25 (natural armor) + 676 (33d20+330) + 40 ft. + 30113031111 + Int +5, Wis +9, Cha +9 + + + + fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + 10 + + 30 + + Source + Monster Manual, p. 286 + + Legendary Resistance (3/Day) + If the tarrasque fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The tarrasque has advantage on saving throws against spells and other magical effects. + + + Reflective Carapace + Any 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 Monster + The tarrasque deals double damage to objects and structures. + + + Multiattack + The 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. + + + Bite + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|19|4d12+10 + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage. + Claw|19|4d8+10 + + + Horns + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing damage. + Horns|19|4d10+10 + + + Tail + Melee 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|19|4d6+10 + + + Frightful Presence + Each 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Swallow + The 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Legendary Actions (3/Turn) + The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. + + + Attack + The tarrasque makes one claw attack or tail attack. + + + Move + The tarrasque moves up to half its speed. + + + Chomp (Costs 2 Actions) + The tarrasque makes one bite attack or uses its Swallow. + + + + urban + + + Tarul Var + M + undead + neutral evil + 16 (natural armor) + 105 (14d8+42) + 30 ft. + 111616191416 + Con +8, Int +9, Wis +7 + Arcana +9, History +9, Insight +7, Perception +7 + cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 17 + Abyssal, Common, Infernal, Primordial, Thayan + 13 + + Source + Tales from the Yawning Portal, p. 244 + + Undead Nature + A lich doesn't require air, food, drink, or sleep. + + + Focused Conjuration + While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage. + + + Legendary Resistance (3/Day) + If Var fails a saving throw, he can choose to succeed instead . + + + Rejuvenation + If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Spellcasting + Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: + + Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost + + 1st level (4 slots): detect magic, magic missile, shield, unseen servant* + + 2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray + + 3rd level (3 slots): counterspell, dispel magic, fireball + + 4th level (3 slots): dimension door,* Evard's black tentacles* + + 5th level (3 slots): cloudkill,* scrying + + 6th level (1 slot): circle of death + *Conjuration spell of 1st level or higher. + + + Turn Resistance + Var has advantage on saving throws against any effect that turns undead . + + + Paralyzing Touch + Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Paralyzing Touch|9|3d6 + + + Benign Transposition + Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher. + + + Legendary Actions (3/Turn) + Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Var regains spent legendary actions at the start of his turn. + + + Cantrip + Var casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Var uses Paralyzing Touch . + + + Frightening Gaze (Costs 2 Actions) + Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 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 Var's gaze for the next 24 hours. + + fire bolt, mage hand, minor illusion, prestidigitation, ray of frost, detect magic, magic missile, shield, unseen servant, detect thoughts, flaming sphere, mirror image, scorching ray, counterspell, dispel magic, fireball, dimension door, Evard's black tentacles, cloudkill, scrying, circle of death + 4,3,3,3,3,1 + + + Tecuziztecatl + L + monstrosity + neutral + 13 (natural armor) + 102 (12d10+36) + 30 ft., climb 30 ft., swim 30 ft. + 171016151613 + + Deception +3, Stealth +2 + bludgeoning from nonmagical attacks + + acid + + blindsight 30 ft. + 13 + Olman, Primal + 4 + + Source + Tales from the Yawning Portal, p. 245 + + Amphibious + Tecuziztecatl can breathe air and water. + + + Glowing + Tecuziztecatl sheds dim light within 20 feet of itself. + + + Flexible + Tecuziztecatl can enter a space large enough for a Medium creature without squeezing. + + + Spider Climb + Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + Tecuziztecatl makes two pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. + Pseudopod|5|2d8+3 + + + Spit Acid (Recharge 4-6) + Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + + + + + + Thayan Apprentice + M + humanoid (human) + any non-good alignment + 12 (15 with mage armor) + 27 (5d8+5) + 30 ft. + 101412151311 + + Arcana +4 + + + + + + 11 + Common, Thayan + 2 + + Source + Tales from the Yawning Portal, p. 245 + + Doomvault Devotion + Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened . + + + Spellcasting + The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will) : fire bolt, mage hand, prestidigitation, shocking grasp + + 1st level (4 slots): burning hands, detect magic, mage armor, shield + + 2nd level (3 slots) : blur, scorching ray + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dagger|4|1d4+2 + + fire bolt, mage hand, prestidigitation, shocking grasp, burning hands, detect magic, mage armor, shield , blur, scorching ray + 4,3 + + + Thayan Warrior + M + humanoid (human) + any non-good alignment + 16 (chain shirt, shield) + 52 (8d8+16) + 30 ft. + 161314101111 + + Perception +2 + + + + + + 12 + Common, Thayan + 2 + + Source + Tales from the Yawning Portal, p. 246 + + Doomvault Devotion + Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened . + + + Pack Tactics + The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The warrior makes two melee attacks. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1dlO + 3) slashing damage if used with two hands. + Longsword|5|1d8+3 + Two Handed|5|1d10+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Javelin|5|1d6+3 + + + + + + The Abbot + M + celestial + lawful evil + 17 (natural armor) + 136 (16d8+64) + 30 ft., fly 90 ft. + 181818172020 + Wis +9, Cha +9 + Insight +9, Perception +9 + radiant; bludgeoning, piercing, and slashing from nonmagical weapons + + + charmed, exhaustion, frightened + darkvision 120 ft. + 19 + all, telepathy 120 ft. + 10 + + Source + Curse of Strahd p. 225 + + Angelic Weapons + The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Innate Spellcasting + The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components: + + At will: detect evil and good + + 1/day each: commune, raise dead + + + Magic Resistance + The Abbot has advantage on saving throws against spells and other magical effects. + + + Multiattack + The Abbot makes two melee attacks. + + + Mace + Melee 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+4d8 + + + Healing Touch (3/Day) + The Abbot touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The Abbot 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 Abbot's choice). + In a new form, the Abbot 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. + + + + + + The Angry + M + monstrosity + neutral evil + + 18 (natural armor) + 255 (30d8+120) + 30 ft. + 1710198136 + + Perception +6 + bludgeoning, piercing, and slashing while in dim light or darkness + + + + darkvision 60 ft. + 16 + Common + 13 + + Source + Mordenkainen's Tome of Foes, p. 231 + + Two Heads + The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Rising Anger + If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage. + On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. + + + Multiattack + The Angry makes two hook attacks. + + + Hook + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. + Hook|8|2d12+3 + + + + + + The Hungry + M + monstrosity + neutral evil + + 17 (natural armor) + 225 (30d8+90) + 30 ft. + 1910176116 + + + bludgeoning, piercing, and slashing while in dim light or darkness + + + + darkvision 60 ft. + 10 + Common + 11 + + Source + Mordenkainen's Tome of Foes, p. 232 + + Life Hunger + If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. + + + Multiattack + The Hungry makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. + Bite|8|1d8+4+3d8 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Claws|8|4d6+4 + + + + + + The Lonely + M + monstrosity + neutral evil + + 16 (natural armor) + 112 (15d8+45) + 30 ft. + 1612176116 + + + bludgeoning, piercing, and slashing while in dim light or darkness + + + + darkvision 60 ft. + 10 + Common + 9 + + Source + Mordenkainen's Tome of Foes, p. 232 + + Psychic Leech + At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. + + + Thrives on Company + The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. + + + Multiattack + The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. + + + Harpoon Arm + Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Harpoon Arm|7|4d8+3 + + + Sorrowful Embrace + Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it. + + + + + + The Lost + M + monstrosity + neutral evil + + 15 (natural armor) + 78 (12d8+24) + 30 ft. + 171215675 + + Athletics +6 + bludgeoning, piercing, and slashing while in dim light or darkness + + + + darkvision 60 ft. + 8 + + Common + 7 + + Source + Mordenkainen's Tome of Foes, p. 233 + + + Multiattack + The Lost makes two arm spike attacks. + + + Arm Spike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. + Arm Spike|6|2d10+3 + + + Embrace + Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + + Tightening Embrace + If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage. + + + + + + + The Pudding King + S + humanoid (gnome, shapechanger) + chaotic evil + 13 (16 with mage armor) + 49 (9d6+18) + 30 ft. + 10161412817 + Con +5, Cha +6 + Arcana +4, Perception +2, Stealth +6, Survival +2 + acid, poison + + + poisoned + darkvision 60 ft. + 12 + Abyssal, Gnomish, Terran, Undercommon + 4 + + Source + Out of the Abyss p. 233 + + Stone Camouflage + The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Gnome Cunning + The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Innate Spellcasting + The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components: + + At will: nondetection (self only) + 1/day each: blindness/deafness, blur, disguise self + + + Insanity + The Pudding King has advantage on saving throws against being charmed or frightened. + + + Spellcasting + The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells: + + Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation + 1st level (4 slots): false life, mage armor, ray of sickness, shield + 2nd level (3 slots): crown of madness, misty step + 3rd level (3 slots): gaseous form, stinking cloud + 4th level (3 slots): blight, confusion + 5th level (1 slot): cloudkill + + + War Pick + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage. + War Pick|3|1d8 + + + Change Shape + The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form. + + + Create Green Slime (Recharges after a Long Rest) + The Pudding King creates a patch of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King. + + acid splash, blindness/deafness, blur, disguise, light, mage hand, nondetection, poison spray, prestidigitation, false life, mage armor, ray of sickness, shield, crown of madness, misty step, gaseous form, stinking cloud, blight, confusion, cloudkill + 4, 3, 3, 3, 1 + + + The Wretched + S + monstrosity + neutral evil + + 15 (natural armor) + 10 (4d6-4) + 40 ft. + 7129565 + + + bludgeoning, piercing, and slashing while in dim light or darkness + + + + darkvision 60 ft. + 8 + + + 1/4 + + Source + Mordenkainen's Tome of Foes, p. 233 + + Wretched Pack Tactics + The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage. + The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched. + Bite|3|1d10+1 + + + + + + Thorn Slinger + L + plant + unaligned + 11 + 32 (5d10+5) + 10 ft. + 1312121101 + + + + + + blinded, deafened, frightened + blindsight 60 ft. (blind beyond this radius) + 10 + + 1/2 + + Source + Tales from the Yawning Portal, p. 246 + + Adhesive Blossoms + The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. + At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage. + + + False Appearance + While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush. + + + Thorns + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage. + Thorns|3|2d6+1 + + + + + + Thorny + M + plant + neutral + 14 (natural armor) + 27 (5d8+5) + 30 ft. + 1312132106 + + Perception +4, Stealth +3 + lightning, piercing + + + + darkvision 60 ft. + 14 + + 1 + + Source + Volo's Guide to Monsters, p. 197 + + Plant Camouflage + The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage. + Bite|3|2d6+1 + + + + forest, swamp + + + Thri-kreen + M + humanoid (thri-kreen) + chaotic neutral + 15 (natural armor) + 33 (6d8+6) + 40 ft. + 1215138127 + + Perception +3, Stealth +4, Survival +3 + + + + + darkvision 60 ft. + 13 + Thri-kreen + 1 + + Source + Monster Manual, p. 288 + + Chameleon Carapace + The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. + + + Standing Leap + The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Multiattack + The thri-kreen makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. + Claws|3|2d4+1 + + + Variant: Weapons Multiattack + The thri-kreen makes two gythka attacks or two chatkcha attacks. + + + Variant: Gythka + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + Gythka|3|1d8+1 + + + Variant: Chatkcha + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage. + Chatkcha|4|1d6+2 + + + + desert, grassland + + + Thri-kreen (Psionic) + M + humanoid (thri-kreen) + chaotic neutral + 15 (natural armor) + 33 (6d8+6) + 40 ft. + 1215138127 + + Perception +3, Stealth +4, Survival +3 + + + + + darkvision 60 ft. + 13 + Thri-kreen, telepathy 60 ft. + 1 + + Source + Monster Manual, p. 288 + + Chameleon Carapace + The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. + + + Standing Leap + The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Innate Spellcasting (Psionics) + The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 2/day each: blur, magic weapon + 1/day: invisibility (self only) + + + Multiattack + The thri-kreen makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. + Claws|3|2d4+1 + + + Variant: Weapons Multiattack + The thri-kreen makes two gythka attacks or two chatkcha attacks. + + + Variant: Gythka + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + Gythka|3|1d8+1 + + + Variant: Chatkcha + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage. + Chatkcha|4|1d6+2 + + mage hand, blur, magic weapon, invisibility + + + + + Thug + M + humanoid (any race) + any non-good alignment + 11 (leather armor) + 32 (5d8+10) + 30 ft. + 151114101011 + + Intimidation +2 + + + + + + 10 + any one language (usually Common) + 1/2 + + Source + Monster Manual, p. 350 + + Pack Tactics + The 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. + + + Multiattack + The thug makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. + |2|1d10 + + + + urban + + + Thurl Merosska + M + humanoid (human) + lawful evil + 16 (breastplate) + 71 (11d8+21) + 30 ft. + 161414111015 + + Animal Handling +2, Athletics +5, Deception +4, Persuasion +4 + + + + + + 10 + Auran, Common + 3 + + Source + Princes of the Apocalypse p. 192 + + Spellcasting + Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: + + • Cantrips (at will): friends, gust, light, message, ray of frost + + • 1st level (4 slots): expeditious retreat, feather fall, jump + + • 2nd level (3 slots): levitate, misty step + + • 3rd level (2 slots): haste + + + Multiattack + Thurl makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Greatsword|5|2d6+3 + + + Lance + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage. + Lance|5|1d12+3 + + + Parry + Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon. + + friends, gust, light, message, ray of frost, expeditious retreat, feather fall, jump, levitate, misty step, haste + 4, 3, 2 + + + Tiamat + G + fiend + chaotic evil + 25 (natural armor) + 615 (30d20+300) + 60 ft., fly 120 ft. + 301030262628 + Str +19, Dex +9, Wis +17 + Arcana +17, Perception +26, Religion +17 + + + acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons + blinded, charmed, deafened, frightened, poisoned, stunned + darkvision 240 ft., truesight 120 ft. + 36 + Common, Draconic, Infernal + 30 + + Source + The Rise of Tiamat p. 92 + + Discorporation + When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. + + + Innate Spellcasting (3/Day) + Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. + + + Legendary Resistance (5/Day) + If Tiamat fails a saving throw, she can choose to succeed instead. + + + Limited Magic Immunity + Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons + Tiamat's weapon attacks are magical. + + + Multiple Heads + Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. + + + Regeneration + Tiamat regains 30 hit points at the start of her turn. + + + Multiattack + Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage. + Claw|19|4d6+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8+10) piercing damage. + Tail|19|4d8+10 + + + Frightful Presence + Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 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 Tiamat's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Legendary Actions (3/Turn) + Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn. + + + Bite + Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn. + Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). + Bite|19|4d10+10+4d6 + + + Black Dragon Head: Acid Breath (Costs 2 