Copper (cp)$0.02Common 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. 143Electrum (ep)$0.02Common 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. 143Gold (gp)$0.02Common 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. 143Platinum (pp)$0.02Common 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. 143Silver (sp)$0.02Common 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. 143Arrow of SlayingA1very rare0.05An 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. 1526d10ArrowsA0.05Ammunition: 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.0.05Source: Player's Handbook p. 150Arrows +1A1uncommon0.05You 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. 150ranged attacks +1ranged damage +1Arrows +2A1rare0.05You 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. 150ranged attacks +2ranged damage +2Arrows +3A1very rare0.05You 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. 150ranged attacks +3ranged damage +3Blowgun Needle of SlayingA1very rare0.02A 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. 1526d10Blowgun NeedlesA0.02Ammunition: 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.0.02Source: Player's Handbook p. 150Blowgun Needles +1A1uncommon0.02You 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. 150ranged attacks +1ranged damage +1Blowgun Needles +2A1rare0.02You 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. 150ranged attacks +2ranged damage +2Blowgun Needles +3A1very rare0.02You 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. 150ranged attacks +3ranged damage +3Crossbow Bolt of SlayingA1very rare0.075A 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. 1526d10Crossbow BoltsA0.075Ammunition: 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.0.05Source: Player's Handbook p. 150Crossbow Bolts +1A1uncommon0.075You 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. 150ranged attacks +1ranged damage +1Crossbow Bolts +2A1rare0.075You 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. 150ranged attacks +2ranged damage +2Crossbow Bolts +3A1very rare0.075You 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. 150ranged attacks +3ranged damage +3Sling Bullet of SlayingA1very rare0.075A 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. 1526d10Sling BulletsA0.075Ammunition: 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.0.002Source: Player's Handbook p. 150Sling Bullets +1A1uncommon0.075You 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. 150ranged attacks +1ranged damage +1Sling Bullets +2A1rare0.075You 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. 150ranged attacks +2ranged damage +2Sling Bullets +3A1very rare0.075You 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. 150ranged attacks +3ranged damage +3AbacusG22Source: Player's Handbook p. 150Acid (vial)G1As 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.25Source: Player's Handbook p. 1482d6Alchemist's Fire (flask)G1This 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.50Source: Player's Handbook p. 1481d6Alchemist's SuppliesG8These 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.50Source: Player's Handbook p. 154AmuletG1A 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.5Source: Player's Handbook p. 151AntitoxinGA 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.50Source: Player's Handbook p. 151BackpackG5A 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.2Source: Player's Handbook p. 153BagpipesG6If 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.30Source: Player's Handbook p. 154Ball BearingsG0.002As 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.1Source: Player's Handbook p. 151BarrelG70A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.2Source: Player's Handbook p. 153BasketG2A basket holds 2 cubic feet or 40 pounds of gear.0.4Source: Player's Handbook p. 153BedrollG71Source: Player's Handbook p. 150BellG1Source: Player's Handbook p. 150Bit and BridleG2Source: Player's Handbook, p. 157BlanketG30.5Source: Player's Handbook p. 150Block and TackleG5A 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.1Source: Player's Handbook p. 151BookG5A 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).25Source: Player's Handbook p. 151Brewer's SuppliesG9These 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.20Source: Player's Handbook p. 154BucketG2A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids.0.05Source: Player's Handbook p. 153Bullseye LanternG2A 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.10Source: Player's Handbook p. 152Burglar's PackG44.5Includes: • 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 rope16Source: Player's Handbook p. 151Calligrapher's SuppliesG5These 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.10Source: Player's Handbook p. 154CaltropsG0.1As 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.0.05Source: Player's Handbook p. 151CamelG50Source: Player's Handbook, p. 157CandleGFor 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.0.01Source: Player's Handbook p. 151Carpenter's ToolsG6These 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.8Source: Player's Handbook p. 154CarriageGIf 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.100Source: Player's Handbook, p. 157CartGIf 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.15Source: Player's Handbook, p. 157Cartographer's ToolsG6These 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.15Source: Player's Handbook p. 154Chain (10 feet)G10A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.5Source: Player's Handbook p. 151Chain BardingG110Barding 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.200Source: Player's Handbook, p. 157Chalk (1 piece)G0.01Source: Player's Handbook p. 150ChariotGIf 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.250Source: Player's Handbook, p. 157ChestG25A chest holds 12 cubic feet or 300 pounds of gear.5Source: Player's Handbook p. 153Climber's KitG12A 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.25Source: Player's Handbook p. 151Cobbler's ToolsG5These 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.5Source: Player's Handbook p. 154Common ClothesG30.5Source: Player's Handbook p. 150Component PouchG2A 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).25Source: Player's Handbook p. 151Cook's UtensilsG8These 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.1Source: Player's Handbook p. 154Costume ClothesG45Source: Player's Handbook p. 150Crossbow Bolt CaseG1This wooden case can hold up to twenty crossbow bolts.1Source: Player's Handbook p. 151CrowbarG5Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.2Source: Player's Handbook p. 151CrystalG1An 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.10Source: Player's Handbook p. 151Dice SetGIf 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.0.1Source: Player's Handbook p. 154Diplomat's PackG36Includes: • 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.39Source: Player's Handbook p. 151Disguise KitG3This 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.25Source: Player's Handbook p. 154DonkeyG8Source: Player's Handbook, p. 157Draft HorseG50Source: Player's Handbook, p. 157Dragonchess SetG0.5If 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.1Source: Player's Handbook p. 154DrumG3If 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.6Source: Player's Handbook p. 154DulcimerG10If 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.25Source: Player's Handbook p. 154Dungeoneer's PackG61.5Includes: • a backpack • a crowbar • a hammer • 10 pitons • 10 torches • a tinderbox • 10 days of rations • a waterskin • 50 feet of hempen rope12Source: Player's Handbook p. 151ElephantG200Source: Player's Handbook, p. 157EmblemGA 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.5Source: Player's Handbook p. 151Entertainer's PackG38Includes: • a backpack • a bedroll • 2 costumes • 5 candles • 5 days of rations • a waterskin • a disguise kit.40Source: Player's Handbook p. 151Exotic SaddleGAn exotic saddle is required for riding any aquatic or flying mount.60Source: Player's Handbook, p. 157Expenses, Ale, GallonG0.2Source: Player's Handbook, p. 158Expenses, Ale, MugG0.04Source: Player's Handbook, p. 158Expenses, Banquet (per person)G10Source: Player's Handbook, p. 158Expenses, Bread, LoafG0.02Source: Player's Handbook, p. 158Expenses, Cheese, hunkG0.1Source: Player's Handbook, p. 158Expenses, Inn, per day, AristocraticG4Source: Player's Handbook, p. 158Expenses, Inn, per day, ComfortableG0.8Source: Player's Handbook, p. 158Expenses, Inn, per day, ModestG0.5Source: Player's Handbook, p. 158Expenses, Inn, per day, PoorG0.1Source: Player's Handbook, p. 158Expenses, Inn, per day, SqualidG0.07Source: Player's Handbook, p. 158Expenses, Inn, per day, WealthyG2Source: Player's Handbook, p. 158Expenses, Meals, per day, AristocraticG2Source: Player's Handbook, p. 158Expenses, Meals, per day, ComfortableG0.5Source: Player's Handbook, p. 158Expenses, Meals, per day, ModestG0.3Source: Player's Handbook, p. 158Expenses, Meals, per day, PoorG0.06Source: Player's Handbook, p. 158Expenses, Meals, per day, SqualidG0.03Source: Player's Handbook, p. 158Expenses, Meals, per day, WealthyG0.8Source: Player's Handbook, p. 158Expenses, Meat, ChunkG0.3Source: Player's Handbook, p. 158Expenses, Stabling, per dayG0.5Source: Player's Handbook, p. 157Expenses, Wine, Common, PitcherG0.2Source: Player's Handbook, p. 158Expenses, Wine, Fine, BottleG10Source: Player's Handbook, p. 158Explorer's PackG59Includes: • a backpack • a bedroll • a mess kit • a tinderbox • 10 torches • 10 days of rations • a waterskin • 50 feet of hempen rope10Source: Player's Handbook p. 151Feed (1 day)G0.05Source: Player's Handbook, p. 157Fine ClothesG615Source: Player's Handbook p. 150Fishing TackleG4This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.1Source: Player's Handbook p. 151FlaskG1A flask holds 1 pint of liquid.0.02Source: Player's Handbook p. 153FluteG1If 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.2Source: Player's Handbook p. 154Forgery KitG5This 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.15Source: Player's Handbook p. 154GalleyGIf 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.30000Source: Player's Handbook, p. 157Glass BottleG2A bottle holds 1 1/2 pints of liquid.2Source: Player's Handbook p. 153Glassblower's ToolsG5These 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.30Source: Player's Handbook p. 154Grappling HookG42Source: Player's Handbook p. 150Half Plate BardingG80Barding 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).3000Source: Player's Handbook, p. 157HammerG31Source: Player's Handbook p. 150Healer's KitG3This 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.5Source: Player's Handbook p. 151Hempen Rope (50 feet)G10Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.1Source: Player's Handbook p. 153Herbalism KitG3This 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.5Source: Player's Handbook p. 154Hide BardingG24Barding 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).40Source: Player's Handbook, p. 157Holy Water (flask)G1As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.25Source: Player's Handbook p. 151Hooded LanternG2A 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.5Source: Player's Handbook p. 152HornG2If 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.3Source: Player's Handbook p. 154HourglassG125Source: Player's Handbook p. 150Hunting TrapG25When 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.5Source: Player's Handbook p. 152Ink (1 ounce bottle)G10Source: Player's Handbook p. 150Ink PenG0.02Source: Player's Handbook p. 150Iron PotG10An iron pot holds 1 gallon of liquid.2Source: Player's Handbook p. 153Iron SpikesG0.50.1Source: Player's Handbook p. 150Jeweler's ToolsG2These 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.25Source: Player's Handbook p. 154JugG4A jug holds 1 gallon of liquid.0.02Source: Player's Handbook p. 153KeelboatGIf 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.3000Source: Player's Handbook, p. 157Ladder (10-foot)G250.1Source: Player's Handbook p. 150LampG1A 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.0.5Source: Player's Handbook p. 152Leather BardingG20Barding 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.40Source: Player's Handbook, p. 157Leatherworker's ToolsG5These 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.5Source: Player's Handbook p. 154Lifestyle Expenses, Aristocratic, per dayGLifestyle 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.10Source: Player's Handbook, p. 157Lifestyle Expenses, Comfortable, per dayGLifestyle 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.2Source: Player's Handbook, p. 157Lifestyle Expenses, Modest, per dayGLifestyle 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. 1Source: Player's Handbook, p. 157Lifestyle Expenses, PoorGLifestyle 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.0.2Source: Player's Handbook, p. 157Lifestyle Expenses, Squalid, per dayGLifestyle 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.0.1Source: Player's Handbook, p. 157Lifestyle Expenses, Wealthy, per dayGLifestyle 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. 4Source: Player's Handbook, p. 157Lifestyle Expenses, WretchedGLifestyle 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. 157LockG1A 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.10Source: Player's Handbook p. 152LongshipGIf 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.10000Source: Player's Handbook, p. 157LuteG2If 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.35Source: Player's Handbook p. 154LyreG2If 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.30Source: Player's Handbook p. 154Magnifying GlassGThis lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.100Source: Player's Handbook p. 152ManaclesG6These 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.2Source: Player's Handbook p. 152Map or Scroll CaseG1This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.1Source: Player's Handbook p. 151Mason's ToolsG8These 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.10Source: Player's Handbook p. 154MastiffG25Source: Player's Handbook, p. 157Merchant's ScaleG3A 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.5Source: Player's Handbook p. 153Mess KitG1This 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.0.2Source: Player's Handbook p. 152Military SaddleGA 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.20Source: Player's Handbook, p. 157Miner's PickG102Source: Player's Handbook p. 150MuleG8Source: Player's Handbook, p. 157Navigator's ToolsG2This 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.25Source: Player's Handbook p. 154Oil (flask)G1Oil 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.0.1Source: Player's Handbook p. 152OrbG3An 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.20Source: Player's Handbook p. 151Pack SaddleG5Source: Player's Handbook, p. 157Padded BardingG16Barding 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.20Source: Player's Handbook, p. 157Painter's SuppliesG5These 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.10Source: Player's Handbook p. 154Pan FluteG2If 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.12Source: Player's Handbook p. 154Paper (one sheet)G0.2Source: Player's Handbook p. 150Parchment (one sheet)G0.1Source: Player's Handbook p. 150Perfume (vial)G5Source: Player's Handbook p. 150PitcherG4A pitcher holds 1 gallon of liquid.0.02Source: Player's Handbook p. 153PitonG0.250.05Source: Player's Handbook p. 150Plate BardingG130Barding 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.6000Source: Player's Handbook, p. 157Playing Card SetGIf 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.0.5Source: Player's Handbook p. 154Poison (Assassin's Blood)GA 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.150Source: Dungeon Master's Guide p. 2571d12Poison (Basic)GYou can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.