Actions) + Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath|0|15d8 + + + Blue Dragon Head: Lightning Breath (Costs 2 Actions) + Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath|0|16d10 + + + Green Dragon Head: Poison Breath (Costs 2 Actions) + Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath|0|22d6 + + + Red Dragon Head: Fire Breath (Costs 2 Actions) + Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath|0|26d6 + + + White Dragon Head: Cold Breath (Costs 2 Actions) + Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath|0|16d8 + + divine word + + + + Tiger + L + beast + unaligned + 12 + 37 (5d10+10) + 40 ft. + 1715143128 + + Perception +3, Stealth +6 + + + + + darkvision 60 ft. + 13 + + 1 + + Source + Monster Manual, p. 339 + Player's Handbook, p. 311 + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + + forest, grassland + + + Tiny Servant + T + construct + unaligned + 15 (natural armor) + 10 (4d4) + 30 ft., climb 30 ft. + 416102101 + + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 10 + + 0 + + Source + Xanathar's Guide to Everything, p. 169 + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. + Slam|5|1d4+3 + + + + + + Titivilus + M + fiend (devil) + lawful evil + + 20 (natural armor) + 127 (17d8+51) + 40 ft., fly 60 ft. + 192217242226 + Dex +11, Con +8, Wis +11, Cha +13 + Deception +13, Insight +11, Intimidation +13, Persuasion +13 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + 16 + all, telepathy 120 ft. + 16 + + Source + Mordenkainen's Tome of Foes, p. 178 + + Innate Spellcasting + Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: + + At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion + + 3/day each: greater invisibility (self only), mislead + + 1/day each: feeblemind, symbol (discord or sleep only) + + + Legendary Resistance (3/Day) + If Titivilus fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Titivilus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Titivilus's weapon attacks are magical. + + + Regeneration + Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Ventiloquism + Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. + + + Multiattack + Titivilus makes one sword attack and uses his Frightful Word once. + + + Silver Sword + Melee Weapon Attack: +9 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 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. + Silver Sword|9|1d8+4 + + + Frightful Word + Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Teleport + Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Twisting Words + Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Legendary Actions (3/Turn) + Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn. + + + Assault (Costs 2 Actions) + Titivilus attacks with his silver sword or uses his Frightful Word. + + + Corrupting Guidance + Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. + + + Teleport + Titivilus uses his Teleport action. + + alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion, greater invisibility, mislead, feeblemind, symbol + + + + Tlincalli + L + monstrosity + neutral evil + 15 (natural armor) + 85 (10d10+30) + 40 ft. + 1613168128 + + Perception +4, Stealth +4, Survival +4 + + + + + darkvision 60 ft. + 13 + Tlincalli + 5 + + Source + Volo's Guide to Monsters, p. 193 + + + Multiattack + The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting. + + + Longsword + Melee 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. + Longsword. |6|1d8+3 + + + Spiked Chain + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Spiked Chain|6|1d6+3 + + + Sting + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Sting|6|1d6+3+4d6 + + + + desert + + + Topi + S + undead + chaotic evil + + 13 (natural) + 13 (3d6+3) + 30 ft. + 715126105 + + + bludgeoning + + poison + poisoned + darkvision 60 ft. + 10 + understands the languages it knew in life but can't speak + 1/2 + + Source + The Tortle Package, p. 22 + + Turn Resistance + The topi has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + If damage reduces the topi 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 topi drops to 1 hit point instead. + + + Venomous Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the target's next turn. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Venomous Claws|4|1d4+2+1d4 + + + + + + Tortle + M + humanoid (tortle) + lawful good + + 17 (natural) + 22 (4d8+4) + 30 ft. + 151012111312 + + Athletics +4, Survival +3 + + + + + + 11 + Aquan, Common + 1/4 + + Source + The Tortle Package, p. 23 + Mordenkainen's Tome of Foes, p. 242 + + Hold Breath + The tortle can hold its breath for 1 hour. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. + Claws|4|1d4+2 + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. + Quarterstaff|4|1d6+2 + + + Claws + Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. + Claws|2|1d8 + + + Shell Defense + The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + + + Tortle Druid + M + humanoid (tortle) + lawful neutral + + 17 (natural) + 33 (6d8+6) + 30 ft. + 141012111512 + + Animal Handling +4, Nature +2, Survival +4 + + + + + + 12 + Aquan, Common + 2 + + Source + The Tortle Package, p. 23 + Mordenkainen's Tome of Foes, p. 242 + + Hold Breath + The tortle can hold its breath for 1 hour. + + + Spellcasting + The tortle 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: + + Cantrips (at will): druidcraft, guidance, produce flame + + 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave + + 2nd level (3 slots): darkvision, hold person + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. + Claws|4|1d4+2 + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. + Quarterstaff|4|1d6+2 + + + Shell Defense + The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + druidcraft, guidance, produce flame, animal friendship, cure wounds, speak with animals, thunderwave, darkvision, hold person + 4,3 + + + Transmuter + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 40 (9d8) + 30 ft. + 91411171211 + Int +6, Wis +4 + Arcana +6, History +6 + + + + + + 11 + any four languages + 5 + + Source + Volo's Guide to Monsters, p. 218 + + Spellcasting + The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: + + Cantrips (at will): light, mending, prestidigitation, ray of frost + + 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor + + 2nd level (3 slots): alter self*, hold person, knock* + + 3rd level (3 slots): blink*, fireball, slow* + + 4th level (3 slots): polymorph*, stoneskin + + 5th level (1 slot): telekinesis* + + *Transmutation spell of 1st level or higher + + + Transmuter's Stone + The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: + + •Darkvision out to a range of 60 feet + + •An extra 10 feet of speed while the bearer is unencumbered + + •Proficiency with Constitution saving throws + + •Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit) + + If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. + Quarterstaff|2|1d6-1 + Two Handed|2|1d8-1 + + light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock , blink, fireball, slow, polymorph, stoneskin, telekinesis + 4, 3, 3, 3, 1 + urban + + + Trapper + L + monstrosity + unaligned + 13 (natural armor) + 85 (10d10+30) + 10 ft., climb 10 ft. + 1710172134 + + Stealth +2 + + + + + blindsight 30 ft., darkvision 60 ft. + 11 + + 3 + + Source + Volo's Guide to Monsters, p. 194 + + Fake Appearance + While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence. + + + Spider Climb + The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Smother + One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Smother| |4d6+3+1d6 + + + + underdark + + + Treant + H + plant + chaotic good + 16 (natural armor) + 138 (12d12+60) + 30 ft. + 23821121612 + + + bludgeoning, piercing + fire + + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + + Source + Monster Manual, p. 289 + + False Appearance + While the treant remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The treant deals double damage to objects and structures. + + + Multiattack + The treant makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage. + Slam|10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. + Rock|10|4d10+6 + + + Animate 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. + + + + forest + + + Tree Blight + H + plant + neutral evil + 15 (natural armor) + 149 (13d12+65) + 30 ft. + 2310206103 + + + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 10 + understands Common and Druidic but doesn't speak + 7 + + Source + Curse of Strahd p. 230 + + False Appearance + While the blight remains motionless, it is indistinguishable from a dead tree. + + + Siege Monster + The blight deals double damage to objects and structures. + + + Multiattack + The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage. + Bite|9|3d8+6 + + + Branch + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit (3d6+6) bludgeoning damage. + Branch|9|3d6+6 + + + Grasping Root + Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple. + Grasping Root|9| + + + + + + Tressym + T + beast + chaotic neutral + 12 + 5 (2d4) + 40 ft., climb 30 ft., fly 40 ft. + 31510111212 + + Perception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 15 + understands Common but can't speak + 0 + + Source + Storm King's Thunder, p. 242 + + Detect Invisibility + Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight. + + + Keen Smell + The tressym has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Sense + A tressym can detect whether a substance is poisonous by taste, touch, or smell. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Claws|0|1 + + + + + + Tri-Flower Frond + M + plant + unaligned + 10 + 11 (2d8+2) + 5 ft. + 110121101 + + + + + + blinded, deafened, exhaustion, prone + blindsight 30 ft. + 10 + + 1/2 + + Source + Tomb of Annihilation, p. 234 + + + Multiattack + The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom. + + + Orange Blossom + The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Yellow Blossom + The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used. + + + Red Blossom + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Red Blossom|2|1d4 + + + + + + Tribal Warrior + M + humanoid (any race) + any alignment + 12 (hide armor) + 11 (2d8+2) + 30 ft. + 1311128118 + + + + + + + + 10 + any one language + 1/8 + + Source + Monster Manual, p. 350 + + Pack Tactics + The 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. + + + Spear + Melee 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+1 + Two Handed|3|1d8+1 + + + + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Triceratops + H + beast + unaligned + 13 (natural armor) + 95 (10d12+30) + 50 ft. + 229172115 + + + + + + + + 10 + + 5 + + Source + Monster Manual, p. 80 + + Trampling Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Gore + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage. + Gore|9|4d8+6 + + + Stomp + Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage + Stomp|9|3d10+6 + + + + grassland + + + Tridrone + M + construct + construct + 15 (natural armor) + 16 (3d8+3) + 30 ft. + 1213129109 + + + + + + + truesight 120 ft. + 10 + Modron + 1/2 + + Source + Monster Manual, p. 225 + + Axiomatic Mind + The tridrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The tridrone makes three fist attacks or three javelin attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + Fist|3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage. + Javelin|3|1d6+1 + + + + + + + Troglodyte + M + humanoid (troglodyte) + chaotic evil + 11 (natural armor) + 13 (2d8+4) + 30 ft. + 1410146106 + + Stealth +2 + + + + + darkvision 60 ft. + 10 + Troglodyte + 1/4 + + Source + Monster Manual, p. 290 + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + |4|1d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + |4|1d4+2 + + + + underdark + + + Troglodyte Champion of Laogzed + M + humanoid (troglodyte) + chaotic evil + 14 (natural armor) + 59 (7d8+28) + 30 ft. + 18121882312 + + Athletics +6, Intimidation +3, Stealth +3 + + + + + darkvision 60 ft. + 11 + Troglodyte + 3 + + Source + Out of the Abyss p. 229 + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. + Bite|6|1d4+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage. + Claw|6|1d4+4 + + + Greatclub + Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. + Greatclub|6|1d8+4 + + + Acid Spray (Recharge 6) + The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Spray| |3d6 + + + + + + Troll + L + giant + chaotic evil + 15 (natural armor) + 84 (8d10+40) + 30 ft. + 181320797 + + Perception +2 + + + + + darkvision 60 ft. + 12 + Giant + 5 + + Source + Monster Manual, p. 291 + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The 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 Limbs + Whenever 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. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + |7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + |7|2d6+4 + + + + arctic, forest, hill, mountain, swamp, underdark + + + Twig Blight + S + plant + neutral evil + 13 (natural armor) + 4 (1d6+1) + 20 ft. + 61312483 + + Stealth +3 + + fire + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 9 + understands Common but can't speak + 1/8 + + Source + Monster Manual, p. 32 + + False Appearance + While the blight remains motionless, it is indistinguishable from a dead shrub. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + |3|1d4+1 + + + + forest + + + Tyrannosaurus Rex + H + beast + unaligned + 13 (natural armor) + 136 (13d12+52) + 50 ft. + 2510192129 + + Perception +4 + + + + + + 14 + + 8 + + Source + Monster Manual, p. 80 + + + Multiattack + The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|10|4d12+7 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. + Tail|10|3d8+7 + + + + grassland + + + Tyrannosaurus Zombie + H + undead + unaligned + 11 (natural armor) + 136 (13d12+52) + 40 ft. + 25619135 + + + + + poison + poisoned + darkvision 60 ft. + 6 + + + 8 + + Source + Tomb of Annihilation, p. 241 + + Disgorge Zombie + As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. + + + Undead Fortitude + If damage reduces the tyrannosaurus 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. + + + Multiattack + The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can't bite another target or disgorge zombies. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|10|4d12+7 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. + Tail|10|3d8+7 + + + + + + Ulitharid + L + aberration + lawful evil + 15 (breastplate) + 127 (17d10+14) + 30 ft. + 151215211921 + Int +9, Wis +8, Cha +9 + Arcana +9, Insight +8, Perception +8, Stealth +5 + + + + + darkvision 120 ft. + 18 + Deep Speech, Undercommon, telepathy 2 miles + 9 + + Source + Volo's Guide to Monsters, p. 175 + + Creature Sense + The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. + + + Magic Resistance + The ulitharid has advantage on saving throws against spells and other magical effects. + + + Psionic Hub + If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). + + + Innate Spellcasting (Psionics) + The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + + 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis + + + Tentacles + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|9|4d10+5 + + + Extract Brain + Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. + Extract Brain|9|10d10 + + + Mind Blast (Recharge 5-6) + The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned 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. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast| |4d12+5 + + detect thoughts, levitate, confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift, project image, scrying, telekinesis + + underdark + + + Ultroloth + M + fiend (yugoloth) + neutral evil + 19 (natural armor) + 153 (18d8+72) + 30 ft., fly 60 ft. + 161618181519 + + Intimidation +9, Perception +7, Stealth +8 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + charmed, frightened, poisoned + truesight 120 ft. + 17 + Abyssal, Infernal, telepathy 120 ft. + 13 + + Source + Monster Manual, p. 314 + + Innate Spellcasting + The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: + + At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion + 3/day each: dimension door, fear, wall of fire + 1/day each: fire storm, mass suggestion + + + Magic Resistance + The ultroloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The ultroloth's weapon attacks are magical. + + + Multiattack + The ultroloth can use its Hypnotic Gaze and makes three melee attacks. + + + Longsword + Melee Weapon Attack: +8 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|8|1d8+3 + Two Handed|8|1d10+3 + + + Hypnotic Gaze + The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Teleport + The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Summon Yugoloth (1/Day) + The yugoloth chooses what to summon and attempts a magical summoning. + An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility, suggestion, dimension door, fear, wall of fire, fire storm, mass suggestion + + + + + Umber Hulk + L + monstrosity + chaotic evil + 18 (natural armor) + 93 (11d10+33) + 30 ft., burrow 20 ft. + 20131691010 + + + + + + + darkvision 120 ft., tremorsense 60 ft. + 10 + Umber Hulk + 5 + + Source + Monster Manual, p. 292 + + Confusing Gaze + When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. + On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. + 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 umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. + + + Tunneler + The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. + + + Multiattack + The umber hulk makes three attacks: two with its claws and one with its mandibles. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. + Claw|8|1d8+5 + + + Mandibles + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + Mandibles|8|2d8+5 + + + + underdark + + + Unicorn + L + celestial + lawful good + 12 + 67 (9d10+18) + 50 ft. + 181415111716 + + + + + poison + charmed, paralyzed, poisoned + darkvision 60 ft. + 13 + Celestial, Elvish, Sylvan, telepathy 60 ft. + 5 + + Source + Monster Manual, p. 294 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Innate Spellcasting + The 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, entangle + + + Magic Resistance + The unicorn has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The unicorn's weapon attacks are magical. + + + Multiattack + The unicorn makes two attacks: one with its hooves and one with its horn. + + + Hooves + Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|7|2d6+4 + + + Horn + Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8+4) piercing damage. + Horn|7|1d8+4 + + + Healing 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. + + + Teleport (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. + + + Legendary Actions (3/Turn) + The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. + + + Hooves + The 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, entangle + + forest + + + Urgala Meltimer + M + humanoid (Turami human) + lawful good + 12 (leather) + 58 (9d8+18) + 30 ft. + 161314121413 + + Athletics +5, Intimidation +3 + + + + + + 12 + Common, Giant + + + Source + Storm King's Thunder, p. 254 + + Giant Slayer + Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit. + + + Roleplaying Information + A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies. + + Ideal: "We live in a violent world, and sometimes violence is necessary for survival." + + Bond: "My home is my life. Threaten it, and I'll hurt you." + + Flaw: "I know how treacherous and greedy adventurers can be. I don't trust them — any of them." + + + Multiattack + Urgala makes two attacks with her morningstar or her shortbow. + + + Morningstar + Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 7 (1d8+3) piercing damage. + Morningstar|5|1d8+3 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+1) piercing damage. Urgala carries a quiver of twenty arrows. + Shortbow|3|1d6+1 + + + + + + Uthgardt Shaman + M + humanoid (human) + neutral evil + 13 (hide armor) + 38 (7d8+7) + 30 ft. + 141213101512 + + Medicine +4, Nature +4, Perception +4, Survival +6 + + + + + + 14 + Bothii, Common + 2 + + Source + Storm King's Thunder, p. 243 + + Innate Spellcasting + The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a sacred bundle: + + At will: dancing lights, mage hand, message, thaumaturgy + + 1/day each: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians + + + Tribal Spells + Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day. + + Black Lion: animate dead, chill touch, feign death, revivify + + Black Raven: animal messenger (raven only) ,feather fall, polymorph (into a raven on.ly) + + Blue Bear: enhance ability (bear's endurance only), heroism + + Elk: expeditious retreat, find steed (elk only), haste + + Gray Wolf. beast sense (wolf or dire wolf only), moonbeam, speak with animals (wolf or dire wolf only) + + Great Worm: crusader's mantle, divine favor, hypnotic pattern + + Griffon: feather fall, fly + + Sky Pony: divine favor, feather fall, lightning bolt + + Red Tiger: beast sense (tiger only), enhance ability (cat's grace only),jump + + Thunderbeast: enhance ability (bull's strength only), pass without trace, stoneskin + + Tree Ghost: barkskin, druidcraft, plant growth, speak with plants + + + Spear + Melee 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. + One Handed|4|1d6+2 + Two Handed|4|1d8+2 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage. + Shortbow|3|1d6+1 + + dancing lights, mage hand, message, thaumaturgy, augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians + + + + Vaasha + H + giant + neutral + 16 (scale mail) + 230 (20d12+100) + 50 ft., swim 50 ft. + 291420161818 + Str +14, Con +10, Wis +9, Cha +9 + Athletics +14, Perception +9, Survival +14 + cold + + lightning, thunder + + + 19 + Common, Giant + 13 + + Source + Storm King's Thunder, p. 256 + + Amphibious + Vaasha can breathe air and water. + + + Innate Spellcasting + Vaasha's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: + + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + + Roleplaying Information + Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is. + + Ideal: "I want this conflict over with so that I can return to the quiet stillness of the ocean depths." + + Bond: "I'll protect this beautiful world from the ravages of evil with my dying breath." + + Flaw: "I don't care if my words hurt others' feelings." + + + Multiattack + Vaasha makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Vaasha hurls a magical lightning bolt at a point she 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. + Lightning Strike||12d8 + + detect magic, feather fall, levitate, light, control weather, water breathing + + + + Vampire + M + undead (shapechanger) + lawful evil + 16 (natural armor) + 144 (17d8+68) + 30 ft. + 181818171518 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 17 + the languages it knew in life + 13 + + Source + Monster Manual, p. 297 + + Shapechanger + If 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. + + + Misty Escape + When 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Regeneration + The 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 Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + 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+4 + + + Bite (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+3d6 + + + Charm + The 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + 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. + + + Legendary Actions (3/Turn) + The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. + + + Move + The vampire moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + The vampire makes one unarmed strike. + + + Bite (Costs 2 Actions) + The vampire makes one bite attack. + + + + urban + + + Vampire Spawn + M + undead + neutral evil + 15 (natural armor) + 82 (11d8+33) + 30 ft. + 161616111012 + Dex +6, Wis +3 + Perception +3, Stealth +6 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 13 + the languages it knew in life + 5 + + Source + Monster Manual, p. 298 + + Regeneration + The 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 Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The 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. + + + Multiattack + The vampire makes two attacks, only one of which can be a bite attack. + + + Bite + Melee 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| + + + Claws + Melee 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+3 + + + + underdark, urban + + + Vampire Spellcaster + M + undead (shapechanger) + lawful evil + 16 (natural armor) + 144 (17d8+68) + 30 ft. + 181818171518 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 17 + the languages it knew in life + 15 + + Source + Monster Manual, p. 298 + + Shapechanger + If 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. + + + Misty Escape + When 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Regeneration + The 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 Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Spellcasting + The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + • 1st level (4 slots): comprehend languages, fog cloud, sleep + + • 2nd level (3 slots): detect thoughts, gust of wind, mirror image + + • 3rd level (3 slots): animate dead, bestow curse, nondetection + + • 4th level (3 slots): blight, greater invisibility + + • 5th level (1 slot): dominate person + + + 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+4 + + + Bite (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+3d6 + + + Charm + The 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + 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. + + mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, bestow curse, nondetection, blight, greater invisibility, dominate person + 4, 3, 3, 3, 1 + + + + Vampire Warrior + M + undead (shapechanger) + lawful evil + 18 (plate) + 144 (17d8+68) + 30 ft. + 181818171518 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 17 + the languages it knew in life + 15 + + Source + Monster Manual, p. 298 + + Shapechanger + If 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. + + + Misty Escape + When 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Regeneration + The 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 Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + 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+4 + + + Bite (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+3d6 + + + Charm + The 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. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + 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. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage. + Greatsword|9|2d6+4 + + + + + + + Vampiric Ixitxachitl + M + aberration + chaotic evil + 16 (natural armor) + 44 (8d8+8) + 0 ft., swim 30 ft. + 14181312137 + + + + + + + darkvision 60 ft. + 11 + Abyssal, Ixitxachitl + 2 + + Source + Out of the Abyss p. 226 + + + Vampiric Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Bite|4|1d8+2 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. + Barbed Tail|6|1d10+4 + + + + + + Vampiric Ixitxachitl Cleric + M + aberration + chaotic evil + 16 (natural armor) + 44 (8d8+8) + 0 ft., swim 30 ft. + 14181312137 + + + + + + + darkvision 60 ft. + 11 + Abyssal, Ixitxachitl + 2 + + Source + Out of the Abyss p. 226 + + Spellcasting + The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared: + + Cantrips (at will): guidance, thaumaturgy + 1st level (4 slots): charm person, create or destroy water + 2nd level (3 slots): hold person, silence + 3rd level (2 slots): dispel magic, tongues + + + Vampiric Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Bite|4|1d8+2 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. + Barbed Tail|6|1d10+4 + + guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues + 4, 3, 2 + + + Vampiric Mist + M + undead + chaotic evil + 13 + 45 (6d8+18) + 0 ft., fly 30 ft. (hover) + 616166127 + Wis +3 + + acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 11 + + 3 + + Source + Tales from the Yawning Portal, p. 247 + Mordenkainen's Tome of Foes, p. 246 + + Undead Nature + A vampiric mist doesn't require air or sleep. + + + Blood Sense + The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet . + + + Forbiddance + The vampiric mist can 't enter a residence without an invitation from one of the occupants. + + + Misty Form + The vampiric mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than l extra foot. The mist can 't manipulate objects in any way that requires hands; it can apply simple force only. + + + Sunlight Hypersensitivity + The vampiric mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. + + + Blood Drain + One creature in the vampiric mist's space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mist regains hit points equal to that amount. + This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0. + + + + + + Vanifer + M + humanoid (tiefling) + neutral evil + 15 (studded leather) + 112 (15d8+45) + 30 ft. + 111617121319 + + Arcana +5, Deception +8, Performance +8 + + + fire + + darkvision 60 ft. + 11 + Common, Ignan, Infernal + 9 + + Source + Princes of the Apocalypse p. 203 + + Funeral Pyre + When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes. + + + Legendary Resistance (2/Day) + If Vanifer fails a saving throw, she can choose to succeed instead. + + + Spellcasting + Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: + + • Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy + + • 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield + + • 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray + + • 3rd level (3 slots): counterspell, fireball, hypnotic pattern + + • 4th level (3 slots): wall of fire + + • 5th level (2 slots): dominate person + + + Multiattack + Vanifer makes two attacks. + + + Tinderstrike + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage plus 7 (2d6) fire damage. + Tinderstrike|9|1d4+5+2d6 + + chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy, burning hands, chromatic orb, hellish rebuke, shield, darkness, detect thoughts, misty step, scorching ray, counterspell, fireball, hypnotic pattern, wall of fire, dominate person + 4, 3, 3, 3, 2 + + + Vargouille + T + fiend + chaotic evil + 12 + 13 (3d4+6) + 5 ft., fly 40 ft. + 61414472 + + + cold, fire, lightning + + poison + poisoned + darkvision 60 ft. + 8 + understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak + 1 + + Source + Volo's Guide to Monsters, p. 195 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage. + Bite|4|1d6+2+3d6 + + + Kiss + The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. + + + Stunning Shriek + The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + desert, swamp, underdark + + + Vegepygmy + S + plant + neutral + 13 (natural armor) + 9 (2d6+2) + 30 ft. + 714136117 + + Perception +2, Stealth +4 + lightning, piercing + + + + darkvision 60 ft. + 12 + Vegepygmy + 1/4 + + Source + Volo's Guide to Monsters, p. 196 + + Plant Camouflage + The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Plant Camouflage + The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Regeneration + The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claws |4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Sling|4|1d4+2 + + + + forest, swamp + + + Vegepygmy Chief + S + plant + neutral + 14 (natural armor) + 33 (6d6+12) + 30 ft. + 1414147129 + + Perception +3, Stealth +4 + lightning, piercing + + + + darkvision 60 ft. + 13 + Vegepygmy + 2 + + Source + Volo's Guide to Monsters, p. 197 + + + Multiattack + The vegepygmy makes two attacks with its claws or two melee attacks with its spear. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claws|4|1d6+2 + + + Spear + Melee 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 (id8+2) piercing damage if used with two hands to make a melee attack. + Spear|4|1d6+2 + Two Handed|4|1d8+2 + + + Spores (1/Day) + A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Spores| |2d8 + + + + forest, swamp + + + Velociraptor + T + beast + unaligned + 13 (natural armor) + 10 (3d4+3) + 30 ft. + 614134126 + + Perception +3 + + + + + + 13 + + 1/4 + + Source + Volo's Guide to Monsters, p. 140 + + Pack Tactics + The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Multiattack + The velociraptor makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Claws|4|1d4+2 + + + + forest, grassland + + + Venom Troll + L + giant + chaotic evil + + 15 (natural armor) + 94 (9d10+45) + 30 ft. + 181320797 + + Perception +2 + + + poison + poisoned + darkvision 60 ft. + 12 + Giant + 7 + + Source + Mordenkainen's Tome of Foes, p. 245 + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Splash + When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. + + + Regeneration + The troll regains 10 hit points at the start of each of its turns. 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. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|7|1d6+4+1d8 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. + Claws|7|2d6+4+1d8 + + + Venom Spray (Recharge 6) + The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + + + Veteran + M + humanoid (any race) + any alignment + 17 (splint) + 58 (9d8+18) + 30 ft. + 161314101110 + + Athletics +5, Perception +2 + + + + + + 12 + any one language (usually Common) + + 3 + + Source + Monster Manual, p. 350 + + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee 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+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + |5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. + |3|1d10+1 + + + + arctic, coastal, forest, grassland, hill, mountain, underdark, urban + + + Vine Blight + M + plant + neutral evil + 12 (natural armor) + 26 (4d8+4) + 10 ft. + 158145103 + + Stealth +1 + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 10 + Common + 1/2 + + Source + Monster Manual, p. 32 + + False Appearance + While the blight remains motionless, it is indistinguishable from a tangle of vines. + + + Constrict + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|4|2d6+2 + + + Entangling Plants (Recharge 5-6) + Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest + + + Violet Fungus + M + plant + unaligned + 5 + 18 (4d8) + 5 ft. + 3110131 + + + + + + blinded, deafened, frightened + blindsight 30 ft. (blind beyond this radius) + 6 + + 1/4 + + Source + Monster Manual, p. 138 + + False Appearance + While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. + + + Multiattack + The fungus makes 1d4 Rotting Touch attacks. + + + Rotting Touch + Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage. + |2|1d8 + + + + underdark + + + Vladimir Horngaard + M + undead + lawful evil + 17 (half plate) + 192 (16d8+64) + 30 ft. + 181418131618 + Str +7, Con +7, Wis +6, Cha +7 + + necrotic, psychic + + poison + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + 13 + Common, Draconic + 7 + + Source + Curse of Strahd p. 242 + + Regeneration + Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Turn Immunity + Vladimir is immune to effects that turn undead. + + + Vengeful Tracker + Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows. + + + Multiattack + Vladimir makes two fist attacks or two attacks with his +2 Greatsword. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|7|2d6+4 + + + Greatsword +2 + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon. + Greatsword|9|4d6+4 + + + Vengeful Glare + Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success. + + + + + + Volothamp “Volo” Geddarm + M + humanoid (human) + chaotic good + 11 + 31 (7d8) + 30 ft. + 91210151116 + Con +2, Wis +2 + Animal Handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Persuasion +7, Sleight of Hand +3, Survival +2 + + + + + + 12 + Common, Dwarvish, Elvish + 1/4 + + Source + Tomb of Annihilation, p. 235 + + Spellcasting + Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: + + Cantrips (at will): friends, mending, prestidigitation + + 1st level (2 slots): comprehend languages, detect magic, disguise self + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. + Dagger|3|1d4+1 + + friends, mending, prestidigitation, comprehend languages, detect magic, disguise self + 2 + + + Vrock + L + fiend (demon) + chaotic evil + 15 (natural armor) + 104 (11d10+44) + 40 ft., fly 60 ft. + 1715188138 + Dex +5, Wis +4, Cha +2 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 6 + + Source + Monster Manual, p. 64 + + Magic Resistance + The vrock has advantage on saving throws against spells and other magical effects. + + + Multiattack + The vrock makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Beak|6|2d6+3 + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. + Talons|6|2d10+3 + + + Spores (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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Stunning 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 . + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + Variant: 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. + + + + + + + Vulture + M + beast + unaligned + 10 + 5 (1d8+1) + 10 ft., fly 50 ft. + 710132124 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 339 + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. + Beak|2|1d4 + + + + desert, grassland, hill + + + War Priest + M + humanoid (any race) + any alignment + 18 (plate) + 117 (18d8+36) + 30 ft. + 161014111713 + Con +6, Wis +7 + Intimidation +5, Religion +4 + + + + + + 13 + any two languages + 9 + + Source + Volo's Guide to Monsters, p. 218 + + Spellcasting + The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: + + Cantrips (at will): light, mending, sacred flame, spare the dying + + 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith + + 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon + + 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water wall + + 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin + + 5th level (1 slot): flame strike, mass cure wounds, hold monster + + + Multiattack + The priest makes two melee attacks. + + + Maul + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage. + Maul|7|2d6+3 + + + Guided Strike (Recharges after a Short or Long Rest) + The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses. + + light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall, banishment, freedom of movement, guardian of faith, stoneskin , flame strike, mass cure wounds, hold monster + 4, 3, 3, 3, 1 + desert, urban + + + Warhorse + L + beast + unaligned + 11 + 19 (3d10+3) + 60 ft. + 1812132127 + + + + + + + + 11 + + 1/2 + + Source + Monster Manual, p. 340 + Player's Handbook, p. 311 + + Trampling Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + |6|2d6+4 + + + + urban + + + Warhorse Skeleton + L + undead + lawful evil + 13 (barding scraps) + 22 (3d10+6) + 60 ft. + 181215285 + + + + bludgeoning + poison + exhaustion, poisoned + darkvision 60 ft. + 9 + + 1/2 + + Source + Monster Manual, p. 273 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|6|2d6+4 + + + + + + + Warlock of the Archfey + M + humanoid (any race) + any alignment + 11 (14 with mage armor) + 49 (11d8) + 30 ft. + 91311111218 + Wis +3, Cha +6 + Arcana +2, Deception +6, Nature +2, Persuasion +6 + + + + charmed + + 11 + any two languages (usually Sylvan) + 4 + + Source + Volo's Guide to Monsters, p. 219 + + Innate Spellcasting + The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + + At will: disguise self, mage armor (self only), silent image, speak with animals + + 1/day: conjure fey + + + Spellcasting + The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery + + 1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|3|1d4+2 + + + Misty Escape (Recharges after a Short or Long Rest) + In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. + + disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep + , , , , 3 + arctic, forest, mountain, swamp, urban + + + Warlock of the Fiend + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 78 (12d8+24) + 30 ft. + 101415121218 + Wis +4, Cha +7 + Arcana +4, Deception +7, Persuasion +7, Religion +4 + slashing damage from nonmagical attacks not made with silvered weapons + + + + darkvision 60 ft. + 11 + any two languages (usually Abyssal or Infernal) + 7 + + Source + Volo's Guide to Monsters, p. 219 + + Innate Spellcasting + The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + + At will: alter self, false life, levitate (self only), mage armor (self only), silent image + + 1/day each: feeblemind, finger of death, plane shift + + + Spellcasting + The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp + + 1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire + + + Dark One's Own Luck (Recharges after a Short or Long Rest) + When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage. + Mace|3|1d6+3d6 + + alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire + , , , , 4 + arctic, desert, underdark, urban + + + Warlock of the Great Old One + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 91 (14d8+28) + 30 ft. + 91415121218 + Wis +4, Cha +7 + Arcana +4, History +4 + psychic + + + + darkvision 60 ft. + 11 + any two languages, telepathy 30 ft. + 6 + + Source + Volo's Guide to Monsters, p. 220 + + Innate Spellcasting + The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + + At will: detect magic, jump, levitate, mage armor (self only), speak with dead + + 1/day each: arcane gate, true seeing + + + Spellcasting + The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp + + 1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + + + Whispering Aura + At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + Dagger|5|1d4+2 + + detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + , , , , 3 + arctic, hill, mountain, underdark, urban + + + Warlord + M + humanoid (any race) + any alignment + 18 (plate) + 229 (27d8+108) + 30 ft. + 201618121218 + Str +9, Dex +7, Con +8 + Athletics +9, Intimidation +8, Perception +5, Persuasion +8 + + + + + + 15 + any two languages + 12 + + Source + Volo's Guide to Monsters, p. 220 + + Indomitable (3/Day) + The warlord can reroll a saving throw it fails. It must use the new roll. + + + Survivor + The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. + + + Multiattack + The warlord makes two weapon attacks. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Greatsword|9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|7|1d6+3 + + + Legendary Actions (3/Turn) + The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn. + + + Weapon Attack + The warlord makes a weapon attack. + + + Command Ally + The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. + + + Frighten Foe (Costs 2 Actions) + The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + + urban + + + Wastrilith + L + fiend (demon) + chaotic evil + + 18 (natural armor) + 157 (15d10+75) + 30 ft., swim 80 ft. + 191821191214 + Str +9, Con +10 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 13 + + Source + Mordenkainen's Tome of Foes, p. 139 + + Amphibious + The wastrilith can breathe air and water. + + + Corrupt Water + At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. + A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. + If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Magic Resistance + The wastrilith has advantage on saving throws against spells and other magical effects. + + + Undertow + As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. + + + Multiattack + The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. + Bite|9|4d12+4 + + + Claws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. + Claws|9|4d6+4 + + + Grasping Spout + The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled. + + + + + + Water Elemental + L + elemental + neutral + 14 (natural armor) + 114 (12d10+48) + 30 ft., swim 90 ft. + 1814185108 + + + acid; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + Aquan + 5 + + Source + Monster Manual, p. 125 + + Water Form + The 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. + + + Freeze + If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + Slam|7|2d8+4 + + + Whelm (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 check and succeeding. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + coastal, swamp, underwater + + + Water Elemental Myrmidon + M + elemental + neutral + 18 (plate) + 127 (17d8+51) + 40 ft., swim 40 ft. + 18141581010 + + + acid; bludgeoning, piercing, and slashing from nonmagical weapons + + poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + 10 + Aquan, one language of its creator's choice + 7 + + Source + Princes of the Apocalypse p. 213 + Mordenkainen's Tome of Foes, p. 203 + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Multiattack + The myrmidon makes three trident attacks. + + + Trident + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Trident|7|1d6+4 + + + Freezing Strikes (Recharge 6) + The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target's speed is reduced by 10 feet until the end of the myrmidon's next turn. + Freezing Strikes|7|1d6+4+1d10 + + + + + + Water Weird + L + elemental + neutral + 13 + 58 (9d10+9) + 0 ft., swim 60 ft. + 171613111010 + + + fire; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious + blindsight 30 ft. + 10 + understands Aquan but doesn't speak + 3 + + Source + Monster Manual, p. 299 + + Invisible in Water + The water weird is invisible while fully immersed in water. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Water Bound + The water weird dies if it leaves the water to which it is bound or if that water is destroyed. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6+3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|5|3d6+3 + + + + underdark, urban + + + Weasel + T + beast + unaligned + 13 + 1 (1d4-1) + 30 ft. + 31682123 + + Perception +3, Stealth +5 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 340 + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|5|1 + + + + + + + Werebat + S + humanoid (goblin, shapechanger) + neutral evil + 13 + 24 (7d6) + 30 ft. (climb 30 ft., fly 60 ft., in bat or hybrid form) + 8171010128 + + Perception +3, Stealth +5 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered weapons + + darkvision 60 ft. + 13 + Goblin (can't speak in bat form) + 2 + + Source + Waterdeep - Dungeon of the Mad Mage p. 317 + + Shapechanger + The werebat can use its action to polymorph into a Medium bat-humanoid hybrid or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than 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. + + + Echolocation (Bat or Hybrid Form Only) + The werebat has blindsight out to a range of 60 feet as long as it’s not deafened. + + Keen Hearing + The werebat has advantage on Wisdom (Perception) checks that rely on hearing. + + Nimble Escape (Humanoid Form Only) + The werebat can take the Disengage or Hide action as a bonus action on each of its turns. + + Sunlight Sensitivity + While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack + + + Bite (Bat or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy + Bite|5|1d6+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + Shortbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + + Underdark + + + Werebear + M + humanoid (human, shapechanger) + neutral good + 10 (in humanoid form, 11 in bear and hybrid forms ) + 135 (18d8+54) + 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) + 191017111212 + + Perception +7 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 17 + Common (can't speak in bear form) + 5 + + Source + Monster Manual, p. 208 + + Shapechanger + The 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 Smell + The werebear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + In 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+4 + + + Claw (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+4 + + + Greataxe (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+4 + + + + arctic, forest, hill + + + Wereboar + M + humanoid (human, shapechanger) + neutral evil + 10 (in humanoid form, 11 in boar and hybrid forms ) + 78 (12d8+24) + 30 ft. (40 ft. in boar form) + 17101510118 + + Perception +2 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 12 + Common (can't speak in boar form) + 4 + + Source + Monster Manual, p. 209 + + Shapechanger + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Relentless (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. + + + Multiattack (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+3 + + + Tusks (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+3 + + + + forest, grassland, hill + + + Wererat + M + humanoid (human, shapechanger) + lawful evil + 12 + 33 (6d8+6) + 30 ft. + 10151211108 + + Perception +2, Stealth +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + darkvision 60 ft. (rat form only) + 12 + Common (can't speak in rat form) + 2 + + Source + Monster Manual, p. 209 + + Shapechanger + The 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 Smell + The 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+2 + + + Shortsword (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+2 + + + Hand 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+2 + + + + forest, urban + + + Wereraven + M + humanoid (human, shapechanger) + lawful good + 12 + 31 (7d8) + 30 ft., fly 50 ft. in raven and hybrid forms + 101511131514 + + Insight +4, Perception +6 + + + bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + + + 16 + Common (can't speak in raven form) + 2 + + Source + Curse of Strahd p. 242 + + Shapechanger + The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies. + + + Mimicry + The wereraven 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. + + + Multiattack (Human or Hybrid Form Only) + The wereraven makes two weapon attacks, one of which can be with its hand crossbow. + + + Beak (Raven or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. + Beak (Raven Form)|4|1 + Beak (Hybrid Form)|4|1d4+2 + + + Shortsword (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+2 + + + Hand 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+2 + + + + + + Weretiger + M + humanoid (human, shapechanger) + neutral + 12 + 120 (16d8+48) + 30 ft. (40 ft. in tiger form) + 171516101311 + + Perception +5, Stealth +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + darkvision 60 ft. + 15 + Common (can't speak in tiger form) + 4 + + Source + Monster Manual, p. 210 + + Shapechanger + The 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 Smell + The 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + 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+3 + + + Claw (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+3 + + + Scimitar (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+3 + + + Longbow (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+2 + + + + desert, forest, grassland + + + Werewolf + M + humanoid (human, shapechanger) + chaotic evil + 11 (in humanoid form, 12 in wolf or hybrid form) + 58 (9d8+18) + 30 ft. (40 ft. in wolf form) + 151314101110 + + Perception +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 14 + Common (can't speak in wolf form) + 3 + + Source + Monster Manual, p. 211 + + Shapechanger + The 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 Smell + The 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+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage. + |4|2d4+2 + + + Spear (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+2 + Two-Handed|4|1d8+2 + + + + forest, hill + + + White Abishai + M + fiend (devil) + lawful evil + + 15 (natural armor) + 68 (8d8+32) + 30 ft., fly 40 ft. + 161118111213 + Str +6, Con +7 + + bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + cold, fire, poison + poisoned + darkvision 120 ft. + 11 + Draconic, Infernal, telepathy 120 ft. + 6 + + Source + Mordenkainen's Tome of Foes, p. 163 + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Reckless + At the start of its turn, the abishai 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. + + + Multiattack + The abishai makes two attacks: one with its longsword and one with its claw. + + + Longsword + Melee 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. + Longsword|6|1d8+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. + Claw|6|1d10+3 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. + Bite|6|1d4+3+1d6 + + + Vicious Reprisal + In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. + + + + + + + White Dragon Wyrmling + M + dragon + chaotic evil + 16 (natural armor) + 32 (5d8+10) + 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. + 14101451011 + Dex +2, Con +4, Wis +2, Cha +2 + Perception +4, Stealth +2 + + + cold + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 102 + + + Bite + Melee 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+1d4 + + + Cold 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. + Cold Breath||5d8 + + + + + + + White Guard Drake + M + dragon + unaligned + 14 (natural armor) + 52 (7d8+21) + 30 ft., burrow 20 ft., climb 30 ft. + 1611164107 + + Perception +2 + cold + + + + darkvision 60 ft. + 12 + understands Draconic but can't speak it + 2 + + Source + Volo's Guide to Monsters, p. 158 + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Tail|5|1d6+3 + + + + arctic, urban + + + White Maw + G + ooze + chaotic neutral + 5 + 217 (14d20+70) + 10 ft. + 1812012103 + + + acid, cold, fire + + poison + blinded, charmed, deafened, exhaustion, frightened, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + 10 + telepathy 50 ft. + 10 + + Source + Tales from the Yawning Portal, p. 248 + + Ooze Nature + White Maw doesn't require sleep. + + + Amorphous Form + White Maw can occupy another creature's space and vice versa. + + + Corrode Metal + Any nonmagical weapon made of metal that hits White Maw 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 White Maw is destroyed after dealing damage. + White Maw can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While White Maw remains motionless, it is indistinguishable from white stone. + + + Killer Response + Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated. + + + Pseudopod + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. 