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.100Source: Player's Handbook p. 1531d4Poison (Burnt Othur Fumes)GA 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.500Source: Dungeon Master's Guide p. 2573d61d6Poison (Carrion Crawler Mucus)GThis 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.200Source: Dungeon Master's Guide p. 257Poison (Drow Poison)GThis 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.200Source: Dungeon Master's Guide p. 257Poison (Essence of Ether)GA 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.300Source: Dungeon Master's Guide p. 257Poison (Malice)GA 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.250Source: Dungeon Master's Guide p. 257Poison (Midnight Tears)GA 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.1500Source: Dungeon Master's Guide p. 2579d6Poison (Oil of Taggit)GA 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.400Source: Dungeon Master's Guide p. 257Poison (Pale Tincture)GA 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.250Source: Dungeon Master's Guide p. 2571d6Poison (Purple Worm Poison)GThis 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.2000Source: Dungeon Master's Guide p. 25712d6Poison (Serpent Venom)GThis 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.200Source: Dungeon Master's Guide p. 2573d6Poison (Torpor)GA 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.600Source: Dungeon Master's Guide p. 2574d6Poison (Truth Serum)GA 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.150Source: Dungeon Master's Guide p. 257Poison (Wyvern Poison)GThis 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.1200Source: Dungeon Master's Guide p. 2577d6Poisoner's KitG2A 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.50Source: Player's Handbook p. 154Pole (10-foot)G70.05Source: Player's Handbook p. 150PonyG30Source: Player's Handbook, p. 157Portable RamG35You 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.4Source: Player's Handbook p. 153Potter's ToolsG3These 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.10Source: Player's Handbook p. 154PouchG1A 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.0.5Source: Player's Handbook p. 153Priest's PackG24Includes: • a backpack • a blanket • 10 candles • a tinderbox • an alms box • 2 blocks of incense • a censer • vestments • 2 days of rations • a waterskin.19Source: Player's Handbook p. 151QuiverG1A quiver can hold up to 20 arrows.1Source: Player's Handbook p. 153Rations (1 day)G2Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.0.5Source: Player's Handbook p. 153ReliquaryG2A 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.5Source: Player's Handbook p. 151Riding HorseG75Source: Player's Handbook, p. 157Riding SaddleG10Source: Player's Handbook, p. 157Ring BardingG80Barding 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.120Source: Player's Handbook, p. 157RobesG41Source: Player's Handbook p. 150RodG2An 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.10Source: Player's Handbook p. 151RowboatG100If 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.50Source: Player's Handbook, p. 157SackG0.5A sack can hold up to 1 cubic foot or 30 pounds of gear.0.01Source: Player's Handbook p. 153SaddlebagsG4Source: Player's Handbook, p. 157Sailing ShipGIf 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.10000Source: Player's Handbook, p. 157Scale BardingG90Barding 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.200Source: Player's Handbook, p. 157Scholar's PackG10Includes: • 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.40Source: Player's Handbook p. 151Sealing WaxG0.5Source: Player's Handbook p. 150Services, Coach Cab, between towns, per mileG0.03Source: Player's Handbook, p. 159Services, Coach Cab, within city, per mileG0.01Source: Player's Handbook, p. 159Services, Hireling, Skilled, per dayGSkilled 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 pay2Source: Player's Handbook, p. 159Services, Hireling, Untrained, per dayGUntrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.0.2Source: Player's Handbook, p. 159Services, Messenger, per mileG0.02Source: Player's Handbook, p. 159Services, Road or Gate TollG0.01Source: Player's Handbook, p. 159Services, Ship's Passage, per mileG0.1Source: Player's Handbook, p. 159ShamG1If 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.2Source: Player's Handbook p. 154ShovelG52Source: Player's Handbook p. 150Signal WhistleG0.05Source: Player's Handbook p. 150Signet RingG5Source: Player's Handbook p. 150Silk Rope (50 feet)G5Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.10Source: Player's Handbook p. 153SledGIf 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.20Source: Player's Handbook, p. 157Sledge HammerG102Source: Player's Handbook p. 150Smith's ToolsG8These 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.20Source: Player's Handbook p. 154SoapG0.02Source: Player's Handbook p. 150SpellbookG3Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.50Source: Player's Handbook p. 153Splint BardingG120Barding 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.800Source: Player's Handbook, p. 157Sprig of MistletoeGA 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.1Source: Player's Handbook p. 151SpyglassG1Objects viewed through a spyglass are magnified to twice their size.1000Source: Player's Handbook p. 153StaffG4An 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.5Source: Player's Handbook p. 151Steel MirrorG0.55Source: Player's Handbook p. 150Studded Leather BardingG26Barding 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.180Source: Player's Handbook, p. 157TankardGA tankard holds 1 pint of liquid.0.02Source: Player's Handbook p. 153Thieves' ToolsG1This 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.25Source: Player's Handbook p. 154Three-Dragon Ante SetGIf 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.1Source: Player's Handbook p. 154TinderboxG1This 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.0.5Source: Player's Handbook p. 153Tinker's ToolsG10These 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.50Source: Player's Handbook p. 154TorchG1A 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.0.01Source: Player's Handbook p. 153TotemGA 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.1Source: Player's Handbook p. 151Trade Goods, Canvas, sq. yardsGMost 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.0.1Source: Player's Handbook, p. 157Trade Goods, CattleGMost 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.10Source: Player's Handbook, p. 157Trade Goods, ChickensGMost 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.0.02Source: Player's Handbook, p. 157Trade Goods, CinnamonG1Most 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.2Source: Player's Handbook, p. 157Trade Goods, ClovesG1Most 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.3Source: Player's Handbook, p. 157Trade Goods, CopperG1Most 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.0.5Source: Player's Handbook, p. 157Trade Goods, Cotton Cloth, sq. yardsGMost 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.0.5Source: Player's Handbook, p. 157Trade Goods, FlourG1Most 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.0.02Source: Player's Handbook, p. 157Trade Goods, GingerG1Most 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.1Source: Player's Handbook, p. 157Trade Goods, GoatsGMost 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.1Source: Player's Handbook, p. 157Trade Goods, GoldG1Most 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.50Source: Player's Handbook, p. 157Trade Goods, IronG1Most 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.0.1Source: Player's Handbook, p. 157Trade Goods, Linen, sq. yardsGMost 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.5Source: Player's Handbook, p. 157Trade Goods, OxenGMost 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.15Source: Player's Handbook, p. 157Trade Goods, PepperG1Most 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.2Source: Player's Handbook, p. 157Trade Goods, PigsGMost 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.3Source: Player's Handbook, p. 157Trade Goods, PlatinumG1Most 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.500Source: Player's Handbook, p. 157Trade Goods, SaffronG1Most 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.15Source: Player's Handbook, p. 157Trade Goods, SaltG1Most 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.0.05Source: Player's Handbook, p. 157Trade Goods, SheepGMost 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.2Source: Player's Handbook, p. 157Trade Goods, Silk, sq. yardsGMost 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.10Source: Player's Handbook, p. 157Trade Goods, SilverG1Most 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.5Source: Player's Handbook, p. 157Trade Goods, WheatG1Most 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.0.01Source: Player's Handbook, p. 157Traveler's ClothesG42Source: Player's Handbook p. 150Two-Person TentG20A simple and portable canvas shelter, a tent sleeps two.2Source: Player's Handbook p. 153VialGA vial can hold up to 4 ounces of liquid.1Source: Player's Handbook p. 153ViolG1If 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.30Source: Player's Handbook p. 154WagonGIf 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.35Source: Player's Handbook, p. 157WandG1An 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.10Source: Player's Handbook p. 151WarhorseG400Source: Player's Handbook, p. 157WarshipGIf 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.25000Source: Player's Handbook, p. 157WaterskinG5A waterskin can hold up to 4 pints of liquid.0.2Source: Player's Handbook p. 153Weaver's ToolsG5These 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.1Source: Player's Handbook p. 154WhetstoneG10.01Source: Player's Handbook p. 150Woodcarver's ToolsG5These 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.1Source: Player's Handbook p. 154Wooden StaffG4A 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.5Source: Player's Handbook p. 151Yew WandG1A 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.10Source: Player's Handbook p. 151Adamantine Chain MailHA1uncommon55This 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. 15016131Adamantine Plate ArmorHA1uncommon65This 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. 15018151Adamantine Ring MailHA1uncommon40This 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. 150141Adamantine Splint ArmorHA1uncommon60This 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. 15017151Armor of InvulnerabilityHA1legendary (requires attunement)65You 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. 15218151Armor of Vulnerability (Bludgeoning)HA1rare, cursed (requires attunement)65While 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. 15218151Armor of Vulnerability (Piercing)HA1rare, cursed (requires attunement)65While 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. 15218151Armor of Vulnerability (Slashing)HA1rare, cursed (requires attunement)65While 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. 15218151Chain MailHA55Made 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.75Source: Player's Handbook p. 14516131Chain Mail +1HA1rare55You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +116131Chain Mail +2HA1very rare55You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +216131Chain Mail +3HA1legendary55You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +316131Chain Mail of Acid ResistanceHA1rare (requires attunement)55You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Cold ResistanceHA1rare (requires attunement)55You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Fire ResistanceHA1rare (requires attunement)55You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Force ResistanceHA1rare (requires attunement)55You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Lightning ResistanceHA1rare (requires attunement)55You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Necrotic ResistanceHA1rare (requires attunement)55You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Poison ResistanceHA1rare (requires attunement)55You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Psychic ResistanceHA1rare (requires attunement)55You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Radiant ResistanceHA1rare (requires attunement)55You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Chain Mail of Thunder ResistanceHA1rare (requires attunement)55You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15216131Demon ArmorHA1very rare, cursed (requires attunement)65While 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. 165ac +118151Dwarven PlateHA1very rare65While 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. 167ac +218151Efreeti ChainHA1legendary (requires attunement)55While 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. 167ac +316131Mariner's Chain MailHA1uncommon55While 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. 18116131Mariner's Plate ArmorHA1uncommon65While 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. 18118151Mariner's Ring MailHA1uncommon40While 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. 181141Mariner's Splint ArmorHA1uncommon60While 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. 18117151Mithral Chain MailHA1uncommon55Mithral 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. 18216Mithral Plate ArmorHA1uncommon65Mithral 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. 18218Mithral Ring MailHA1uncommon40Mithral 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. 18214Mithral Splint ArmorHA1uncommon60Mithral 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. 18217Plate ArmorHA65Plate 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.1500Source: Player's Handbook p. 1451815YESPlate Armor +1HA1rare65You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +118151Plate Armor +2HA1very rare65You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +218151Plate Armor +3HA1legendary65You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +318151Plate Armor of Acid ResistanceHA1rare (requires attunement)65You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Cold ResistanceHA1rare (requires attunement)65You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of EtherealnessHA1legendary (requires attunement)65While 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. 18518151Plate Armor of Fire ResistanceHA1rare (requires attunement)65You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Force ResistanceHA1rare (requires attunement)65You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Lightning ResistanceHA1rare (requires attunement)65You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Necrotic ResistanceHA1rare (requires attunement)65You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Poison ResistanceHA1rare (requires attunement)65You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Psychic ResistanceHA1rare (requires attunement)65You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Radiant ResistanceHA1rare (requires attunement)65You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Plate Armor of Thunder ResistanceHA1rare (requires attunement)65You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15218151Ring MailHA40This 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.30Source: Player's Handbook p. 14514YESRing Mail +1HA1rare40You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +1141Ring Mail +2HA1very rare40You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +2141Ring Mail +3HA1legendary40You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +3141Ring Mail of Acid ResistanceHA1rare (requires attunement)40You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Cold ResistanceHA1rare (requires attunement)40You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Fire ResistanceHA1rare (requires attunement)40You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Force ResistanceHA1rare (requires attunement)40You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Lightning ResistanceHA1rare (requires attunement)40You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Necrotic ResistanceHA1rare (requires attunement)40You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Poison ResistanceHA1rare (requires attunement)40You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Psychic ResistanceHA1rare (requires attunement)40You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Radiant ResistanceHA1rare (requires attunement)40You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Ring Mail of Thunder ResistanceHA1rare (requires attunement)40You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Splint ArmorHA60This 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.200Source: Player's Handbook p. 1451715YESSplint Armor +1HA1rare60You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +117151Splint Armor +2HA1very rare60You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +217151Splint Armor +3HA1legendary60You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +317151Splint Armor of Acid ResistanceHA1rare (requires attunement)60You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Cold ResistanceHA1rare (requires attunement)60You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Fire ResistanceHA1rare (requires attunement)60You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Force ResistanceHA1rare (requires attunement)60You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Lightning ResistanceHA1rare (requires attunement)60You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Necrotic ResistanceHA1rare (requires attunement)60You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Poison ResistanceHA1rare (requires attunement)60You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Psychic ResistanceHA1rare (requires attunement)60You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Radiant ResistanceHA1rare (requires attunement)60You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Splint Armor of Thunder ResistanceHA1rare (requires attunement)60You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15217151Glamoured Studded LeatherLA1rare12While 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. 172ac +112Leather ArmorLA10The 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.10Source: Player's Handbook p. 14411Leather Armor +1LA1rare10You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +111Leather Armor +2LA1very rare10You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +211Leather Armor +3LA1legendary10You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +311Leather Armor of Acid ResistanceLA1rare (requires attunement)10You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Cold ResistanceLA1rare (requires attunement)10You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Fire ResistanceLA1rare (requires attunement)10You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Force ResistanceLA1rare (requires attunement)10You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Lightning ResistanceLA1rare (requires attunement)10You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Necrotic ResistanceLA1rare (requires attunement)10You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Poison ResistanceLA1rare (requires attunement)10You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Psychic ResistanceLA1rare (requires attunement)10You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Radiant ResistanceLA1rare (requires attunement)10You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Leather Armor of Thunder ResistanceLA1rare (requires attunement)10You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15211Mariner's Leather ArmorLA1uncommon10While 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. 18111Mariner's Padded ArmorLA1uncommon8While 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. 181111Mariner's Studded Leather ArmorLA1uncommon13While 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. 18112Padded ArmorLA8Padded armor consists of quilted layers of cloth and batting.5Source: Player's Handbook p. 14411YESPadded Armor +1LA1rare8You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +1111Padded Armor +2LA1very rare8You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +2111Padded Armor +3LA1legendary8You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +3111Padded Armor of Acid ResistanceLA1rare (requires attunement)8You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Cold ResistanceLA1rare (requires attunement)8You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Fire ResistanceLA1rare (requires attunement)8You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Force ResistanceLA1rare (requires attunement)8You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Lightning ResistanceLA1rare (requires attunement)8You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Necrotic ResistanceLA1rare (requires attunement)8You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Poison ResistanceLA1rare (requires attunement)8You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Psychic ResistanceLA1rare (requires attunement)8You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Radiant ResistanceLA1rare (requires attunement)8You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Padded Armor of Thunder ResistanceLA1rare (requires attunement)8You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152111Studded Leather ArmorLA13Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.45Source: Player's Handbook p. 14412Studded Leather Armor +1LA1rare13You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +112Studded Leather Armor +2LA1very rare13You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +212Studded Leather Armor +3LA1legendary13You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +312Studded Leather Armor of Acid ResistanceLA1rare (requires attunement)13You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Cold ResistanceLA1rare (requires attunement)13You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Fire ResistanceLA1rare (requires attunement)13You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Force ResistanceLA1rare (requires attunement)13You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Lightning ResistanceLA1rare (requires attunement)13You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Necrotic ResistanceLA1rare (requires attunement)13You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Poison ResistanceLA1rare (requires attunement)13You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Psychic ResistanceLA1rare (requires attunement)13You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Radiant ResistanceLA1rare (requires attunement)13You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Studded Leather Armor of Thunder ResistanceLA1rare (requires attunement)13You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Axe of the Dwarvish LordsM1artifact, cursed (requires attunement)4Seeing 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, battleaxeSource: Dungeon Master's Guide p. 221melee attacks +3melee damage +31d81d10SM,V,T20/60BattleaxeM4Proficiency: martial, battleaxe10Source: Player's Handbook p. 1491d81d10SM,VBattleaxe +1M1uncommon4You 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, battleaxeSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d81d10SM,VBattleaxe +2M1rare4You 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, battleaxeSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d81d10SM,VBattleaxe +3M1very rare4You 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, battleaxeSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d81d10SM,VBattleaxe of WarningM1uncommon (requires attunement)4This 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, battleaxeSource: Dungeon Master's Guide p. 2131d81d10SM,VBerserker BattleaxeM1rare, cursed (requires attunement)4You 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, battleaxeSource: Dungeon Master's Guide p. 155melee attacks +1melee damage +11d81d10SM,VBerserker GreataxeM1rare, cursed (requires attunement)7You 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, greataxeSource: Dungeon Master's Guide p. 155melee attacks +1melee damage +11d12SM,H,2HBerserker HandaxeM1rare, cursed (requires attunement)2You 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, handaxeSource: Dungeon Master's Guide p. 155weapon attacks +1weapon damage +11d6SL,T20/60BlackrazorM1artifact (requires attunement by a creature of non-lawful alignment)6Hidden 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, greatswordSource: Dungeon Master's Guide p. 216melee attacks +3melee damage +32d6SM,H,2HClubM2Proficiency: simple, club0.1Source: Player's Handbook p. 1491d4BLClub +1M1uncommon2You 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, clubSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d4BLClub +2M1rare2You 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, clubSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d4BLClub +3M1very rare2You 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, clubSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d4BLClub of WarningM1uncommon (requires attunement)2This 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, clubSource: Dungeon Master's Guide p. 2131d4BLDaggerM1Proficiency: simple, dagger2Source: Player's Handbook p. 1491d4PF,L,T20/60Dagger +1M1uncommon1You 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, daggerSource: Dungeon Master's Guide p. 213weapon attacks +1weapon damage +11d4PF,L,T20/60Dagger +2M1rare1You 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, daggerSource: Dungeon Master's Guide p. 213weapon attacks +2weapon damage +21d4PF,L,T20/60Dagger +3M1very rare1You 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, daggerSource: Dungeon Master's Guide p. 213weapon attacks +3weapon damage +31d4PF,L,T20/60Dagger of VenomM1rare1You 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, daggerSource: Dungeon Master's Guide p. 161weapon attacks +1weapon damage +11d4PF,L,T20/602d10Dagger of WarningM1uncommon (requires attunement)1This 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, daggerSource: Dungeon Master's Guide p. 2131d4PF,L,T20/60Dancing GreatswordM1very rare (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 1612d6SM,H,2HDancing LongswordM1very rare (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 1611d81d10SM,VDancing RapierM1very rare (requires attunement)2You 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, rapierSource: Dungeon Master's Guide p. 1611d8PM,FDancing ScimitarM1very rare (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 1611d6SM,F,LDancing ShortswordM1very rare (requires attunement)2You 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, shortswordSource: Dungeon Master's Guide p. 1611d6PM,F,LDefender GreatswordM1legendary (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 164melee attacks +3melee damage +32d6SM,H,2HDefender LongswordM1legendary (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 164melee attacks +3melee damage +31d81d10SM,VDefender RapierM1legendary (requires attunement)2You 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, rapierSource: Dungeon Master's Guide p. 164melee attacks +3melee damage +31d8PM,FDefender ScimitarM1legendary (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 164melee attacks +3melee damage +31d6SM,F,LDefender ShortswordM1legendary (requires attunement)2You 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, shortswordSource: Dungeon Master's Guide p. 164melee attacks +3melee damage +31d6PM,F,LDragon Slayer GreatswordM1rare6You 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, greatswordSource: Dungeon Master's Guide p. 166melee attacks +1melee damage +12d6SM,H,2H3d6Dragon Slayer LongswordM1rare3You 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, longswordSource: Dungeon Master's Guide p. 166melee attacks +1melee damage +11d81d10SM,V3d6Dragon Slayer RapierM1rare2You 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, rapierSource: Dungeon Master's Guide p. 166melee attacks +1melee damage +11d8PM,F3d6Dragon Slayer ScimitarM1rare3You 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, scimitarSource: Dungeon Master's Guide p. 166melee attacks +1melee damage +11d6SM,F,L3d6Dragon Slayer ShortswordM1rare2You 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, shortswordSource: Dungeon Master's Guide p. 166melee attacks +1melee damage +11d6PM,F,L3d6Dwarven ThrowerM1very rare (requires attunement by a Dwarf)2You 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, warhammerSource: Dungeon Master's Guide p. 167weapon attacks +1weapon damage +11d81d10BM,T,V20/601d82d8FlailM2Proficiency: martial, flail10Source: Player's Handbook p. 1491d8BM,Flail +1M1uncommon2You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: martial, flailSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d8BM,Flail +2M1rare2You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: martial, flailSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d8BM,Flail +3M1very rare2You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: martial, flailSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d8BM,Flail of WarningM1uncommon (requires attunement)2This 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, flailSource: Dungeon Master's Guide p. 2131d8BM,Flame Tongue GreatswordM1rare (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 1702d6SM,H,2H2d6Flame Tongue LongswordM1rare (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 1701d81d10SM,V2d6Flame Tongue RapierM1rare (requires attunement)2You 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, rapierSource: Dungeon Master's Guide p. 1701d8PM,F2d6Flame Tongue ScimitarM1rare (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 1701d6SM,F,L2d6Flame Tongue ShortswordM1rare (requires attunement)2You 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, shortswordSource: Dungeon Master's Guide p. 1701d6PM,F,L2d6Frost Brand GreatswordM1very rare (requires attunement)6When 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, greatswordSource: Dungeon Master's Guide p. 1712d6SM,H,2H1d6Frost Brand LongswordM1very rare (requires attunement)3When 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, longswordSource: Dungeon Master's Guide p. 1711d81d10SM,V1d6Frost Brand RapierM1very rare (requires attunement)2When 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, rapierSource: Dungeon Master's Guide p. 1711d8PM,F1d6Frost Brand ScimitarM1very rare (requires attunement)3When 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, scimitarSource: Dungeon Master's Guide p. 1711d6SM,F,L1d6Frost Brand ShortswordM1very rare (requires attunement)2When 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, shortswordSource: Dungeon Master's Guide p. 1711d6PM,F,L1d6Giant Slayer BattleaxeM1rare4You 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, battleaxeSource: Dungeon Master's Guide p. 172melee attacks +1melee damage +11d81d10SM,V2d6Giant Slayer GreataxeM1rare7You 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, greataxeSource: Dungeon Master's Guide p. 172melee attacks +1melee damage +11d12SM,H,2H2d6Giant Slayer GreatswordM1rare6You 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, greatswordSource: Dungeon Master's Guide p. 172melee attacks +1melee damage +12d6SM,H,2H2d6Giant Slayer HandaxeM1rare2You 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, handaxeSource: Dungeon Master's Guide p. 172weapon attacks +1weapon damage +11d6SL,T20/602d6Giant Slayer LongswordM1rare3You 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, longswordSource: Dungeon Master's Guide p. 172melee attacks +1melee damage +11d81d10SM,V2d6Giant Slayer RapierM1rare2You 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, rapierSource: Dungeon Master's Guide p. 172melee attacks +1melee damage +11d8PM,F2d6Giant Slayer ScimitarM1rare3You 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, scimitarSource: Dungeon Master's Guide p. 172melee attacks +1melee damage +11d6SM,F,L2d6Giant Slayer ShortswordM1rare2You 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, shortswordSource: Dungeon Master's Guide p. 1721d6PM,F,L2d6GlaiveM6Proficiency: martial, glaive20Source: Player's Handbook p. 1491d10SM,H,R,2HGlaive +1M1uncommon6You 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, glaiveSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d10SM,H,R,2HGlaive +2M1rare6You 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, glaiveSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d10SM,H,R,2HGlaive +3M1very rare6You 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, glaiveSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d10SM,H,R,2HGlaive of WarningM1uncommon (requires attunement)6This 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, glaiveSource: Dungeon Master's Guide p. 2131d10SM,H,R,2HGreataxeM7Proficiency: martial, greataxe30Source: Player's Handbook p. 1491d12SM,H,2HGreataxe +1M1uncommon7You 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, greataxeSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d12SM,H,2HGreataxe +2M1rare7You 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, greataxeSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d12SM,H,2HGreataxe +3M1very rare7You 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, greataxeSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d12SM,H,2HGreataxe of WarningM1uncommon (requires attunement)7This 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, greataxeSource: Dungeon Master's Guide p. 2131d12SM,H,2HGreatclubM10Proficiency: simple, greatclub0.2Source: Player's Handbook p. 1491d8B2HGreatclub +1M1uncommon10You 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, greatclubSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d8B2HGreatclub +2M1rare10You 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, greatclubSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d8B2HGreatclub +3M1very rare10You 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, greatclubSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d8B2HGreatclub of WarningM1uncommon (requires attunement)10This 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, greatclubSource: Dungeon Master's Guide p. 2131d8B2HGreatswordM6Proficiency: martial, greatsword50Source: Player's Handbook p. 1492d6SM,H,2HGreatsword +1M1uncommon6You 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, greatswordSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +12d6SM,H,2HGreatsword +2M1rare6You 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, greatswordSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +22d6SM,H,2HGreatsword +3M1very rare6You 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, greatswordSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +32d6SM,H,2HGreatsword of Life StealingM1rare (requires attunement)6When 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, greatswordSource: Dungeon Master's Guide p. 2062d6SM,H,2HGreatsword of SharpnessM1very rare (requires attunement)6When 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, greatswordSource: Dungeon Master's Guide p. 2062d6SM,H,2HGreatsword of VengeanceM1uncommon, cursed (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 206melee attacks +1melee damage +12d6SM,H,2HGreatsword of WarningM1uncommon (requires attunement)6This 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, greatswordSource: Dungeon Master's Guide p. 2132d6SM,H,2HGreatsword of WoundingM1rare (requires attunement)6Hit 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, greatswordSource: Dungeon Master's Guide p. 2072d6SM,H,2H1d4HalberdM6Proficiency: martial, halberd20Source: Player's Handbook p. 1491d10SM,H,R,2HHalberd +1M1uncommon6You 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, halberdSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d10SM,H,R,2HHalberd +2M1rare6You 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, halberdSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d10SM,H,R,2HHalberd +3M1very rare6You 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, halberdSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d10SM,H,R,2HHalberd