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. + Pseudopod|8|4d8+4+2d8 + + + + + + Wiggan Nettlebee + S + humanoid (halfling) + neutral evil + 11 (16 with barkskin) + 36 (8d6+8) + 30 ft. + 81212141513 + + Deception +3, Insight +4 + + + + + + 12 + Common, Halfling + 2 + + Source + Princes of the Apocalypse p. 211 + + Brave Devotion + Wiggan has advantage on saving throws against being charmed or frightened. + + + Spellcasting + Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: + + • Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy + + • 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals + + • 2nd Level (3 slots): barkskin, spike growth, spiritual weapon + + + Multiattack + Wiggan makes two attacks with his wooden cane. + + + Wooden Cane + Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4 — 1) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh. + Wooden Cane|0|1d4-1 + Shillelagh|4|1d8+2 + + guidance, light, mending, shillelagh, thaumaturgy, animal friendship, cure wounds, healing word, inflict wounds, speak with animals, barkskin, spike growth, spiritual weapon + 4, 3 + + + Wight + M + undead + neutral evil + 14 (studded leather) + 45 (6d8+18) + 30 ft. + 151416101315 + + Perception +3, Stealth +4 + + + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + poisoned + darkvision 60 ft. + 13 + the languages it knew in life + 3 + + Source + Monster Manual, p. 300 + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee 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+2 + + + Longsword + Melee 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+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + Longbow|4|1d8+2 + + + + desert, swamp, underdark, urban + + + Will-o'-Wisp + T + undead + chaotic evil + 19 + 22 (9d4) + 0 ft., fly 50 ft. (hover) + 12810131411 + + + acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + lightning, poison + exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious + darkvision 120 ft. + 12 + the languages it knew in life + 2 + + Source + Monster Manual, p. 301 + + Consume Life + As 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. + + + Ephemeral + The will-o'-wisp can't wear or carry anything. + + + Incorporeal Movement + The 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 Illumination + The 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. + + + Shock + Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. + |4|2d8 + + + Invisibility + The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life trait, or until its concentration ends (as if concentrating on a spell). + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + + + + + Windharrow + M + humanoid (half-elf) + neutral evil + 15 (studded leather) + 55 (10d8+10) + 30 ft. + 101612141017 + + Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5 + + + + + darkvision 60 ft. + 10 + Auran, Common, Elvish + 3 + + Source + Princes of the Apocalypse p. 192 + + Fey Ancestry + Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Spellcasting + Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: + + • Cantrips (at will): friends, prestidigitation, vicious mockery + + • 1st level (4 slots): disguise self, dissonant whispers, thunderwave + + • 2nd level (3 slots): invisibility, shatter, silence + + • 3rd level (3 slots): nondetection, sending, tongues + + • 4th level (2 slots): confusion, dimension door + + + Multiattack + Windharrow makes two melee attacks. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage. + Rapier|5|1d8+3 + + friends, prestidigitation, vicious mockery, disguise self, dissonant whispers, thunderwave, invisibility, shatter, silence, nondetection, sending, tongues, confusion, dimension door + 4, 3, 3, 2 + + + Winged Kobold + S + humanoid (kobold) + lawful evil + 13 + 7 (3d6-3) + 30 ft., fly 30 ft. + 7169878 + + + + + + + darkvision 60 ft. + 8 + Common, Draconic + 1/4 + + Source + Monster Manual, p. 195 + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The 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. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + |5|1d4+3 + + + Dropped Rock + Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6+3) bludgeoning damage. + |5|1d6+3 + + + + arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban + + + Winter Eladrin + M + fey (elf) + chaotic neutral + + 19 (natural armor) + 127 (17d8+51) + 30 ft. + 111016181713 + + + cold; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 13 + Common, Elvish, Sylvan + 10 + + Source + Mordenkainen's Tome of Foes, p. 197 + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Innate Spellcasting + The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: fog cloud, gust of wind + + 1/day each: cone of cold, ice storm. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Sorrowful Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 any eladrin's Sorrowful Presence for the next 24 hours. + Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. + Longsword|4|1d8 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. + Longbow|4|1d8 + + + Frigid Rebuke + When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. + + + fog cloud, gust of wind, cone of cold, ice storm + 0 + + + Winter Wolf + L + monstrosity + neutral evil + 13 (natural armor) + 75 (10d10+20) + 50 ft. + 1813147128 + + Perception +5, Stealth +3 + + + cold + + + 15 + Common, Giant, Winter Wolf + 3 + + Source + Monster Manual, p. 340 + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Snow Camouflage + The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Bite + Melee 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + |6|2d6+4 + + + Cold 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. + ||4d8 + + + + arctic + + + Wolf + M + beast + unaligned + 13 (natural armor) + 11 (2d8+2) + 40 ft. + 1215123126 + + Perception +3, Stealth +4 + + + + + + 13 + + 1/4 + + Source + Monster Manual, p. 341 + Player's Handbook, p. 311 + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|4|2d4+2 + + + + forest, grassland, hill + + + Wood Woad + M + plant + lawful neutral + 18 (natural armor, shield) + 75 (10d8+30) + 30 ft., climb 30 ft. + 18121610138 + + Athletics +7, Perception +4, Stealth +4 + bludgeoning, piercing + fire + + charmed, frightened + darkvision 60 ft. + 14 + Sylvan + 5 + + Source + Volo's Guide to Monsters, p. 198 + + Magic Club + In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). + + + Plant Camouflage + The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Tree Stride + Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. + + + Multiattack + The wood woad makes two attacks with its club. + + + Club + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage. + Club|7|4d4+4 + + + + forest + + + Worg + L + monstrosity + neutral evil + 13 (natural armor) + 26 (4d10+4) + 50 ft. + 1613137118 + + Perception +4 + + + + + darkvision 60 ft. + 14 + Goblin, Worg + 1/2 + + Source + Monster Manual, p. 341 + + Keen Hearing and Smell + The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + |5|2d6+3 + + + + forest, grassland, hill + + + Wraith + M + undead + neutral evil + 13 + 67 (9d8+27) + 0 ft., fly 60 ft. (hover) + 61616121415 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 12 + the languages it knew in life + 5 + + Source + Monster Manual, p. 302 + + Incorporeal Movement + The 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 Sensitivity + While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee 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+3 + + + Create Specter + The 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 + + + Wyvern + L + dragon + unaligned + 13 (natural armor) + 110 (13d10+39) + 20 ft., fly 80 ft. + 1910165126 + + Perception +4 + + + + + darkvision 60 ft. + 14 + + 6 + + Source + Monster Manual, p. 303 + + + Multiattack + The 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. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. + |7|2d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + |7|2d8+4 + + + Stinger + Melee 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+4 + + + + hill, mountain + + + Xandala + M + humanoid (half-elf) + neutral evil + 13 (natural armor) + 71 (11d8+22) + 30 ft. + 101114181618 + Int +7, Wis +6 + Arcana +7, Deception +10, History +7, Insight +6, Survival +6 + + + + + + 13 + Common, Draconic, Dwarvish, Elvish, Halfling + 7 + + Source + Tomb of Annihilation, p. 236 + + Spellcasting + Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared: + + Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost + + 1st level (4 slots): chromatic orb, feather fall, shield + + 2nd level (4 slots): invisibility, misty step + + 3rd level (3 slots): fireball, fly + + 4th level (3 slots): ice storm, polymorph + + 5th level (1 slot): dominate person + + + Quickened Spell (3/Day) + When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands. + Quarterstaff|3|1d6 + + acid splash, fire bolt, light, mage hand, ray of frost, chromatic orb, feather fall, shield, invisibility, misty step, fireball, fly, ice storm, polymorph, dominate person + 4,4,3,3,1 + + + Xorn + M + elemental + neutral + 19 (natural armor) + 73 (7d8+42) + 20 ft., burrow 20 ft. + 171022111011 + + Perception +6, Stealth +3 + piercing and slashing from nonmagical attacks that aren't adamantine + + + + darkvision 60 ft., tremorsense 60 ft. + 16 + Terran + 5 + + Source + Monster Manual, p. 304 + + Earth Glide + The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. + + + Stone Camouflage + The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Treasure Sense + The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. + + + Multiattack + The xorn makes three claw attacks and one bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage. + Bite|6|3d6+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|6|1d6+3 + + + + underdark + + + Xvart + S + humanoid (xvart) + chaotic evil + 13 (leather armor) + 7 (2d6) + 30 ft. + 81410877 + + Stealth +4 + + + + + darkvision 30 ft. + 8 + Abyssal + 1/8 + + Source + Volo's Guide to Monsters, p. 200 + + Low Cunning + The xvart can take the Disengage action as a bonus action on each of its turns. + + + Overbearing Pack + The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated. + + + Raxivort's Tongue + The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Sling|4|1d4+2 + + + + hill, underdark + + + Xvart Speaker + S + humanoid (xvart) + chaotic evil + 13 (leather armor) + 7 (2d6) + 30 ft. + 814101177 + + Stealth +4 + + + + + darkvision 30 ft. + 8 + Abyssal plus one other language, usually Common or Goblin + 1/8 + + Source + Volo's Guide to Monsters, p. 200 + + + + + + + Xvart Warlock of Raxivort + S + humanoid (xvart) + chaotic evil + 12 (15 with mage armor) + 22 (5d6+5) + 30 ft. + 8141281112 + + Stealth +3 + + + + + darkvision 30 ft. + 10 + Abyssal + 1 + + Source + Volo's Guide to Monsters, p. 200 + + Innate Spellcasting + The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components: + + At will: detect magic, mage armor (self only) + + + Spellcasting + The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation + + 1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray + + + Low Cunning + The xvart can take the Disengage action as a bonus action on each of its turns. + + + Overbearing Pack + The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated. + + + Raxivort's Tongue + The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Scimitar|4|1d6+2 + + detect magic, mage armor, burning hands, expeditious retreat, invisibility, scorching ray + , 2 + hill, underdark + + + Yagnoloth + L + fiend (yugoloth) + neutral evil + + 17 (natural armor) + 147 (14d10+70) + 40 ft. + 191421161518 + Dex +6, Int +7, Wis +6, Cha +8 + Deception +8, Insight +6, Perception +6, Persuasion +8 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 16 + Abyssal, Infernal, telepathy 60 ft. + 11 + + Source + Mordenkainen's Tome of Foes, p. 252 + + Innate Spellcasting + The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + + At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion + + 3/day each: lightning bolt + + + Magic Resistance + The yagnoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The yagnoloth's weapon attacks are magical. + + + Multiattack + The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack. + + + Electrified Touch + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. + Electrified Touch|8|6d8 + + + Massive Arm + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Massive Arm|8|3d12+4 + + + Life Leech + The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 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, and the target dies if its hit point maximum is reduced to 0. + + + Battlefield Cunning (Recharge 4-6) + Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. + + + Teleport + The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + darkness, detect magic, dispel magic, invisibility, suggestion, lightning bolt + + + + Yakfolk Priest + L + monstrosity + neutral evil + 12 (hide armor) + 52 (7d10+14) + 30 ft. + 161115141814 + + Deception +4, Medicine +6, Survival +6 + + + + + + 14 + Common, Yikaria + 4 + + Source + Storm King's Thunder, p. 245 + + Spellcaster + The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). The yakfolk has the following cleric spells prepared: + + Cantrips (at will): light, mending, sacred flame, thaumaturgy + + 1st level (4 slots): bane, command, cure wounds, sanctuary + + 2nd level (3 slots): augury, hold person, spiritual weapon + + 3rd level (3 slots): bestow curse, protection from energy, sending + + 4th level (1 slot): banishment + + + Possession (Recharges after a Short or Long Rest) + The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. + + + Multiattack + The yakfolk makes two melee attacks. + + + Quarterstaff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target: Hit: 10 (2d6+3) bludgeoning damage, or 12 (2d8+3) bludgeoning damage if used with two hands. + One Handed|5|2d6+3 + Two Handed|5|2d8+3 + + + Summon Earth Elemental (1/Day) + The yakfolk summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action. + + flight, mending, sacred flame, thaumaturgy, bane, command, cure wounds, sanctuary, augury, hold person, spiritual weapon, bestow curse, protection from energy, sending, banishment + 4, 3, 3, 1 + + + Yakfolk Warrior + L + monstrosity + neutral evil + 11 (leather armor) + 60 (8d10+16) + 30 ft. + 181115141514 + + Deception +4, Survival +4 + + + + + + 12 + Common, Yikaria + 3 + + Source + Storm King's Thunder, p. 244 + + Possession (Recharges after a Short or Long Rest) + The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. + + + Multiattack + The yakfolk makes two attacks, either with its greatsword or its longbow. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage. + Greatsword|6|4d6+4 + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage. + Longbow|2|2d8 + + + + + + Yan-C-Bin + H + elemental + neutral evil + 22 (natural armor) + 283 (21d12+147) + 50 ft., fly 150 ft. + 182424162123 + Dex +13, Wis +11, Cha +12 + + cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons + + lightning, poison, thunder + charmed, frightened, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + 15 + Auran + 18 + + Source + Princes of the Apocalypse p. 220 + + Air Form + Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space. + + + Empowered Attacks + Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. + + + Innate Spellcasting + Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + + • At will: gust of wind, invisibility, lightning bolt + + • 2/day each: chain lightning, cloudkill, haste + + + Legendary Resistance (3/Day) + If Yan-C-Bin fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Yan-C-Bin has advantage on saving throws against spells and other magical effects. + + + Multiattack + Yan-C-Bin makes two slam attacks. + + + Slam + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) force damage plus 10 (3d6) lightning damage. + Slam|14|3d8+7+3d6 + + + Thundercrack (Recharges after a Short or Long Rest) + Yan-C-Bin unleashes a terrible thundercrack in a 100-foot- radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + Thundercrack||9d6 + + + Change Shape + Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action. + + + Summon Elementals (1/Day) + Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points. + + + Legendary Actions (3/Turn) + Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Yan-C-Bin regains spent legendary actions at the start of his turn. + + + Peal of Thunder + Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage. + Peal of Thunder||1d10 + + + Teleport (Costs 2 Actions) + Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him. + + + Suffocate (Costs 3 Actions) + Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn. + + gust of wind, invisibility, lightning bolt, chain lightning, cloudkill, haste + + + + Yeenoghu + H + fiend (demon) + chaotic evil + 22 (natural armor) + 348 (24d12+192) + 50 ft. + 291623152415 + Dex +10, Con +15, Wis +14 + Intimidation +9, Perception +14 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 24 + all, telepathy 120 ft. + 24 + + Source + Out of the Abyss p. 246 + Mordenkainen's Tome of Foes, p. 155 + + Innate Spellcasting + Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + + At will: detect magic, spiritual weapon (8th-level spell, 4d8+2 force damage on a hit, appears as a flail) + 3/day each: dispel magic, fear, invisibility + 1/day: teleport + + + Legendary Resistance (3/Day) + If Yeenoghu fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Yeenoghu has advantage on saving throws against spells and other magical effects. + + + Magic Weapon + Yeenoghu's weapon attacks are magical. + + + Rampage + When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. + + + Multiattack + Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multi attack): + 1. The attack deals an extra 13 (2d12) bludgeoning damage. + 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. + 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Additional Damage||2d12 + + + Flail + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12+9) bludgeoning damage. + Flail|16|4d10+9 + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10+9) piercing damage. + Bite|16|4d10+9 + + + Lair Actions + On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + + • Yeenoghu causes an iron spike — 5 feet tall and 1 inch in diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. + + • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. + + • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Legendary Actions (3/Turn) + Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn. + + + Charge + Yeenoghu moves up to his speed. + + + Swat Away + Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. + Flail|16|2d12+9 + + + Savage + Yeenoghu makes a bite attack against each creature within 10 feet of him. + Bite|16|4d10+9 + + detect magic, spiritual weapon, dispel magic, fear, invisibility, teleport + + + + Yellow Musk Creeper + M + plant + unaligned + 6 + 60 (11d8+11) + 5 ft., climb 5 ft. + 123121103 + + + + + + blinded, deafened, exhaustion, prone + blindsight 30 ft. + 10 + + 2 + + Source + Tomb of Annihilation, p. 237 + + False Appearance + While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine. + + + Regeneration + The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Touch + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. + Touch|3|3d8 + + + Yellow Musk (3/Day) + The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + + + + Yellow Musk Zombie + M + undead + unaligned + 9 + 33 (6d8+6) + 20 ft. + 13912163 + + + + + + charmed, exhaustion + blindsight 30 ft. + 8 + + + 1/4 + + Source + Tomb of Annihilation, p. 237 + + Undead Fortitude + If 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 fire or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. + Slam|3|1d8+1 + + + + + + Yestabrod + L + monstrosity + chaotic evil + 15 (natural armor) + 75 (10d10+20) + 30 ft. + 121014131510 + + + + + poison + poisoned + darkvision 120 ft. + 12 + Abyssal, telepathy 60 ft. + 4 + + Source + Out of the Abyss p. 233 + + Legendary Resistance (1/Day) + If Yestabrod fails a saving throw, it can choose to succeed instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage. + Slam|3|3d4+1+3d4 + + + Caustic Spores (1/Day) + Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. + Caustic Spores||1d6 + + + Infestation Spores (1/Day) + Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + + Legendary Actions (2/Turn) + Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn. + + + Corpse Burst + Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage. + Corpse Burst||2d6 + + + Foul Absorption + Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8+2 hit points + Foul Absorption||1d8+2 + + + + + + Yeth Hound + L + fey + neutral evil + 14 (natural armor) + 51 (6d10+18) + 40 ft., fly 40 ft. (hover) + 1817165127 + + + bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons + + + charmed, exhaustion, frightened + darkvision 60 ft. + 11 + understands Common, Elvish, and Sylvan but can't speak + 4 + + Source + Volo's Guide to Monsters, p. 201 + + Keen Hearing and Smell + The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Sunlight Banishment + If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. + + + Telepathic Bond + While the yeth hound 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 with each other. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. + Bite|6|2d6+4 + Frightened Target|6|2d6+4+4d6 + + + Baleful Baying + The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + + forest, grassland, hill + + + Yeti + L + monstrosity + chaotic evil + 12 (natural armor) + 51 (6d10+18) + 40 ft., climb 40 ft. + 1813168127 + + Perception +3, Stealth +3 + + + cold + + darkvision 60 ft. + 13 + Yeti + 3 + + Source + Monster Manual, p. 305 + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 3 (1d6) cold damage. + |6|1d6+4+1d6 + + + Chilling Gaze + The yeti targets one creature it can see within 30 ft. of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + arctic + + + Yochlol + M + fiend (demon) + chaotic evil + 15 (natural armor) + 136 (16d8+64) + 30 ft., climb 30 ft. + 151418131515 + Dex +6, Int +5, Wis +6, Cha +6 + Deception +10, Insight +6 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 12 + Abyssal, Elvish, Undercommon + 10 + + Source + Monster Manual, p. 65 + + Shapechanger + The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true 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. + + + Magic Resistance + The yochlol has advantage on saving throws against spells and other magical effects. + + + Spider Climb + The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Innate Spellcasting + The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: + At will: detect thoughts, web + 1/day: dominate person + + + Web Walker + The yochlol ignores movement restrictions caused by webbing. + + + Multiattack + The yochlol makes two melee attacks. + + + Slam (Bite in Spider Form) + Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form}, one target. Hit: 5 (1d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage. + Slam/Bite|6|1d6+2+6d6 + + + Mist Form + The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. + While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. + While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A yochlol has a 50 percent chance of summoning one yochlol. + 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. + + detect thoughts, web, dominate person + + + + + Young Black Dragon + L + dragon + chaotic evil + 18 (natural armor) + 127 (15d10+45) + 40 ft., fly 80 ft., swim 40 ft. + 191417121115 + Dex +5, Con +6, Wis +3, Cha +5 + Perception +6, Stealth +5 + + + acid + + blindsight 30 ft., darkvision 120 ft. + 16 + Common, Draconic + 7 + + Source + Monster Manual, p. 88 + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d8 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Acid 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. + Acid Breath||11d8 + + + + swamp + + + Young Blue Dragon + L + dragon + lawful evil + 18 (natural armor) + 152 (16d10+64) + 40 ft., burrow 40 ft., fly 80 ft. + 211019141317 + Dex +4, Con +8, Wis +5, Cha +7 + Perception +9, Stealth +4 + + + lightning + + blindsight 30 ft., darkvision 120 ft. + 19 + Common, Draconic + 9 + + Source + Monster Manual, p. 91 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d10 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|9|2d6+5 + + + Lightning 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. + Lightning Breath||10d10 + + + + coastal, desert + + + Young Brass Dragon + L + dragon + chaotic good + 17 (natural armor) + 110 (13d10+39) + 40 ft., burrow 20 ft., fly 80 ft. + 191017121115 + Dex +3, Con +6, Wis +3, Cha +5 + Perception +6, Persuasion +5, Stealth +3 + + + fire + + blindsight 30 ft., darkvision 120 ft. + 16 + Common, Draconic + 6 + + Source + Monster Manual, p. 105 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Breath 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. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||12d6 + + + + desert + + + Young Bronze Dragon + L + dragon + lawful good + 18 (natural armor) + 142 (15d10+60) + 40 ft., fly 80 ft., swim 40 ft. + 211019141317 + Dex +3, Con +7, Wis +4, Cha +6 + Insight +4, Perception +7, Stealth +3 + + + lightning + + blindsight 30 ft., darkvision 120 ft. + 17 + Common, Draconic + 8 + + Source + Monster Manual, p. 108 + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage. + Bite|8|2d10+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|8|2d6+5 + + + Breath 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. + Lightning Breath||10d10 + + + + coastal + + + Young Copper Dragon + L + dragon + chaotic good + 17 (natural armor) + 119 (14d10+42) + 40 ft., climb 40 ft., fly 80 ft. + 191217161315 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + + + acid + + blindsight 30 ft., darkvision 120 ft. + 17 + Common, Draconic + 7 + + Source + Monster Manual, p. 111 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Breath 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. + Acid Breath||9d8 + + + + hill + + + Young Gold Dragon + L + dragon + lawful good + 18 (natural armor) + 178 (17d10+85) + 40 ft., fly 80 ft., swim 40 ft. + 231421161320 + Dex +6, Con +9, Wis +5, Cha +9 + Insight +5, Perception +9, Persuasion +9, Stealth +6 + + + fire + + blindsight 30 ft., darkvision 120 ft. + 19 + Common, Draconic + 10 + + Source + Monster Manual, p. 115 + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Breath 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. + Fire Breath||10d10 + + + + forest, grassland + + + Young Green Dragon + L + dragon + lawful evil + 18 (natural armor) + 136 (16d10+48) + 40 ft., fly 80 ft., swim 40 ft. + 191217161315 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + + + poison + poisoned + blindsight 30 ft., darkvision 120 ft. + 17 + Common, Draconic + 8 + + Source + Monster Manual, p. 94 + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+2d6 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Poison 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. + Poison Breath||12d6 + + + + forest + + + Young Kruthik + S + monstrosity + unaligned + + 16 (natural armor) + 9 (2d6+2) + 30 ft., burrow 10 ft., climb 30 ft. + 1316134106 + + + + + + + darkvision 30 ft., tremorsense 60 ft. + 10 + Kruthik + 1/8 + + Source + Mordenkainen's Tome of Foes, p. 211 + + + Stab + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Stab|5|1d4+3 + + + + + + Young Red Dragon + L + dragon + chaotic evil + 18 (natural armor) + 178 (17d10+85) + 40 ft., climb 40 ft., fly 80 ft. + 231021141119 + Dex +4, Con +9, Wis +4, Cha +8 + Perception +8, Stealth +4 + + + fire + + blindsight 30 ft., darkvision 120 ft. + 18 + Common, Draconic + 10 + + Source + Monster Manual, p. 98 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Fire 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. + Fire Breath||16d6 + + + + hill, mountain + + + Young Red Shadow Dragon + L + dragon + chaotic evil + 18 (natural armor) + 178 (17d10+85) + 40 ft., climb 40 ft., fly 80 ft. + 231021141119 + Dex +4, Con +9, Wis +4, Cha +8 + Perception +8, Stealth +8 + necrotic + + fire + + blindsight 30 ft., darkvision 120 ft. + 18 + Common, Draconic + 13 + + Source + Monster Manual, p. 85 + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) necrotic damage. + Bite|10|2d10+6+1d6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Shadow Breath (Recharge 5-6) + The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. + Shadow Breath||16d6 + + + + underdark + + + Young Remorhaz + L + monstrosity + unaligned + 14 (natural armor) + 93 (11d10+33) + 30 ft., burrow 20 ft. + 1813173104 + + + + + cold, fire + + darkvision 60 ft., tremorsense 60 ft. + 10 + + 5 + + Source + Monster Manual, p. 258 + + Heated Body + A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. + Heated Body||2d6 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) piercing damage plus 7 (2d6) fire damage. + Bite|6|3d10+4+2d6 + + + + arctic + + + Young Silver Dragon + L + dragon + lawful good + 18 (natural armor) + 168 (16d10+80) + 40 ft., fly 80 ft. + 231021141119 + Dex +4, Con +9, Wis +4, Cha +8 + Arcana +6, History +6, Perception +8, Stealth +4 + + + cold + + blindsight 30 ft., darkvision 120 ft. + 18 + Common, Draconic + 9 + + Source + Monster Manual, p. 118 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Breath 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. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Cold Breath||12d8 + + + + mountain, urban + + + Young White Dragon + L + dragon + chaotic evil + 17 (natural armor) + 133 (14d10+56) + 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. + 18101861112 + Dex +3, Con +7, Wis +3, Cha +4 + Perception +6, Stealth +3 + + + cold + + blindsight 30 ft., darkvision 120 ft. + 16 + Common, Draconic + 6 + + Source + Monster Manual, p. 101 + + Ice Walk + The 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. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee 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+1d8 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Cold 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. + Cold Breath||10d8 + + + + arctic + + + Yuan-ti Abomination + L + monstrosity (shapechanger, yuan-ti) + neutral evil + 15 (natural armor) + 127 (15d10+45) + 40 ft. + 191617171518 + + Perception +5, Stealth +6 + + + poison + poisoned + darkvision 60 ft. + 15 + Abyssal, Common, Draconic + 7 + + Source + Monster Manual, p. 308 + + Shapechanger + The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Abomination Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + 1/day: fear + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Abomination Form Only) + The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. + Bite|7|1d6+4+3d6 + + + Constrict + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + Constrict|7|2d6+4 + + + Scimitar (Abomination Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Scimitar|7|2d6+4 + + + Longbow (Abomination Form Only) + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8+3) piercing damage plus 10 (3d6) poison damage. + Longbow|6|2d8+3 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion, fear + + desert, forest, swamp + + + Yuan-ti Anathema + H + monstrosity (shapechanger, yuan-ti) + neutral evil + 16 (natural armor) + 189 (18d12+72) + 40 ft., climb 30 ft., swim 30 ft. + 231319191720 + + Perception +7, Stealth +5 + acid, fire, lightning + + poison + poisoned + darkvision 60 ft. + 17 + Abyssal, Common, Draconic + 12 + + Source + Volo's Guide to Monsters, p. 202 + + Innate Spellcasting (Anathema Form Only) + The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + + 3/day each: darkness, entangle, fear, haste, suggestion, polymorph + + 1/day: divine word + + + Magic Resistance + The anathema has advantage on saving throws against spells and other magical effects. + + + Ophidiophobia Aura + Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A 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 this aura for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Shapechanger + The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. + + + Six Heads + The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Anathema Form Only) + The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack. + + + Claw (Anathema Form Only) + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can’t constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|10|3d6+6+2d6 + + + Flurry of Bites + Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6+6) piercing damage plus 14 (4d6) poison damage. + Flurry of Bites|10|6d6+6+4d6 + + animal friendship, darkness, entangle, fear, haste, suggestion, polymorph, divine word + + desert, forest, underdark + + + Yuan-ti Broodguard + M + humanoid (yuan-ti) + neutral evil + 14 (natural armor) + 45 (7d8+14) + 30 ft. + 1514146114 + Str +4, Dex +4, Wis +2 + Perception +2 + + + poison + poisoned + darkvision 60 ft. + 12 + Abyssal, Common, Draconic + 2 + + Source + Volo's Guide to Monsters, p. 203 + + Mental Resistance + The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it. + + + Reckless + At the start of its turn, the broodguard 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. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack + The broodguard makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claws|4|1d6+2 + + + + desert, forest, underdark + + + Yuan-ti Malison Type 1 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Monster Manual, p. 309 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human body with snake head. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. + |4|1d8+2 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Malison Type 2 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Monster Manual, p. 309 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human head and body with snakes for arms. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two bite attacks using its snake arms. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Malison Type 3 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Monster Manual, p. 309 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human head and upper body with a serpentine lower body instead of legs. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Constrict + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + |5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + |4|1d8+2 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Malison Type 4 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Volo's Guide to Monsters, p. 96 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human form with one or more serpentine tails. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. + |4|1d8+2 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Malison Type 5 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Volo's Guide to Monsters., p. 96 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human form covered in scales. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. + |4|1d8+2 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Mind Whisperer + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 14 (natural armor) + 71 (13d8+13) + 30 ft. + 161413141416 + Wis +4, Cha +5 + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 120 ft. (penetrates magical darkness) + 12 + Abyssal, Common, Draconic + 4 + + Source + Volo's Guide to Monsters, p. 204 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Mind Fangs (2/Day) + The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. + Mind Fangs| |3d10 + + + Spellcasting (Yuan-ti Form Only) + The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation + + 1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script + + + Sseth’s Blessing + When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes one bite attack and one scimitar attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + Bite|5|1d4+3+2d6 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + animal friendship, suggestion, eldritch blast, friends, message, minor illusion, poison spray, prestidigitation, charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script + , , 2 + desert, forest, underdark + + + Yuan-ti Nightmare Speaker + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 14 (natural armor) + 71 (13d8+13) + 30 ft. + 161413141216 + Wis +3, Cha +5 + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 120 ft. (penetrates magical darkness) + 11 + Abyssal, Common, Draconic + 4 + + Source + Volo's Guide to Monsters, p. 205 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. + + + Death Fangs (2/Day) + The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. + Death Fangs| |3d10 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Spellcasting (Yuan-ti Form Only) + The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation + + 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes one constrict attack and one scimitar attack. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + Invoke Nightmare (Recharges after a Short or Long Rest) + The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + Nightmare| |2d10 + + animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt + , , 2 + desert, forest, underdark + + + Yuan-ti Pit Master + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 14 (natural armor) + 88 (16d8+16) + 30 ft. + 161413141216 + Wis +3, Cha +5 + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 120 ft. (penetrates magical darkness) + 11 + Abyssal, Common, Draconic + 5 + + Source + Volo's Guide to Monsters, p. 206 + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Poison’s Disciple (2/Day) + The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target. + Poison's Disciple| |3d10 + + + Spellcasting (Yuan-ti Farm Only) + The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + + Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray + + 1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two bite attacks using its snake arms. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + Bite|5|1d4+3+2d6 + + + Merrshaulk's Slumber (1/Day) + The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + animal friendship, suggestion, eldritch blast, friends, guidance, mage hand, message, poison spray, command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch + , , 2 + desert, forest, underdark + + + Yuan-ti Pureblood + M + humanoid (yuan-ti) + neutral evil + 11 + 40 (9d8) + 30 ft. + 111211131214 + + Deception +6, Perception +3, Stealth +3 + + + poison + poisoned + darkvision 60 ft. + 13 + Abyssal, Common, Draconic + 1 + + Source + Monster Manual, p. 310 + + Innate Spellcasting + The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day each: poison spray, suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shapechanger + The yuan-ti can use its action to polymorph into a Medium giant poisonous snake, or into a Large constrictor snake, or back into its true form. Its statistics are the same in each form, except for the size change noted.. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack + The yuan-ti makes two melee attacks. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + |3|1d6+1 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage plus 7 (2d6) poison damage. + |3|1d6+1 + + + Variant: Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4) piercing damage plus 3 (1d6) poison damage. If the pureblood uses Multiattack, it can make two melee attacks, but can only use its bite once. + Bite|3|1d4+1d6 + + animal friendship, poison spray, suggestion + + desert, forest, swamp, urban + + + Yusdrayl + S + humanoid (kobold) + lawful evil + 12 (15 with mage armor) + 16 (3d6+6) + 30 ft. + 81514101016 + + Arcana +2, Insight +2, Stealth +4 + + + + + darkvision 60 ft. + 10 + Common, Draconic + 1 + + Source + Tales from the Yawning Portal, p. 248 + + Spellcasting + Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: + + Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp + + 1st level (4 slots): burning hands, chromatic orb, mage armor + + + Sunlight Sensitivity + While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dagger|4|1d4+2 + + mage hand, prestidigitation, ray of frost, shocking grasp, burning hands, chromatic orb, mage armor + 4 + + + Zaratan + G + elemental + neutral + + 21 (natural armor) + 307 (15d20+150) + 40 ft., swim 40 ft. + 30103022118 + Wis +12, Cha +11 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + thunder + poison + exhaustion, paralyzed, petrified, poisoned, stunned + darkvision 60 ft., tremorsense 60 ft. + 15 + + 22 + + Source + Mordenkainen's Tome of Foes, p. 201 + + Earth-Shaking Movement + As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. + The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Legendary Resistance (3/Day) + If the zaratan fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + The zaratan's weapon attacks are magical. + + + Siege Monster + The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). + + + Multiattack + The zaratan makes two attacks: one with its bite and one with its stomp. + + + Bite + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage. + Bite|17|4d8+10 + + + Stomp + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. + Stomp|17|3d10+10 + + + Spit Rock + Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage. + Spit Rock|17|6d8+10 + + + Spew Debris (Recharge 5-6) + The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Legendary Actions (3/Turn) + The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn. + + + Stomp + The zaratan makes one stomp attack. + + + Move + The zaratan moves up to its speed. + + + Spit (Costs 2 Actions) + The zaratan uses Spit Rock. + + + Retract (Costs 2 Actions) + The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. + + + Revitalize (Costs 2 Actions) + The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. + + + Emerge (Costs 2 Actions) + The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. + + + + + + Zariel + L + fiend (devil) + lawful evil + + 21 (natural armor) + 580 (40d10+360) + 50 ft., fly 150 ft. + 272428262730 + Int +16, Wis +16, Cha +18 + Intimidation +18, Perception +16 + cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + necrotic, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + 26 + all, telepathy 120 ft. + 26 + + Source + Mordenkainen's Tome of Foes, p. 180 + + Devil's Sight + Magical darkness doesn't impede Zariel's darkvision. + + + Fiery Weapons + Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). + + + Innate Spellcasting + Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: + + At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire + + 3/day each: blade barrier, dispel evil and good, finger of death. + + + Legendary Resistance (3/Day) + If Zariel fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zariel has advantage on saving throws against spells and other magical effects. + + + Regeneration + Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. + + + Multiattack + Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. + + + Longsword + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage. + Longsword|16|2d8+8 + + + Javelin + Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. + Javelin|16|2d6+8+8d8 + + + Horrid Touch + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Horrid Touch|16|8d10 + + + Teleport + Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. + + + Lair Actions + On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: + + • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion 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. + + • Zariel casts her innate fireball spell. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Legendary Actions (3/Turn) + Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn. + + + Immolating Gaze (Costs 2 Actions) + Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. + + + Teleport + Zariel uses her Teleport action. + + alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death + + + + Zi Liang + M + humanoid (Shou human) + chaotic good + 16 + 22 (5d8) + 40 ft. + 121511141611 + + Acrobatics +4, Athletics +3, Perception +5, Stealth +4 + + + + + + 15 + Common, Elvish, Goblin + + + Source + Storm King's Thunder, p. 251 + + Unarmored Defense + While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. + + + Roleplaying Information + Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours. + + Ideal: "If we faithfully tend to our gardens and our fields, Chauntea will smile upon us." + + Bond: "Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it." + + Flaw: "I don't trust authority. I do what my heart says is right." + + + Multiattack + Zi makes two melee attacks. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands. + One Handed|3|1d6+1 + Two Handed|3|1d8+1 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Zi carries twenty sling stones. + Sling|4|1d4+2 + + + + + + Zindar + M + humanoid (half-dragon) + lawful good + 13 (natural armor) + 110 (17d8+34) + 30 ft. + 141014161518 + Con +5, Wis +5 + Arcana +6, History +9, Insight +5, Investigation +9 + fire + + + + blindsight 10 ft. + 12 + Common, Draconic, Dwarvish, Primordial + 8 + + Source + Tomb of Annihilation, p. 239 + + Spellcasting + Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells: + + Cantrips (at will): fire bolt, friends, light, mage hand, mending, message + + 1st level (6 slots): magic missile, shield, sleep + + 2nd level (4 slots): detect thoughts, knock + + 3rd level (3 slots): clairvoyance, tongues + + 4th level (3 slots): dominate beast, stoneskin + + 5th level (3 slots): hold monster, telekinesis + + 6th level (1 slot): true seeing + + 7th level (1 slot): fire storm + + + Dragon Wings + As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action. + + + Quarterstaff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage when used with two hands. + Quarterstaff|5|1d6+2 + + + Breath Weapon (Recharge 5-6) + Zindar uses one of the following options: + Fire Breath: Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + + Weakening Breath: Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 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. + + fire bolt, friends, light, mage hand, mending, message, magic missile, shield, sleep, detect thoughts, knock, clairvoyance, tongues, dominate beast, stoneskin, hold monster, telekinesis, true seeing, fire storm + 6,4,3,3,3,1,1 + + + Zombie + M + undead + neutral evil + 8 + 22 (3d8+9) + 20 ft. + 13616365 + Wis +0 + + + + + poisoned + darkvision 60 ft. + 8 + understands all languages it spoke in life but can't speak + 1/4 + + Source + Monster Manual, p. 316 + Player's Handbook, p. 311 + + Undead Fortitude + If 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. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. + Slam|3|1d6+1 + + + + urban + + + Zorbo + S + monstrosity + unaligned + 10 (see Natural Armor feature) + 27 (6d6+6) + 30 ft., climb 30 ft. + 1311133127 + + Athletics +3 + + + + + + 11 + + 1/2 + + Source + Tomb of Annihilation, p. 241 + + Magic Resistance + The zorbo has advantage on saving throws against spells and other magical effects. + + + Natural Armor + The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10. + + + Destructive Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative _1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed. + Destructive Claws|3|2d6+1 + + + + + + Zuggtmoy + L + fiend (demon) + chaotic evil + 18 (natural armor) + 304 (32d10+128) + 30 ft. + 221518201924 + Dex +9, Con +11, Wis +11 + Perception +11 + cold, fire, lightning + + poison; bludgeoning, piercing, and slashing that is nonmagical + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 21 + all, telepathy 120 ft. + 23 + + Source + Out of the Abyss p. 248 + Mordenkainen's Tome of Foes, p. 157 + + Innate Spellcasting + Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: + + At will: detect magic, locate animals or plants, ray of sickness + 3/day each: dispel magic, ensnaring strike, entangle, plant growth + 1/day: etherealness, teleport + + + Legendary Resistance (3/Day) + If Zuggtmoy fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zuggtmoy has advantage on saving throws against spells and other magical effects. + + + Magic Weapon + Zuggtmoy's weapon attacks are magical. + + + Multiattack + Zuggtmoy makes four pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 9 (2d8) poison damage. + Pseudopod|16|2d8+6+2d8 + + + Infestation Spores (3/Day) + Zuggtmoy releases spores that burst out in cloud fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + + Mind Control Spores (Recharge 5-6) + Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected, the creature is charmed by her and can't be reinfected by these spores. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Lair Actions + On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: + + • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. + + • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. + + • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. + + + Legendary Actions (3/Turn) + Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. + + + Attack + Zuggtmoy makes one pseudopod attack. + Pseudopod|16|2d8+6+2d8 + + + Exert Will + One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates. + + detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport + + + + Clawfoot Raptor + M + beast + unaligned + 14 (natural armor) + 16 (3d8+3) + 50 ft. + 17171321210 + + Athletics +5, Perception +5, Stealth +5 + + + + + + 15 + + 1/2 + + Source + Wayfinder's Guide to Eberron, Chapter 3 + + Pounce + If the clawfoot moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. + Claws|5|2d6+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) piercing damage. + Bite|5|2d4+3 + + + + + + Mechanical Servant: Allosaurus + L + construct + unaligned + 15 (natural armor) + 60 (6d10+18) + 60 ft. + 1913172125 + + Perception +5 + + + poison + charmed, poisoned + darkvision 60 ft. + 15 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 79 + + Pounce + If the allosaurus moves at least 30 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 allosaurus can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|6|2d10+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|6|1d8+4 + + + + + + Mechanical Servant: Aurochs + L + construct + unaligned + 11 (natural armor) + 38 (4d10+16) + 50 ft. + 2010192125 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 11 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Volo's Guide to Monsters, p. 207 + + Charge + If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. + Gore|7|2d8+5 + + + + + + Mechanical Servant: Axe Beak + L + construct + unaligned + 11 + 19 (3d10+3) + 50 ft. + 1412122105 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 317 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + Beak|4|1d8+2 + + + + + + Mechanical Servant: Brown Bear + L + construct + unaligned + 11 (natural armor) + 34 (4d10+12) + 40 ft., climb 30 ft. + 1910162137 + + Perception +3 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 319 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|5|1d8+4 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claws|5|2d6+4 + + + + + + Mechanical Servant: Camel + L + construct + unaligned + 9 + 15 (2d10+4) + 50 ft. + 16814285 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 9 + understands the languages spoken by its artificer when created but can't speak + 1/8 + + Source + Monster Manual, p. 320 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + Bite|5|1d4 + + + + + + Mechanical Servant: Cave Bear + L + construct + unaligned + 12 (natural armor) + 42 (5d10+15) + 40 ft., swim 30 ft. + 2010162137 + + Perception +3 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 334 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. + Bite|7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claws|7|2d6+5 + + + + + + Mechanical Servant: Constrictor Snake + L + construct + unaligned + 12 + 13 (2d10+2) + 30 ft., swim 30 ft. + 1514121103 + + + + + poison + charmed, poisoned + blindsight 10 ft., darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 320 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Constrict + Melee 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. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|4|1d8+2 + + + + + + Mechanical Servant: Cow + L + construct + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Volo's Guide to Monsters, p. 207 + + Charge + If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + + + + Mechanical Servant: Crag Cat + L + construct + unaligned + 13 + 34 (4d10+12) + 40 ft. + 1617164148 + + Perception +4, Stealth +7 + + + poison + charmed, poisoned + darkvision 60 ft. + 14 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Storm King's Thunder, p. 240 + + Nondetection + The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors. + + + Pounce + If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. + + + Spell Turning + The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + + + + Mechanical Servant: Crocodile + L + construct + unaligned + 12 (natural armor) + 19 (3d10+3) + 20 ft., swim 20 ft. + 1510132105 + + Stealth +2 + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/2 + + Source + Monster Manual, p. 320 + + Hold Breath + The crocodile can hold its breath for 15 minutes. + + + + + + Mechanical Servant: Dire Wolf + L + construct + unaligned + 14 (natural armor) + 37 (5d10+10) + 50 ft. + 1715153127 + + Perception +3, Stealth +4 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 321 + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|5|2d6+3 + + + + + + Mechanical Servant: Draft Horse + L + construct + unaligned + 10 + 19 (3d10+3) + 40 ft. + 1810122117 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 321 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. + Hooves|6|2d4+4 + + + + + + Mechanical Servant: Elk + L + construct + unaligned + 10 + 13 (2d10+2) + 50 ft. + 1610122106 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 322 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage. + + + + + + Mechanical Servant: Giant Bat + L + construct + unaligned + 13 + 22 (4d10) + 10 ft., fly 60 ft. + 1516112126 + + + + + poison + charmed, poisoned + blindsight 60 ft., darkvision 60 ft. + 11 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 323 + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + + + + Mechanical Servant: Giant Boar + L + construct + unaligned + 12 (natural armor) + 42 (5d10+5) + 40 ft. + 171016275 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 8 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 323 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Tusk|5|2d6+3 + + + + + + Mechanical Servant: Giant Eagle + L + construct + neutral good + 13 + 26 (4d10+4) + 10 ft., fly 80 ft. + 16171381410 + + Perception +4 + + + poison + charmed, poisoned + darkvision 60 ft. + 14 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 324 + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The eagle makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Beak|5|1d6+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Talons|5|2d6+3 + + + + + + Mechanical Servant: Giant Fly + L + construct + unaligned + 11 + 19 (3d10+3) + 30 ft., fly 60 ft. + 1413132103 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 0 + + Source + Dungeon Master's Guide, p. 169 + + + + + + Mechanical Servant: Giant Goat + L + construct + unaligned + 11 (natural armor) + 19 (3d10+3) + 40 ft. + 1711123126 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 11 + understands the languages spoken by its artificer when created but can't speak + 1/2 + + Source + Monster Manual, p. 326 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d4 + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. + Ram|5|2d4+3 + + + + + + Mechanical Servant: Giant Hyena + L + construct + unaligned + 12 + 45 (6d10+12) + 50 ft. + 1614142127 + + Perception +3 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 326 + + Rampage + When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Bite|5|1d6+3 + + + + + + Mechanical Servant: Giant Lizard + L + construct + unaligned + 12 (natural armor) + 19 (3d10+3) + 30 ft., climb 30 ft. + 1512132105 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 326 + + Variant: Hold Breath + The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) + + + Variant: Spider Climb + The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + + + + Mechanical Servant: Giant Octopus + L + construct + unaligned + 11 + 52 (8d10+8) + 10 ft., swim 60 ft. + 1713134104 + + Perception +4, Stealth +5 + + + poison + charmed, poisoned + darkvision 60 ft. + 14 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 326 + + Hold Breath + While out of water, the octopus can hold its breath for 1 hour. + + + Underwater Camouflage + The octopus has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|5|2d6+3 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + + + + + Mechanical Servant: Giant Owl + L + construct + neutral + 12 + 19 (3d10+3) + 5 ft., fly 60 ft. + 13151281310 + + Perception +5, Stealth +4 + + + poison + charmed, poisoned + darkvision 120 ft. + 15 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 327 + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage. + Talons|3|2d6+1 + + + + + + Mechanical Servant: Giant Sea Horse + L + construct + unaligned + 13 (natural armor) + 16 (3d10) + 0 ft., swim 40 ft. + 1215112125 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 11 + understands the languages spoken by its artificer when created but can't speak + 1/2 + + Source + Monster Manual, p. 328 + + Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Water Breathing + The sea horse can breathe only underwater. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. + |3|1d6+1 + + + + + + Mechanical Servant: Giant Spider + L + construct + unaligned + 14 (natural armor) + 26 (4d10+4) + 30 ft., climb 30 ft. + 1416122114 + + Stealth +7 + + + poison + charmed, poisoned + blindsight 10 ft., darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 328 + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|5|1d8+3 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|5|0 + + + + + + Mechanical Servant: Giant Toad + L + construct + unaligned + 11 + 39 (6d10+6) + 20 ft., swim 40 ft. + 1513132103 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 329 + + Amphibious + The toad can breathe air and water + + + Standing Leap + The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|4|1d10+2 + + + Swallow + The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + + + Mechanical Servant: Giant Vulture + L + construct + neutral evil + 10 + 22 (3d10+6) + 10 ft., fly 60 ft. + 1510156127 + + Perception +3 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 329 + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Multiattack + The vulture makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. + Beak|4|2d4+2 + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. + Talons|4|2d6+2 + + + + + + Mechanical Servant: Hadrosaurus + L + construct + unaligned + 11 (natural armor) + 19 (3d10+3) + 40 ft. + 1510132105 + + Perception +2 + + + poison + charmed, poisoned + darkvision 60 ft. + 12 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Volo's Guide to Monsters, p. 140 + + + Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage. + Tail|4|1d10+2 + + + + + + Mechanical Servant: Hunter Shark + L + construct + unaligned + 12 (natural armor) + 45 (6d10+12) + swim 40 ft. + 1813151104 + + Perception +2 + + + poison + charmed, poisoned + darkvision 60 ft. + 12 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 330 + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + Bite|6|2d8+4 + + + + + + Mechanical Servant: Lion + L + construct + unaligned + 12 + 26 (4d10+4) + 50 ft. + 1715133128 + + Perception +3, Stealth +6 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 331 + + Keen Smell + The lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Pounce + If the lion 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 lion can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Running Leap + With a 10-foot running start, the lion can long jump up to 25 ft.. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + + + Mechanical Servant: Ox + L + construct + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Beast of Burden + The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + + + Mechanical Servant: Plesiosaurus + L + construct + unaligned + 13 (natural armor) + 68 (8d10+24) + 20 ft., swim 40 ft. + 1815162125 + + Perception +3, Stealth +4 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 80 + + Hold Breath + The plesiosaurus can hold its breath for 1 hour. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage. + Bite|6|3d6+4 + + + + + + Mechanical Servant: Polar Bear + L + construct + unaligned + 12 (natural armor) + 42 (5d10+15) + 40 ft., swim 30 ft. + 2010162137 + + Perception +3 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 334 + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. + Bite|7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claws|7|2d6+5 + + + + + + Mechanical Servant: Rhinoceros + L + construct + unaligned + 11 (natural armor) + 45 (6d10+12) + 40 ft. + 218152126 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 11 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 336 + + Charge + If 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. + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Gore|7|2d8+5 + + + + + + Mechanical Servant: Riding Horse + L + construct + unaligned + 10 + 13 (2d10+2) + 60 ft. + 1610122117 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Monster Manual, p. 336 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. + Hooves|5|2d4+3 + + + + + + Mechanical Servant: Rothé + L + construct + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + + + Mechanical Servant: Saber-Toothed Tiger + L + construct + unaligned + 12 + 52 (7d10+14) + 40 ft. + 1814153128 + + Perception +3, Stealth +6 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 2 + + Source + Monster Manual, p. 336 + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If 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. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage. + Bite|6|1d10+5 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|6|2d6+5 + + + + + + Mechanical Servant: Steeder Female + L + construct + unaligned + 14 (natural armor) + 30 (4d10+8) + 30 ft., climb 30 ft. + 1516142103 + + Stealth +7 + + + poison + charmed, poisoned + darkvision 120 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Out of the Abyss, p. 231 + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Leap + The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. + Bite|5|1d8+3 + Acid| |2d8 + + + Sticky Leg (Recharges when the Steeder Has No Creatures Grappled) + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12) + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Sticky Leg|5| + + + + + + Mechanical Servant: Stench Kow + L + construct + unaligned + 10 + 15 (2d10+4) + 30 ft. + 1810142104 + + + cold, fire + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages spoken by its artificer when created but can't speak + 1/4 + + Source + Volo's Guide to Monsters, p. 208 + + Charge + If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + Charge||2d6 + + + Stench + Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + Gore|6|1d6+4 + + + + + + Mechanical Servant: Tiger + L + construct + unaligned + 12 + 37 (5d10+10) + 40 ft. + 1715143128 + + Perception +3, Stealth +6 + + + poison + charmed, poisoned + darkvision 60 ft. + 13 + understands the languages spoken by its artificer when created but can't speak + 1 + + Source + Monster Manual, p. 339 + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + + + + + + Mechanical Servant: Warhorse + L + construct + unaligned + 11 + 19 (3d10+3) + 60 ft. + 1812132127 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 11 + understands the languages spoken by its artificer when created but can't speak + 1/2 + + Source + Monster Manual, p. 340 + + Trampling Charge + If 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. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + |6|2d6+4 + + + + + diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..44cc1e2 --- /dev/null +++ b/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2019 Chris Jennewein + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/README.md b/README.md index dd9581e..686bec5 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,66 @@ -# FightClub5eXML -Creating XML files of all D&D sources compatible with Fight Club 5e and Game Master 5e apps for iOS and Android. +# Fight Club 5e XML + +Creating XML files of all official D&D sources compatible with Fight Club 5e and Game Master 5e apps for iOS and Android. + + +## Usage + +Final XML files are released on a shared Dropbox. If you're here to import the files into your app, instructions are in the Dropbox. + +This repository is not an application in itself. But you can use it to build your own custom Compendium (see below). + + +## Contributing + +If you'd like to contribute, feel free to fork the repository and submit pull requests with your changes. + + +## Development + +* The XML files in the FightClub5eXML directory are Compendiums organized by source book. +* The files in Collections define which sources are merged into their own Compendium XML. +* When the master branch is updated, Travis CI validates the XML, builds the Compendiums, and deploys to Dropbox. + + +### Manual Validation + +While you add to XML files, you can manually validate the XML to catch any errors. + +You can find an online XML Linter or use xmllint in the command line. The schema files are in the Utilities folder. + +Here is an example, running xmllint at the top level of the repo, using the compendium schema to validate an xml file in Sources: + +```bash +xmllint --noout --schema Utilities/compendium.xsd FightClub5eXML/Sources/CorePlusUnearthedArcana.xml +``` + + +## Build your own Compendium + +### Create a collection file + +A collection file is an XML file that lists which sources you would like to merge into your custom Compendium. It must follow this format: + +```xml + + + + + + +``` +You can have one or more `` tags. Each doc must reference an xml file with a `` root element. + +The name of the collection file will be the name of the final Compendium. + +### Execute the merge + +With your collection in place, you're ready to build your Compendium by merging the sources together. + +Execute this line in your shell at the top level of the repo: + +```bash +for i in Collections/*.xml; do xsltproc -o FightClub5eXML/$i Utilities/merge.xslt $i; done +``` + +This is the same line that is executed in our .travis.yml and will place all combined Compendiums in FightClub5eXML/Collections/ \ No newline at end of file diff --git a/Utilities/collection.xsd b/Utilities/collection.xsd new file mode 100644 index 0000000..f10ab08 --- /dev/null +++ b/Utilities/collection.xsd @@ -0,0 +1,17 @@ + + + + + + + + + + + + + + + + + diff --git a/Utilities/compendium.xsd b/Utilities/compendium.xsd new file mode 100644 index 0000000..9c669c6 --- /dev/null +++ b/Utilities/compendium.xsd @@ -0,0 +1,449 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Utilities/merge.xslt b/Utilities/merge.xslt new file mode 100644 index 0000000..b34291c --- /dev/null +++ b/Utilities/merge.xslt @@ -0,0 +1,10 @@ + + + + + + + + + + diff --git a/dropbox-deployment.yml b/dropbox-deployment.yml new file mode 100644 index 0000000..e1024e3 --- /dev/null +++ b/dropbox-deployment.yml @@ -0,0 +1,4 @@ +deploy: + dropbox_path: /FightClub5eXML # The path to the folder on Dropbox where the files will go + artifacts_path: ./FightClub5eXML # can be a single file, or a path + debug: true # if you want to see more logs