of WarningM1uncommon (requires attunement)6This 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, halberdSource: Dungeon Master's Guide p. 2131d10SM,H,R,2HHammer of ThunderboltsM1legendary10You 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, maulSource: Dungeon Master's Guide p. 173melee attacks +1melee damage +12d62d6BM,H,2H1d4+1HandaxeM2Proficiency: simple, handaxe5Source: Player's Handbook p. 1491d6SL,T20/60Handaxe +1M1uncommon2You 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, handaxeSource: Dungeon Master's Guide p. 213weapon attacks +1weapon damage +11d6SL,T20/60Handaxe +2M1rare2You 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, handaxeSource: Dungeon Master's Guide p. 213weapon attacks +2weapon damage +21d6SL,T20/60Handaxe +3M1very rare2You 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, handaxeSource: Dungeon Master's Guide p. 213weapon attacks +3weapon damage +31d6SL,T20/60Handaxe of WarningM1uncommon (requires attunement)2This 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, handaxeSource: Dungeon Master's Guide p. 2131d6SL,T20/60Holy Avenger GreatswordM1legendary (requires attunement by a Paladin)6You 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, greatswordSource: Dungeon Master's Guide p. 174melee attacks +3melee damage +32d6SM,H,2H2d10Holy Avenger LongswordM1legendary (requires attunement by a Paladin)3You 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, longswordSource: Dungeon Master's Guide p. 174melee attacks +3melee damage +31d81d10SM,V2d10Holy Avenger RapierM1legendary (requires attunement by a Paladin)2You 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, rapierSource: Dungeon Master's Guide p. 174melee attacks +3melee damage +31d8PM,F2d10Holy Avenger ScimitarM1legendary (requires attunement by a Paladin)3You 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, scimitarSource: Dungeon Master's Guide p. 174melee attacks +3melee damage +31d6SM,F,L2d10Holy Avenger ShortswordM1legendary (requires attunement by a Paladin)2You 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, shortswordSource: Dungeon Master's Guide p. 174melee attacks +3melee damage +31d6PM,F,L2d10JavelinM2Proficiency: simple, javelin0.5Source: Player's Handbook p. 1491d6PT30/120Javelin +1M1uncommon2You 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, javelinSource: Dungeon Master's Guide p. 213weapon attacks +1weapon damage +11d6PT30/120Javelin +2M1rare2You 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, javelinSource: Dungeon Master's Guide p. 213weapon attacks +2weapon damage +21d6PT30/120Javelin +3M1very rare2You 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, javelinSource: Dungeon Master's Guide p. 213weapon attacks +3weapon damage +31d6PT30/120Javelin of LightningM1uncommon2This 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, javelinSource: Dungeon Master's Guide p. 1781d6PT30/1204d6Javelin of WarningM1uncommon (requires attunement)2This 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, javelinSource: Dungeon Master's Guide p. 2131d6PT30/120LanceM6Proficiency: martial, lance10Source: Player's Handbook p. 1491d12PM,R,SLance +1M1uncommon6You 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, lanceSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d12PM,R,SLance +2M1rare6You 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, lanceSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d12PM,R,SLance +3M1very rare6You 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, lanceSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d12PM,R,SLance of WarningM1uncommon (requires attunement)6This 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, lanceSource: Dungeon Master's Guide p. 2131d12PM,R,SLight HammerM2Proficiency: simple, light hammer2Source: Player's Handbook p. 1491d4BL,T20/60Light Hammer +1M1uncommon2You 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 hammerSource: Dungeon Master's Guide p. 213weapon attacks +1weapon damage +11d4BL,T20/60Light Hammer +2M1rare2You 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 hammerSource: Dungeon Master's Guide p. 213weapon attacks +2weapon damage +21d4BL,T20/60Light Hammer +3M1very rare2You 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 hammerSource: Dungeon Master's Guide p. 213weapon attacks +3weapon damage +31d4BL,T20/60Light Hammer of WarningM1uncommon (requires attunement)2This 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 hammerSource: Dungeon Master's Guide p. 2131d4BL,T20/60LongswordM3Proficiency: martial, longsword15Source: Player's Handbook p. 1491d81d10SM,VLongsword +1M1uncommon3You 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, longswordSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d81d10SM,VLongsword +2M1rare3You 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, longswordSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d81d10SM,VLongsword +3M1very rare3You 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, longswordSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d81d10SM,VLongsword of Life StealingM1rare (requires attunement)3When 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, longswordSource: Dungeon Master's Guide p. 2061d81d10SM,VLongsword of SharpnessM1very rare (requires attunement)3When 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, longswordSource: Dungeon Master's Guide p. 2061d81d10SM,VLongsword of VengeanceM1uncommon, cursed (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +1melee damage +11d81d10SM,VLongsword of WarningM1uncommon (requires attunement)3This 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, longswordSource: Dungeon Master's Guide p. 2131d81d10SM,VLongsword of WoundingM1rare (requires attunement)3Hit 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, longswordSource: Dungeon Master's Guide p. 2071d81d10SM,V1d4Luck Blade GreatswordM1legendary (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 179melee attacks +1melee damage +1saving throws +12d6SM,H,2HLuck Blade LongswordM1legendary (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 179melee attacks +1melee damage +1saving throws +11d81d10SM,VLuck Blade RapierM1legendary (requires attunement)2You 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, rapierSource: Dungeon Master's Guide p. 179melee attacks +1melee damage +1saving throws +11d8PM,FLuck Blade ScimitarM1legendary (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 179melee attacks +1melee damage +1saving throws +11d6SM,F,LLuck Blade ShortswordM1legendary (requires attunement)2You 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, shortswordSource: Dungeon Master's Guide p. 179melee attacks +1melee damage +1saving throws +11d6PM,F,LMaceM4Proficiency: simple, mace5Source: Player's Handbook p. 1491d6BMace +1M1uncommon4You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: simple, maceSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d6BMace +2M1rare4You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: simple, maceSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d6BMace +3M1very rare4You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: simple, maceSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d6BMace of DisruptionM1rare (requires attunement)4When 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, maceSource: Dungeon Master's Guide p. 1791d6B2d6Mace of SmitingM1rare4You 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, maceSource: Dungeon Master's Guide p. 179melee attacks +1melee damage +11d6BMace of TerrorM1rare (requires attunement)4This 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, maceSource: Dungeon Master's Guide p. 1801d6B1d3Mace of WarningM1uncommon (requires attunement)4This 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, maceSource: Dungeon Master's Guide p. 2131d6BMaulM10Proficiency: martial, maul10Source: Player's Handbook p. 1492d6BM,H,2HMaul +1M1uncommon10You 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, maulSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +12d6BM,H,2HMaul +2M1rare10You 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, maulSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +22d6BM,H,2HMaul +3M1very rare10You 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, maulSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +32d6BM,H,2HMaul of WarningM1uncommon (requires attunement)10This 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, maulSource: Dungeon Master's Guide p. 2132d62d6BM,H,2HMoonbladeM1artifact (requires attunement by an elf or half-elf of neutral good alignment)3Of 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, longswordSource: Dungeon Master's Guide p. 217melee attacks +1melee damage +11d81d10SM,VMorningstarM4Proficiency: martial, morningstar15Source: Player's Handbook p. 1491d8PM,Morningstar +1M1uncommon4You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: martial, morningstarSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d8PM,Morningstar +2M1rare4You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: martial, morningstarSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d8PM,Morningstar +3M1very rare4You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: martial, morningstarSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d8PM,Morningstar of WarningM1uncommon (requires attunement)4This 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, morningstarSource: Dungeon Master's Guide p. 2131d8PM,Nine Lives Stealer GreatswordM1very rare (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 183melee attacks +2melee damage +22d6SM,H,2HNine Lives Stealer LongswordM1very rare (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 183melee attacks +2melee damage +21d81d10SM,VNine Lives Stealer RapierM1very rare (requires attunement)2You 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, rapierSource: Dungeon Master's Guide p. 183melee attacks +2melee damage +21d8PM,FNine Lives Stealer ScimitarM1very rare (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 183melee attacks +2melee damage +21d6SM,F,LNine Lives Stealer ShortswordM1very rare (requires attunement)2You 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, shortswordSource: Dungeon Master's Guide p. 183melee attacks +2melee damage +21d6PM,F,LPikeM18Proficiency: martial, pike5Source: Player's Handbook p. 1491d10PM,H,R,2HPike +1M1uncommon18You 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, pikeSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d10PM,H,R,2HPike +2M1rare18You 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, pikeSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d10PM,H,R,2HPike +3M1very rare18You 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, pikeSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d10PM,H,R,2HPike of WarningM1uncommon (requires attunement)18This 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, pikeSource: Dungeon Master's Guide p. 2131d10PM,H,R,2HQuarterstaffM4Proficiency: simple, quarterstaff0.2Source: Player's Handbook p. 1491d61d8BVQuarterstaff +1M1uncommon4You 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, quarterstaffSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d61d8BVQuarterstaff +2M1rare4You 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, quarterstaffSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d61d8BVQuarterstaff +3M1very rare4You 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, quarterstaffSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d61d8BVQuarterstaff of WarningM1uncommon (requires attunement)4This 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, quarterstaffSource: Dungeon Master's Guide p. 2131d61d8BVRapierM2Proficiency: martial, rapier25Source: Player's Handbook p. 1491d8PM,FRapier +1M1uncommon2You 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, rapierSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d8PM,FRapier +2M1rare2You 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, rapierSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d8PM,FRapier +3M1very rare2You 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, rapierSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d8PM,FRapier of Life StealingM1rare (requires attunement)2When 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, rapierSource: Dungeon Master's Guide p. 2061d8PM,FRapier of VengeanceM1uncommon, cursed (requires attunement)2You 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, rapierSource: Dungeon Master's Guide p. 206melee attacks +1melee damage +11d8PM,FRapier of WarningM1uncommon (requires attunement)2This 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, rapierSource: Dungeon Master's Guide p. 2131d8PM,FRapier of WoundingM1rare (requires attunement)2Hit 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, rapierSource: Dungeon Master's Guide p. 2071d8PM,F1d4ScimitarM3Proficiency: martial, scimitar25Source: Player's Handbook p. 1491d6SM,F,LScimitar +1M1uncommon3You 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, scimitarSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d6SM,F,LScimitar +2M1rare3You 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, scimitarSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d6SM,F,LScimitar +3M1very rare3You 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, scimitarSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d6SM,F,LScimitar of Life StealingM1rare (requires attunement)3When 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, scimitarSource: Dungeon Master's Guide p. 2061d6SM,F,LScimitar of SharpnessM1very rare (requires attunement)3When 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, scimitarSource: Dungeon Master's Guide p. 2061d6SM,F,LScimitar of SpeedM1very rare (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 199melee attacks +2melee damage +21d6SM,F,LScimitar of VengeanceM1uncommon, cursed (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 206melee attacks +1melee damage +11d6SM,F,LScimitar of WarningM1uncommon (requires attunement)3This 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, scimitarSource: Dungeon Master's Guide p. 2131d6SM,F,LScimitar of WoundingM1rare (requires attunement)3Hit 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, scimitarSource: Dungeon Master's Guide p. 2071d6SM,F,L1d4ShortswordM2Proficiency: martial, shortsword10Source: Player's Handbook p. 1491d6PM,F,LShortsword +1M1uncommon2You 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, shortswordSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d6PM,F,LShortsword +2M1rare2You 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, shortswordSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d6PM,F,LShortsword +3M1very rare2You 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, shortswordSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d6PM,F,LShortsword of Life StealingM1rare (requires attunement)2When 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, shortswordSource: Dungeon Master's Guide p. 2061d6PM,F,LShortsword of VengeanceM1uncommon, cursed (requires attunement)2You 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, shortswordSource: Dungeon Master's Guide p. 206melee attacks +1melee damage +11d6PM,F,LShortsword of WarningM1uncommon (requires attunement)2This 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, shortswordSource: Dungeon Master's Guide p. 2131d6PM,F,LShortsword of WoundingM1rare (requires attunement)2Hit 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, shortswordSource: Dungeon Master's Guide p. 2071d6PM,F,L1d4SickleM2Proficiency: simple, sickle1Source: Player's Handbook p. 1491d4SLSickle +1M1uncommon2You 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, sickleSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d4SLSickle +2M1rare2You 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, sickleSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d4SLSickle +3M1very rare2You 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, sickleSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d4SLSickle of WarningM1uncommon (requires attunement)2This 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, sickleSource: Dungeon Master's Guide p. 2131d4SLSpearM3Proficiency: simple, spear1Source: Player's Handbook p. 1491d61d8PT,V20/60Spear +1M1uncommon3You 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, spearSource: Dungeon Master's Guide p. 213weapon attacks +1weapon damage +11d61d8PT,V20/60Spear +2M1rare3You 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, spearSource: Dungeon Master's Guide p. 213weapon attacks +2weapon damage +21d61d8PT,V20/60Spear +3M1very rare3You 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, spearSource: Dungeon Master's Guide p. 213weapon attacks +3weapon damage +31d61d8PT,V20/60Spear of WarningM1uncommon (requires attunement)3This 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, spearSource: Dungeon Master's Guide p. 2131d61d8PT,V20/60Sun BladeM1rare (requires attunement)3This 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, shortswordSource: Dungeon Master's Guide p. 205melee attacks +2melee damage +21d81d10SM,F,V1d8Sword of Answering (Answerer)M1legendary (requires attunement by a Chaotic Good Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Back Talker)M1legendary (requires attunement by a Chaotic Evil Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Concluder)M1legendary (requires attunement by a Lawful Neutral Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Last Quip)M1legendary (requires attunement by a Chaotic Neutral Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Rebutter)M1legendary (requires attunement by a Neutral Good Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Replier)M1legendary (requires attunement by a Neutral Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Retorter)M1legendary (requires attunement by a Lawful Good Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Scather)M1legendary (requires attunement by a Lawful Evil Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of Answering (Squelcher)M1legendary (requires attunement by a Neutral Evil Creature)3In 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, longswordSource: Dungeon Master's Guide p. 206melee attacks +3melee damage +31d81d10SM,VSword of KasM1artifact (requires attunement)3When 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, longswordSource: Dungeon Master's Guide p. 226melee attacks +3melee damage +31d81d10SM,VTridentM4Proficiency: martial, trident5Source: Player's Handbook p. 1491d61d8PM,T,V20/60Trident +1M1uncommon4You 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, tridentSource: Dungeon Master's Guide p. 213weapon attacks +1weapon damage +11d61d8PM,T,V20/60Trident +2M1rare4You 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, tridentSource: Dungeon Master's Guide p. 213weapon attacks +2weapon damage +21d61d8PM,T,V20/60Trident +3M1very rare4You 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, tridentSource: Dungeon Master's Guide p. 213weapon attacks +3weapon damage +31d61d8PM,T,V20/60Trident of Fish CommandM1uncommon4This 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, tridentSource: Dungeon Master's Guide p. 2091d61d8PM,T,V20/601d3Trident of WarningM1uncommon (requires attunement)4This 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, tridentSource: Dungeon Master's Guide p. 2131d61d8PM,T,V20/60Vicious BattleaxeM1rare4When 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, tridentSource: Dungeon Master's Guide p. 2091d81d10SM,V2d6Vicious ClubM1rare2When 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, clubSource: Dungeon Master's Guide p. 2091d4BL2d6Vicious DaggerM1rare1When 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, daggerSource: Dungeon Master's Guide p. 2091d4PF,L,T20/602d6Vicious FlailM1rare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.Proficiency: martial, flailSource: Dungeon Master's Guide p. 2091d8BM,2d6Vicious GlaiveM1rare6When 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, glaiveSource: Dungeon Master's Guide p. 2091d10SM,H,R,2H2d6Vicious GreataxeM1rare7When 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, greataxeSource: Dungeon Master's Guide p. 2091d12SM,H,2H2d6Vicious GreatclubM1rare10When 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, greatclubSource: Dungeon Master's Guide p. 2091d8B2H2d6Vicious GreatswordM1rare6When 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, greatswordSource: Dungeon Master's Guide p. 2092d6SM,H,2H2d6Vicious HalberdM1rare6When 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, halberdSource: Dungeon Master's Guide p. 2091d10SM,H,R,2H2d6Vicious HandaxeM1rare2When 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, handaxeSource: Dungeon Master's Guide p. 2091d6SL,T20/602d6Vicious JavelinM1rare2When 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, javelinSource: Dungeon Master's Guide p. 2091d6PT30/1202d6Vicious LanceM1rare6When 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, lanceSource: Dungeon Master's Guide p. 2091d12PM,R,S2d6Vicious Light HammerM1rare2When 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 hammerSource: Dungeon Master's Guide p. 2091d4BL,T20/602d6Vicious LongswordM1rare3When 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, longswordSource: Dungeon Master's Guide p. 2091d81d10SM,V2d6Vicious MaceM1rare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.Proficiency: simple, maceSource: Dungeon Master's Guide p. 2091d6B2d6Vicious MaulM1rare10When 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, maulSource: Dungeon Master's Guide p. 2092d62d6BM,H,2H2d6Vicious MorningstarM1rare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.Proficiency: martial, morningstarSource: Dungeon Master's Guide p. 2091d8PM,2d6Vicious PikeM1rare18When 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, pikeSource: Dungeon Master's Guide p. 2091d10PM,H,R,2H2d6Vicious QuarterstaffM1rare4When 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, quarterstaffSource: Dungeon Master's Guide p. 2091d61d8BV2d6Vicious RapierM1rare2When 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, rapierSource: Dungeon Master's Guide p. 2091d8PM,F2d6Vicious ScimitarM1rare3When 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, scimitarSource: Dungeon Master's Guide p. 2091d6SM,F,L2d6Vicious ShortswordM1rare2When 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, shortswordSource: Dungeon Master's Guide p. 2091d6PM,F,L2d6Vicious SickleM1rare2When 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, sickleSource: Dungeon Master's Guide p. 2091d4SL2d6Vicious SpearM1rare3When 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, spearSource: Dungeon Master's Guide p. 2091d61d8PT,V20/602d6Vicious TridentM1rare4When 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, tridentSource: Dungeon Master's Guide p. 2091d61d8PM,T,V20/602d6Vicious War PickM1rare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.Proficiency: martial, war pickSource: Dungeon Master's Guide p. 2091d8PM,2d6Vicious WarhammerM1rare2When 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, warhammerSource: Dungeon Master's Guide p. 2091d81d10BM,V2d6Vicious WhipM1rare3When 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, whipSource: Dungeon Master's Guide p. 2091d4SM,F,R2d6Vorpal GreatswordM1legendary (requires attunement)6You 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, greatswordSource: Dungeon Master's Guide p. 209melee attacks +3melee damage +32d6SM,H,2H6d8Vorpal LongswordM1legendary (requires attunement)3You 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, longswordSource: Dungeon Master's Guide p. 209melee attacks +3melee damage +31d81d10SM,V6d8Vorpal ScimitarM1legendary (requires attunement)3You 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, scimitarSource: Dungeon Master's Guide p. 209melee attacks +3melee damage +31d6SM,F,L6d8War PickM2Proficiency: martial, war pick5Source: Player's Handbook p. 1491d8PM,War Pick +1M1uncommon2You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: martial, war pickSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d8PM,War Pick +2M1rare2You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: martial, war pickSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d8PM,War Pick +3M1very rare2You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: martial, war pickSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d8PM,War Pick of WarningM1uncommon (requires attunement)2This 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 pickSource: Dungeon Master's Guide p. 2131d8PM,WarhammerM2Proficiency: martial, warhammer15Source: Player's Handbook p. 1491d81d10BM,VWarhammer +1M1uncommon2You 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, warhammerSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d81d10BM,VWarhammer +2M1rare2You 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, warhammerSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d81d10BM,VWarhammer +3M1very rare2You 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, warhammerSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d81d10BM,VWarhammer of WarningM1uncommon (requires attunement)2This 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, warhammerSource: Dungeon Master's Guide p. 2131d81d10BM,VWaveM1artifact (requires attunement by a creature that worships a god of the sea)4Held 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, tridentSource: Dungeon Master's Guide p. 218melee attacks +3melee damage +31d61d8PM,T,V20/60WhelmM1artifact (requires attunement by a dwarf)2Whelm 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, warhammerSource: Dungeon Master's Guide p. 218melee attacks +3melee damage +31d81d10BM,V, T20/60WhipM3Proficiency: martial, whip2Source: Player's Handbook p. 1491d4SM,F,RWhip +1M1uncommon3You 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, whipSource: Dungeon Master's Guide p. 213melee attacks +1melee damage +11d4SM,F,RWhip +2M1rare3You 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, whipSource: Dungeon Master's Guide p. 213melee attacks +2melee damage +21d4SM,F,RWhip +3M1very rare3You 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, whipSource: Dungeon Master's Guide p. 213melee attacks +3melee damage +31d4SM,F,RWhip of WarningM1uncommon (requires attunement)3This 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, whipSource: Dungeon Master's Guide p. 2131d4SM,F,RAdamantine BreastplateMA1uncommon20This 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. 15014Adamantine Chain ShirtMA1uncommon20This 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. 15013Adamantine Half Plate ArmorMA1uncommon40This 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. 150151Adamantine Scale MailMA1uncommon45This 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. 150141Black Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Blue Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Brass Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141BreastplateMA20This 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.400Source: Player's Handbook p. 14514Breastplate +1MA1rare20You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +114Breastplate +2MA1very rare20You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +214Breastplate +3MA1legendary20You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +314Breastplate of Acid ResistanceMA1rare (requires attunement)20You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Cold ResistanceMA1rare (requires attunement)20You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Fire ResistanceMA1rare (requires attunement)20You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Force ResistanceMA1rare (requires attunement)20You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Lightning ResistanceMA1rare (requires attunement)20You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Necrotic ResistanceMA1rare (requires attunement)20You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Poison ResistanceMA1rare (requires attunement)20You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Psychic ResistanceMA1rare (requires attunement)20You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Radiant ResistanceMA1rare (requires attunement)20You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Breastplate of Thunder ResistanceMA1rare (requires attunement)20You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15214Bronze Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Chain ShirtMA20Made 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.50Source: Player's Handbook p. 14413Chain Shirt +1MA1rare20You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +113Chain Shirt +2MA1very rare20You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +213Chain Shirt +3MA1legendary20You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +313Chain Shirt of Acid ResistanceMA1rare (requires attunement)20You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Cold ResistanceMA1rare (requires attunement)20You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Fire ResistanceMA1rare (requires attunement)20You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Force ResistanceMA1rare (requires attunement)20You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Lightning ResistanceMA1rare (requires attunement)20You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Necrotic ResistanceMA1rare (requires attunement)20You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Poison ResistanceMA1rare (requires attunement)20You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Psychic ResistanceMA1rare (requires attunement)20You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Radiant ResistanceMA1rare (requires attunement)20You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Chain Shirt of Thunder ResistanceMA1rare (requires attunement)20You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15213Copper Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Elven ChainMA1rare20You 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. 209ac +113Gold Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Green Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Half PlateMA40Half 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.750Source: Player's Handbook p. 14515YESHalf Plate Armor +1MA1rare40You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +1151Half Plate Armor +2MA1very rare40You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +2151Half Plate Armor +3MA1legendary40You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +3151Half Plate Armor of Acid ResistanceMA1rare (requires attunement)40You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Cold ResistanceMA1rare (requires attunement)40You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Fire ResistanceMA1rare (requires attunement)40You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Force ResistanceMA1rare (requires attunement)40You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Lightning ResistanceMA1rare (requires attunement)40You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Necrotic ResistanceMA1rare (requires attunement)40You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Poison ResistanceMA1rare (requires attunement)40You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Psychic ResistanceMA1rare (requires attunement)40You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Radiant ResistanceMA1rare (requires attunement)40You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Half Plate Armor of Thunder ResistanceMA1rare (requires attunement)40You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152151Hide ArmorMA12This 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.10Source: Player's Handbook p. 14412Hide Armor +1MA1rare12You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +112Hide Armor +2MA1very rare12You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +212Hide Armor +3MA1legendary12You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +312Hide Armor of Acid ResistanceMA1rare (requires attunement)12You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Cold ResistanceMA1rare (requires attunement)12You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Fire ResistanceMA1rare (requires attunement)12You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Force ResistanceMA1rare (requires attunement)12You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Lightning ResistanceMA1rare (requires attunement)12You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Necrotic ResistanceMA1rare (requires attunement)12You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Poison ResistanceMA1rare (requires attunement)12You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Psychic ResistanceMA1rare (requires attunement)12You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Radiant ResistanceMA1rare (requires attunement)12You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Hide Armor of Thunder ResistanceMA1rare (requires attunement)12You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 15212Mariner's BreastplateMA1uncommon20While 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. 18114Mariner's Chain ShirtMA1uncommon20While 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. 18113Mariner's Half Plate ArmorMA1uncommon40While 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. 181151Mariner's Hide ArmorMA1uncommon12While 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. 18112Mariner's Scale MailMA1uncommon45While 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. 181141Mithral BreastplateMA1uncommon20Mithral 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. 18214Mithral Chain ShirtMA1uncommon20Mithral 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. 18213Mithral Half Plate ArmorMA1uncommon40Mithral 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. 18215Mithral Scale MailMA1uncommon45Mithral 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. 18214Red Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Scale MailMA45This 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.50Source: Player's Handbook p. 14414YESScale Mail +1MA1rare45You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +1141Scale Mail +2MA1very rare45You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +2141Scale Mail +3MA1legendary45You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152ac +3141Scale Mail of Acid ResistanceMA1rare (requires attunement)45You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Cold ResistanceMA1rare (requires attunement)45You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Fire ResistanceMA1rare (requires attunement)45You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Force ResistanceMA1rare (requires attunement)45You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Lightning ResistanceMA1rare (requires attunement)45You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Necrotic ResistanceMA1rare (requires attunement)45You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Poison ResistanceMA1rare (requires attunement)45You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Psychic ResistanceMA1rare (requires attunement)45You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Radiant ResistanceMA1rare (requires attunement)45You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Scale Mail of Thunder ResistanceMA1rare (requires attunement)45You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152141Silver Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141White Dragon Scale MailMA1very rare (requires attunement)45Dragon 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. 165ac +1141Elixir of HealthP1rare0.5When 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. 168Oil of EtherealnessP1rare0.5Beads 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. 183Oil of SharpnessP1very rare0.5This 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. 184Oil of SlipperinessP1uncommon0.5This 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. 184Philter of LoveP1uncommon0.5The 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. 184Potion of Acid ResistanceP1uncommon0.5When you drink this potion, you gain resistance to acid damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of Animal FriendshipP1uncommon0.5When 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. 187Potion of ClairvoyanceP1rare0.5When 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. 187Potion of ClimbingP1common0.5When 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. 187Potion of Cloud Giant StrengthP1very rare0.5When 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. 187Potion of Cold ResistanceP1uncommon0.5When you drink this potion, you gain resistance to cold damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of DiminutionP1rare0.5When 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. 1871d4Potion of Fire BreathP1uncommon0.5After 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. 1874d6Potion of Fire Giant StrengthP1rare0.5When 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. 187Potion of Fire ResistanceP1uncommon0.5When you drink this potion, you gain resistance to fire damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of FlyingP1very rare0.5When 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. 187Potion of Force ResistanceP1uncommon0.5When you drink this potion, you gain resistance to force damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of Frost Giant StrengthP1rare0.5When 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. 187Potion of Gaseous FormP1rare0.5When 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. 187Potion of Greater HealingP1uncommon0.5You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 1874d4+4Potion of GrowthP1uncommon0.5When 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. 1871d4Potion of HealingP1common0.5You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 1872d4+2Potion of HeroismP1rare0.5For 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. 188Potion of Hill Giant StrengthP1uncommon0.5When 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. 187Potion of InvisibilityP1very rare0.5This 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. 188Potion of InvulnerabilityP1rare0.5For 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. 188Potion of Lightning ResistanceP1uncommon0.5When you drink this potion, you gain resistance to lightning damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of LongevityP1very rare0.5When 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. 1881d6+6Potion of Mind ReadingP1rare0.5When 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. 188Potion of Necrotic ResistanceP1uncommon0.5When you drink this potion, you gain resistance to necrotic damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of PoisonP1uncommon0.5This 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. 1883d62d61d6Potion of Poison ResistanceP1uncommon0.5When you drink this potion, you gain resistance to poison damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of Psychic ResistanceP1uncommon0.5When you drink this potion, you gain resistance to psychic damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of Radiant ResistanceP1uncommon0.5When you drink this potion, you gain resistance to radiant damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of SpeedP1very rare0.5When 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. 188Potion of Stone Giant StrengthP1rare0.5When 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. 187Potion of Storm Giant StrengthP1legendary0.5When 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. 187Potion of Superior HealingP1rare0.5You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 1878d4+8Potion of Supreme HealingP1very rare0.5You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 18710d4+20Potion of Thunder ResistanceP1uncommon0.5When you drink this potion, you gain resistance to thunder damage for 1 hour.Source: Dungeon Master's Guide p. 188Potion of VitalityP1very rare0.5When 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. 188Potion of Water BreathingP1uncommon0.5You 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. 188BlowgunR1Proficiency: martial, blowgun10Source: Player's Handbook p. 1491PM,A,LD25/100Blowgun +1R1uncommon1You 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, blowgunSource: Dungeon Master's Guide p. 152ranged attacks +1ranged damage +11PM,A,LD25/100Blowgun +2R1rare1You 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, blowgunSource: Dungeon Master's Guide p. 152ranged attacks +2ranged damage +21PM,A,LD25/100Blowgun +3R1very rare1You 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, blowgunSource: Dungeon Master's Guide p. 152ranged attacks +3ranged damage +31PM,A,LD25/100Blowgun of WarningR1uncommon (requires attunement)1This 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, blowgunSource: Dungeon Master's Guide p. 2131PM,A,LD25/100DartR0.25Proficiency: simple, dart0.05Source: Player's Handbook p. 1491d4PF,T20/60Dart +1R1uncommon0.25You 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, dartSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d4PF,T20/60Dart +2R1rare0.25You 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, dartSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d4PF,T20/60Dart +3R1very rare0.25You 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, dartSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d4PF,T20/60Dart of WarningR1uncommon (requires attunement)0.25This 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, dartSource: Dungeon Master's Guide p. 2131d4PF,T20/60Hand CrossbowR3Proficiency: martial, hand crossbow75Source: Player's Handbook p. 1491d6PM,A,L,LD30/120Hand Crossbow +1R1uncommon3You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d6PM,A,L,LD30/120Hand Crossbow +2R1rare3You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d6PM,A,L,LD30/120Hand Crossbow +3R1very rare3You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d6PM,A,L,LD30/120Hand Crossbow of WarningR1uncommon (requires attunement)3This 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 crossbowSource: Dungeon Master's Guide p. 2131d6PM,A,L,LD30/120Heavy CrossbowR18Proficiency: martial, heavy crossbow50Source: Player's Handbook p. 1491d10PM,A,H,LD,2H100/400Heavy Crossbow +1R1uncommon18You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d10PM,A,H,LD,2H100/400Heavy Crossbow +2R1rare18You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d10PM,A,H,LD,2H100/400Heavy Crossbow +3R1very rare18You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d10PM,A,H,LD,2H100/400Heavy Crossbow of WarningR1uncommon (requires attunement)18This 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 crossbowSource: Dungeon Master's Guide p. 2131d10PM,A,H,LD,2H100/400Light CrossbowR5Proficiency: simple, light crossbow25Source: Player's Handbook p. 1491d8PA,LD,2H80/320Light Crossbow +1R1uncommon5You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d8PA,LD,2H80/320Light Crossbow +2R1rare5You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d8PA,LD,2H80/320Light Crossbow +3R1very rare5You 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 crossbowSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d8PA,LD,2H80/320Light Crossbow of WarningR1uncommon (requires attunement)5This 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 crossbowSource: Dungeon Master's Guide p. 2131d8PA,LD,2H80/320LongbowR2Proficiency: martial, longbow50Source: Player's Handbook p. 1491d8PM,A,H,2H150/600Longbow +1R1uncommon2You 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, longbowSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d8PM,A,H,2H150/600Longbow +2R1rare2You 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, longbowSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d8PM,A,H,2H150/600Longbow +3R1very rare2You 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, longbowSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d8PM,A,H,2H150/600Longbow of WarningR1uncommon (requires attunement)2This 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, longbowSource: Dungeon Master's Guide p. 2131d8PM,A,H,2H150/600NetR3Proficiency: martial, net1Source: Player's Handbook p. 149M,S,T5/15Net +1R1uncommon3You 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, netSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +10M,S,T5/15Net +2R1rare3You 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, netSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +20M,S,T5/15Net +3R1very rare3You 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, netSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +30M,S,T5/15Net of WarningR1uncommon (requires attunement)3This 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, netSource: Dungeon Master's Guide p. 2130M,S,T5/15OathbowR1very rare (requires attunement)2When 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, longbowSource: Dungeon Master's Guide p. 1681d8PM,A,H,2H150/6003d6ShortbowR2Proficiency: simple, shortbow25Source: Player's Handbook p. 1491d6PA,2H80/320Shortbow +1R1uncommon2You 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, shortbowSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d6PA,2H80/320Shortbow +2R1rare2You 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, shortbowSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d6PA,2H80/320Shortbow +3R1very rare2You 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, shortbowSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d6PA,2H80/320Shortbow of WarningR1uncommon (requires attunement)2This 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, shortbowSource: Dungeon Master's Guide p. 2131d6PA,2H80/320SlingRProficiency: simple, sling0.1Source: Player's Handbook p. 1491d4BA30/120Sling +1R1uncommon0You 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, slingSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +11d4BA30/120Sling +2R1rare0You 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, slingSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +21d4BA30/120Sling +3R1very rare0You 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, slingSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +31d4BA30/120Sling of WarningR1uncommon (requires attunement)0This 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, slingSource: Dungeon Master's Guide p. 2131d4BA30/120Vicious BlowgunR1rare1When 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, blowgunSource: Dungeon Master's Guide p. 2091PM,A,LD25/100Vicious DartR1rare0.25When 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, dartSource: Dungeon Master's Guide p. 2091d4PF,T20/60Vicious Hand CrossbowR1rare3When 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 crossbowSource: Dungeon Master's Guide p. 2091d6PM,A,L,LD30/120Vicious Heavy CrossbowR1rare18When 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 crossbowSource: Dungeon Master's Guide p. 2091d10PM,A,H,LD,2H100/400Vicious Light CrossbowR1rare5When 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 crossbowSource: Dungeon Master's Guide p. 2091d8PA,LD,2H80/320Vicious LongbowR1rare2When 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, longbowSource: Dungeon Master's Guide p. 2091d8PM,A,H,2H150/600Vicious ShortbowR1rare2When 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, shortbowSource: Dungeon Master's Guide p. 2091d6PA,2H80/320Vicious SlingR1rare0When 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, slingSource: Dungeon Master's Guide p. 2091d4BA30/120Immovable RodRD1uncommon2This 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 successSource: Dungeon Master's Guide p. 175Rod of AbsorptionRD1very rare (requires attunement)2While 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. 195Rod of AlertnessRD1very rare (requires attunement)2This 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. 196Rod of Lordly MightRD1legendary (requires attunement)2This 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, maceSource: Dungeon Master's Guide p. 1964d6Rod of ResurrectionRD1legendary (requires attunement by a Cleric, Druid, or Paladin)2The 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. 197Rod of RulershipRD1rare (requires attunement)2You 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. 197Rod of SecurityRD1very rare2While 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. 197Rod of the Pact Keeper, +1RD1uncommon (requires attunement by a Warlock)2While 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. 197spell attack +1spell dc +1Rod of the Pact Keeper, +2RD1rare (requires attunement by a Warlock)2While 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. 197spell attack +2spell dc +2Rod of the Pact Keeper, +3RD1very rare (requires attunement by a Warlock)2While 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. 197spell attack +3spell dc +3Tentacle RodRD1rare (requires attunement)2Made 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. 2081d20+91d6Ring of Acid ResistanceRG1rare (requires attunement)You have resistance to acid damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Air Elemental CommandRG1legendary (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. 1901d4+1Ring of Animal InfluenceRG1rareThis 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 animalsSource: Dungeon Master's Guide p. 1891d3Ring of Cold ResistanceRG1rare (requires attunement)You have resistance to cold damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Djinni SummoningRG1legendary (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. 190Ring of Earth Elemental CommandRG1legendary (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. 1901d4+1Ring of EvasionRG1rare (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. 1911d3Ring of Feather FallingRG1rare (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. 191Ring of Fire Elemental CommandRG1legendary (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. 1901d4+1Ring of Fire ResistanceRG1rare (requires attunement)You have resistance to fire damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Force ResistanceRG1rare (requires attunement)You have resistance to force damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Free ActionRG1rare (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. 191Ring of InvisibilityRG1legendary (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. 191Ring of JumpingRG1uncommon (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. 191Ring of Lightning ResistanceRG1rare (requires attunement)You have resistance to lightning damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Mind ShieldingRG1uncommon (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. 191Ring of Necrotic ResistanceRG1rare (requires attunement)You have resistance to necrotic damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Poison ResistanceRG1rare (requires attunement)You have resistance to poison damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of ProtectionRG1rare (requires attunement)You gain a +1 bonus to AC and saving throws while wearing this ring.Source: Dungeon Master's Guide p. 191ac +1saving throws +1Ring of Psychic ResistanceRG1rare (requires attunement)You have resistance to psychic damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of Radiant ResistanceRG1rare (requires attunement)You have resistance to radiant damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of RegenerationRG1very 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. 1911d6Ring of Shooting StarsRG1very 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. 1921d62d42d65d44d12Ring of Spell StoringRG1rare (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. 192Ring of Spell TurningRG1legendary (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. 193Ring of SwimmingRG1uncommonYou have a swimming speed of 40 feet while wearing this ring.Source: Dungeon Master's Guide p. 193Ring of TelekinesisRG1very 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. 193Ring of the RamRG1rare (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. 1931d31d20+72d101d20+51d20+101d20+15Ring of Three WishesRG1legendaryWhile 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. 193Ring of Thunder ResistanceRG1rare (requires attunement)You have resistance to thunder damage while wearing this ring.Source: Dungeon Master's Guide p. 192Ring of WarmthRG1uncommon (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. 193Ring of Water Elemental CommandRG1legendary (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. 1901d4+1Ring of Water WalkingRG1uncommonWhile 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. 193Ring of X-ray VisionRG1rare (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. 193Animated ShieldS1very rare (requires attunement)6While 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. 1832Arrow-Catching ShieldS1rare (requires attunement)6You 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. 1522Sentinel ShieldS1uncommon6While 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. 1992ShieldS6A 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.10Source: Player's Handbook p. 1442Shield +1S1uncommon6While 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. 200ac +12Shield +2S1rare6While 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. 200ac +22Shield +3S1very rare6While 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. 200ac +32Shield of Missile AttractionS1rare, cursed (requires attunement)6While 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. 2002Spellguard ShieldS1very rare (requires attunement)6While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against youSource: Dungeon Master's Guide p. 2012Scroll of Protection from AberrationsSC1rareUsing 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. 199Scroll of Protection from BeastsSC1rareUsing 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. 199Scroll of Protection from CelestialsSC1rareUsing 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. 199Scroll of Protection from ElementalsSC1rareUsing 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. 199Scroll of Protection from FeySC1rareUsing 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. 199Scroll of Protection from FiendsSC1rareUsing 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. 199Scroll of Protection from PlantsSC1rareUsing 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. 199Scroll of Protection from UndeadSC1rareUsing 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. 199Spell Scroll (1st Level)SC1commonA 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. 2001d20+SPELL1d20+5Spell Scroll (2nd Level)SC1uncommonA 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. 2011d20+SPELL1d20+5Spell Scroll (3rd Level)SC1uncommonA 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. 2021d20+SPELL1d20+7Spell Scroll (4th Level)SC1rareA 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. 2031d20+SPELL1d20+7Spell Scroll (5th Level)SC1rareA 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. 2041d20+SPELL1d20+9Spell Scroll (6th Level)SC1very rareA 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. 2051d20+SPELL1d20+9Spell Scroll (7th Level)SC1very rareA 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. 2061d20+SPELL1d20+10Spell Scroll (8th Level)SC1very rareA 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. 2071d20+SPELL1d20+10Spell Scroll (9th Level)SC1legendaryA 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. 2081d20+SPELL1d20+11Spell Scroll (Cantrip)SC1commonA 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. 1991d20+SPELL1d20+5Staff of CharmingST1rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)4While 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, quarterstaffSource: Dungeon Master's Guide p. 2011d8+2Staff of FireST1very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)4You 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, quarterstaffSource: Dungeon Master's Guide p. 2011d6+4Staff of FrostST1very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)4You 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, quarterstaffSource: Dungeon Master's Guide p. 2021d6+4Staff of HealingST1rare (requires attunement by a Bard, Cleric, or Druid)4This 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, quarterstaffSource: Dungeon Master's Guide p. 2021d6+4Staff of PowerST1very rare (requires attunement by a Sorcerer, Warlock, or Wizard)4This 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 staffProficiency: simple, quarterstaffSource: Dungeon Master's Guide p. 202ac +2saving throws +2spell attack +22d8+41d6Staff of StrikingST1very rare (requires attunement)4This 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, quarterstaffSource: Dungeon Master's Guide p. 2031d62d63d61d6+4Staff of Swarming InsectsST1rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)4This 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, quarterstaffSource: Dungeon Master's Guide p. 2031d6+4Staff of the AdderST1uncommon (requires attunement by a Cleric, Druid, or Warlock)4You 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, quarterstaffSource: Dungeon Master's Guide p. 2031d63d6Staff of the MagiST1legendary (requires attunement by a Sorcerer, Warlock, or Wizard)4This 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 staffProficiency: simple, quarterstaffSource: Dungeon Master's Guide p. 203spell attack +24d6+2Staff of the PythonST1uncommon (requires attunement by a Cleric, Druid, or Warlock)4You 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, quarterstaffSource: Dungeon Master's Guide p. 204Staff of the WoodlandsST1rare (requires attunement by a Druid)4This 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, quarterstaffSource: Dungeon Master's Guide p. 204spell attack +21d6+4Staff of Thunder and LightningST1very rare (requires attunement)4This 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, quarterstaffSource: Dungeon Master's Guide p. 2042d69d6Staff of WitheringST1rare (requires attunement by a Cleric, Druid, or Warlock)4This 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, quarterstaffSource: Dungeon Master's Guide p. 2051d32d10Alchemy JugW1uncommon12This 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 gallonSource: Dungeon Master's Guide p. 150Amulet of HealthW1rare (requires attunement)1Your 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. 150Amulet of Proof Against Detection and LocationW1uncommon (requires attunement)1While 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. 150Amulet of the PlanesW1very rare (requires attunement)1While 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. 150Apparatus of KwalishW1legendary500This 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. 1511d20+82d6Bag of BeansW1rare0.5Inside 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. 1525d41d100Bag of DevouringW1very rare0.5This 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. 153Bag of HoldingW1uncommon15This 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. 153Bag of Tricks, GrayW1uncommon0.5This 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 elkSource: Dungeon Master's Guide p. 1541d8Bag of Tricks, RustW1uncommon0.5This 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 bearSource: Dungeon Master's Guide p. 1541d8Bag of Tricks, TanW1uncommon0.5This 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 — TigerSource: Dungeon Master's Guide p. 1541d8Bead of ForceW1rare0.0625This 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. 1545d4Belt of Cloud Giant StrengthW1legendary (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. 155Belt of DwarvenkindW1rare (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. 155constitution +2Belt of Fire Giant StrengthW1very 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. 155Belt of Frost Giant StrengthW1very 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. 155Belt of Hill Giant StrengthW1rare (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. 155Belt of Stone Giant StrengthW1very 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. 155Belt of Storm Giant StrengthW1legendary (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. 155Book of Exalted DeedsW1artifact (requires attunement by a creature of good alignment)5The 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. 222wisdom +2Book of Vile DarknessW1artifact (requires attunement)5The 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. 222Boots of ElvenkindW1uncommonWhile 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. 155Boots of LevitationW1rare (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. 155Boots of SpeedW1rare (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. 155Boots of Striding and SpringingW1uncommon (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. 156Boots of the WinterlandsW1uncommon (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. 156Bowl of Commanding Water ElementalsW1rare3While 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. 156Bracers of ArcheryW1uncommon (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. 156Bracers of DefenseW1rare (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. 156ac +2Brazier of Commanding Fire ElementalsW1rare5While 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. 156Brooch of ShieldingW1uncommon (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. 156Broom of FlyingW1uncommon3This 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. 156Candle of InvocationW1very 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 goodThe 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. 157Cap of Water BreathingW1uncommonWhile 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. 157Cape of the MountebankW1rareThis 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. 157Carpet of Flying, 3 ft. x 5 ft.W1very rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. 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. 157Carpet of Flying, 4 ft. x 6 ft.W1very rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. 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. 157Carpet of Flying, 5 ft. x 7 ft.W1very rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. 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. 157Carpet of Flying, 6 ft. x 9 ft.W1very rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. 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. 157Censer of Controlling Air ElementalsW1rare1While 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. 158Chime of OpeningW1rare1This 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. 158Circlet of BlastingW1uncommonWhile 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. 1581d20+5Cloak of ArachnidaW1very 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. 158Cloak of DisplacementW1rare (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. 158Cloak of ElvenkindW1uncommon (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. 158Cloak of InvisibilityW1legendary (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. 158Cloak of ProtectionW1uncommon (requires attunement)You gain a +1 bonus to AC and saving throws while you wear this cloak.Source: Dungeon Master's Guide p. 159ac +1saving throws +1Cloak of the BatW1rare (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. 159Cloak of the Manta RayW1uncommonWhile 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. 159Crystal BallW1very rare (requires attunement)3This 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. 159Crystal Ball of Mind ReadingW1legendary (requires attunement)3This 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. 159Crystal Ball of TelepathyW1legendary (requires attunement)3This 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. 159Crystal Ball of True SeeingW1legendary (requires attunement)3This 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. 159Cube of ForceW1rare (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 — 1d4Source: Dungeon Master's Guide p. 1591d20Cubic GateW1legendaryThis 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. 1601d3Daern's Instant FortressW1rareYou 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. 16010d10Decanter of Endless WaterW1uncommon2This 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. 1611d4Deck of IllusionsW1uncommonThis 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. 161Deck of Many ThingsW1legendaryUsually 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 cardsBalance: 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 1d4+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. 162Dimensional ShacklesW1rareYou 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. 165DriftglobeW1uncommon1This 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. 166Dust of DisappearanceW1uncommonFound 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. 166Dust of DrynessW1uncommonThis 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. 16610d6Dust of Sneezing and ChokingW1uncommonFound 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. 166Efreeti BottleW1very rare1This 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. 167Elemental Gem, Blue SapphireW1uncommonThis 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. 167Elemental Gem, EmeraldW1uncommonThis 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. 167Elemental Gem, Red CorundumW1uncommonThis 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. 167Elemental Gem, Yellow DiamondW1uncommonThis 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. 167Eversmoking BottleW1uncommon1Smoke 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. 168Eye of VecnaW1artifact (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 1d100 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. 224Eyes of CharmingW1uncommon (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. 168Eyes of Minute SeeingW1uncommonThese 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. 168Eyes of the EagleW1uncommon (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. 168Figurine of Wondrous Power, Bronze GriffonW1rareA 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. 169Figurine of Wondrous Power, Ebony FlyW1rareA 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. 169Figurine of Wondrous Power, Golden LionsW1rareA 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. 169Figurine of Wondrous Power, Ivory GoatsW1rareA 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. 169Figurine of Wondrous Power, Marble ElephantW1rareA 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. 170Figurine of Wondrous Power, Obsidian SteedW1very rareA 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. 170Figurine of Wondrous Power, Onyx DogW1rareA 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. 170Figurine of Wondrous Power, Serpentine OwlW1rareA 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. 170Figurine of Wondrous Power, Silver RavenW1uncommonA 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. 170Folding BoatW1rare4This 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. 170Gauntlets of Ogre PowerW1uncommon (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. 171Gem of BrightnessW1uncommon1This 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. 171Gem of SeeingW1rare (requires attunement)1This 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. 1721d3Gloves of Missile SnaringW1uncommon (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. 1721d10+DexGloves of Swimming and ClimbingW1uncommon (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. 172Gloves of ThieveryW1uncommonThese 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. 172Goggles of NightW1uncommonWhile 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. 172Hand of VecnaW1artifact (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 1d100 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. 224Hat of DisguiseW1uncommon (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. 173Headband of IntellectW1uncommon (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. 173Helm of BrillianceW1very 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. 1731d6Helm of Comprehending LanguagesW1uncommonWhile wearing this helm, you can use an action to cast the comprehend languages spell from it at will.Source: Dungeon Master's Guide p. 173Helm of TelepathyW1uncommon (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. 174Helm of TeleportationW1rare (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. 1741d3Heward's Handy HaversackW1rare5This 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. 174Horn of BlastingW1rare2You 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. 1745d6Horn of Valhalla, BrassW1rare2You 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. 1753d4+3Horn of Valhalla, BronzeW1very rare2You 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. 1754d4+4Horn of Valhalla, IronW1legendary2You 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. 1755d4+5Horn of Valhalla, SilverW1rare2You 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. 1752d4+2Horseshoes of a ZephyrW1very rareThese iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.Source: Dungeon Master's Guide p. 175Horseshoes of SpeedW1rareThese 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. 175Instrument of the Bards, Anstruth HarpW1very rare (requires attunement by a Bard)2An 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. 176Instrument of the Bards, Canaith MandolinW1rare (requires attunement by a Bard)2An 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. 176Instrument of the Bards, Cli LyreW1rare (requires attunement by a Bard)2An 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. 176Instrument of the Bards, Doss LuteW1uncommon (requires attunement by a Bard)2An 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. 176Instrument of the Bards, Fochlucan BandoreW1uncommon (requires attunement by a Bard)2An 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. 176Instrument of the Bards, Mac-Fuirmidh CitternW1uncommon (requires attunement by a Bard)2An 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. 176Instrument of the Bards, Ollamh HarpW1legendary (requires attunement by a Bard)2An 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. 176Ioun Stone, AbsorptionW1very 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. 176Ioun Stone, AgilityW1very 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. 176dexterity +2Ioun Stone, AwarenessW1rare (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. 176Ioun Stone, FortitudeW1very 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. 176constitution +2Ioun Stone, Greater AbsorptionW1legendary (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. 176Ioun Stone, InsightW1very 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. 176wisdom +2Ioun Stone, IntellectW1very 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. 176intelligence +2Ioun Stone, LeadershipW1very 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. 176charisma +2Ioun Stone, MasteryW1legendary (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. 176proficiency bonus +1Ioun Stone, ProtectionW1rare (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. 176ac +1Ioun Stone, RegenerationW1legendary (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. 176Ioun Stone, ReserveW1rare (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. 176Ioun Stone, StrengthW1very 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. 176strength +2Ioun Stone, SustenanceW1rare (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. 176Iron Bands of BilarroW1rare1This 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. 177Iron FlaskW1legendary1This 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 — XornSource: Dungeon Master's Guide p. 178Keoghtom's OintmentW1uncommonThis 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. 1792d8+2Lantern of RevealingW1uncommon2While 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. 179Mantle of Spell ResistanceW1rare (requires attunement)You have advantage on saving throws against spells while you wear this cloak.Source: Dungeon Master's Guide p. 180Manual of Bodily HealthW1very rare5This 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. 180Manual of Clay GolemsW1very rare5This 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. 180Manual of Flesh GolemsW1very rare5This 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. 180Manual of Gainful ExerciseW1very rare5This 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. 180Manual of Iron GolemsW1very rare5This 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. 180Manual of Quickness of ActionW1very rare5This 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. 181Manual of Stone GolemsW1very rare5This 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. 180Medallion of ThoughtsW1uncommon (requires attunement)1The 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. 1811d3Mirror of Life TrappingW1very rare50When 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. 181Necklace of AdaptationW1uncommon (requires attunement)1While 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. 182Necklace of FireballsW1rare1This 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. 1828d6Necklace of Prayer BeadsW1rare (requires attunement by a Cleric, Druid, or Paladin)1This 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 walkSource: Dungeon Master's Guide p. 182Nolzur's Marvelous PigmentsW1very rare1Typically 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. 183Orb of DragonkindW1artifact (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. 225Pearl of PowerW1uncommon (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. 184Periapt of HealthW1uncommon1You 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. 184Periapt of Proof Against PoisonW1rare1This 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. 184Periapt of Wound ClosureW1uncommon (requires attunement)1While 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. 184Pipes of HauntingW1uncommon2You 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. 1851d3Pipes of the SewersW1uncommon (requires attunement)2You 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. 1851d3Portable HoleW1rareThis 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. 185Quaal's Feather Token, AnchorW1rareThis 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. 188Quaal's Feather Token, BirdW1rareThis 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. 188Quaal's Feather Token, FanW1rareThis 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. 188Quaal's Feather Token, Swan BoatW1rareThis 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. 188Quaal's Feather Token, TreeW1rareThis 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. 188Quaal's Feather Token, WhipW1rareThis 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. 1881d20+91d6+5Quiver of EhlonnaW1uncommon2Each 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. 189Robe of EyesW1rare (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. 193Robe of Scintillating ColorsW1very 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. 1941d3Robe of StarsW1very 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. 194saving throws +11d6Robe of the ArchmagiW1legendary (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. 194ac +5spell attack +2spell dc +2Robe of Useful ItemsW1uncommonThis 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 ramSource: Dungeon Master's Guide p. 195Rope of ClimbingW1uncommon3This 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. 197Rope of EntanglementW1rare3This 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. 197Saddle of the CavalierW1uncommonWhile 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. 199Scarab of ProtectionW1legendary (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. 199Sending StonesW1uncommonSending 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. 199Slippers of Spider ClimbingW1uncommon (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. 200Sovereign GlueW1legendaryThis 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. 200Sphere of AnnihilationW1legendaryThis 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. 2014d10Stone of Controlling Earth ElementalsW1rare5If 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. 205Stone of Good LuckW1uncommon (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. 205saving throws +1Talisman of Pure GoodW1legendary (requires attunement by a Creature of Good Alignment)1This 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. 2076d68d6Talisman of the SphereW1legendary (requires attunement)1When 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. 207Talisman of Ultimate EvilW1legendary (requires attunement by a Creature of Evil Alignment)1This 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. 2076d68d6Tome of Clear ThoughtW1very rare5This 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. 208Tome of Leadership and InfluenceW1very rare5This 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. 208Tome of the Stilled TongueW1legendary (requires attunement by a Wizard)5This 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. 208Tome of UnderstandingW1very rare5This 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. 209Universal SolventW1legendaryThis 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. 209Well of Many WorldsW1legendaryThis 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. 2131d8Wind FanW1uncommonWhile 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. 213Winged BootsW1uncommon (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. 214Wings of FlyingW1rare (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. 2141d12Wand of BindingWD1rare (requires attunement by a Spellcaster)1This 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. 2091d6+1Wand of Enemy DetectionWD1rare (requires attunement)1This 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. 2101d6+1Wand of FearWD1rare (requires attunement)1This 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. 2101d6+1Wand of FireballsWD1rare (requires attunement by a Spellcaster)1This 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 destroyedSource: Dungeon Master's Guide p. 2101d6+18d69d610d611d612d613d614d6Wand of Lightning BoltsWD1rare (requires attunement by a Spellcaster)1This 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. 2111d6+18d69d610d611d612d613d614d6Wand of Magic DetectionWD1uncommon1This 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. 2111d3Wand of Magic MissilesWD1uncommon1This 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. 2111d6+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 OrcusWD1artifact (requires attunement)4The 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. 227melee attacks +3melee damage +3ac+3Wand of ParalysisWD1rare (requires attunement by a Spellcaster)1This 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. 2111d6+11d20+%0+SPELLWand of PolymorphWD1very rare (requires attunement by a Spellcaster)1This 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. 2111d6+1Wand of SecretsWD1uncommon1The 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. 2111d3Wand of the War Mage, +1WD1uncommon (requires attunement by a Spellcaster)1While 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. 212spell attack +1Wand of the War Mage, +2WD1rare (requires attunement by a Spellcaster)1While 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. 212spell attack +2Wand of the War Mage, +3WD1very rare (requires attunement by a Spellcaster)1While 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. 212spell attack +3Wand of WebWD1uncommon (requires attunement by a Spellcaster)1This 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. 2121d6+1Wand of WonderWD1rare (requires attunement by a Spellcaster)1This 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. 2121d6+1Thunder Cannon Bullet of SlayingA1very rareA 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. 1526d10Thunder Cannon Bullets +1A1uncommonYou 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. 150ranged attacks +1ranged damage +1Thunder Cannon Bullets +2A1rareYou 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. 150ranged attacks +2ranged damage +2Thunder Cannon Bullets +3A1very rareYou 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. 150ranged attacks +3ranged damage +3Thunder Cannon +1R1uncommonA 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 cannonSource: Dungeon Master's Guide p. 213ranged attacks +1ranged damage +12d6PA,2H150/600Thunder Cannon +2R1rareA 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 cannonSource: Dungeon Master's Guide p. 213ranged attacks +2ranged damage +22d6PA,2H150/600Thunder Cannon +3R1very rareA 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 cannonSource: Dungeon Master's Guide p. 213ranged attacks +3ranged damage +32d6PA,2H150/600Thunder Cannon of WarningR1uncommon (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 cannonSource: Dungeon Master's Guide p. 2132d6PA,2H150/600Vicious Thunder CannonR1rareA 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 cannonSource: Dungeon Master's Guide p. 2092d6PA,2H150/6002d6Aasimar (Variant)M30Cha 2, Wis 1CharismaDarkvisionThanks 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. 287Celestial ResistanceYou have resistance to necrotic damage and radiant damage.Source: Dungeon Master's Guide, p. 287Celestial LegacyYou 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. 287LanguagesYou can speak, read, and write Common and Celestial.Source: Dungeon Master's Guide, p. 287Elf, DarkM30Dex 2, Cha 1CharismaPerceptionSuperior DarkvisionAccustomed 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. 23Keen SensesYou have proficiency in the Perception skill.Source: Player's Handbook, p. 23Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.Source: Player's Handbook, p. 23TranceElves 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. 23LanguagesYou 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. 23Sunlight SensitivityYou 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. 24Drow MagicYou 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. 24Drow Weapon TrainingYou have proficiency with rapiers, shortswords, and hand crossbows.Source: Player's Handbook, p. 24Dragonborn (Black)M30Str 2, Cha 1Draconic AncestryYou have black dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to acid damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Blue)M30Str 2, Cha 1Draconic AncestryYou have blue dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to lightning damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Brass)M30Str 2, Cha 1Draconic AncestryYou have brass dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to fire damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Bronze)M30Str 2, Cha 1Draconic AncestryYou have bronze dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to lightning damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Copper)M30Str 2, Cha 1Draconic AncestryYou have copper dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to acid damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Gold)M30Str 2, Cha 1Draconic AncestryYou have gold dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to fire damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Green)M30Str 2, Cha 1Draconic AncestryYou have green dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to poison damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Red)M30Str 2, Cha 1Draconic AncestryYou have red dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to fire damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (Silver)M30Str 2, Cha 1Draconic AncestryYou have silver dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to cold damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dragonborn (White)M30Str 2, Cha 1Draconic AncestryYou have white dragon ancestry.Source: Player's Handbook, p. 34Breath WeaponYou 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. 34Damage ResistanceYou have resistance to cold damage.Source: Player's Handbook, p. 34LanguagesYou 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. 34Dwarf, HillM25Con 2, Wis 1DarkvisionAccustomed 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. 20Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.Source: Player's Handbook, p. 20Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.Source: Player's Handbook, p. 20Tool ProficiencyYou 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. 20StonecunningWhenever 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. 20LanguagesYou 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. 20Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.Source: Player's Handbook, p. 20hp +1Dwarf, MountainM25Con 2, Str 2DarkvisionAccustomed 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. 20Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.Source: Player's Handbook, p. 20Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.Source: Player's Handbook, p. 20Tool ProficiencyYou 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. 20StonecunningWhenever 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. 20LanguagesYou 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. 20Dwarven Armor TrainingYou have proficiency with light and medium armor.Source: Player's Handbook, p. 20Elf, Eladrin (Variant)M30Dex 2, Int 1PerceptionDarkvisionAccustomed 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. 23Keen SensesYou have proficiency in the Perception skill.Source: Player's Handbook, p. 23Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.Source: Player's Handbook, p. 23TranceElves 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. 23LanguagesYou 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. 23Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.Source: Dungeon Master's Guide, p. 286Fey StepYou 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. 286Elf, HighM30Dex 2, Int 1IntelligencePerceptionDarkvisionAccustomed 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. 23Keen SensesYou have proficiency in the Perception skill.Source: Player's Handbook, p. 23Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.Source: Player's Handbook, p. 23TranceElves 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. 23LanguagesYou 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. 24Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.Source: Player's Handbook, p. 23CantripYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.Source: Player's Handbook, p. 24Elf, WoodM35Dex 2, Wis 1PerceptionDarkvisionAccustomed 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. 23Keen SensesYou have proficiency in the Perception skill.Source: Player's Handbook, p. 23Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.Source: Player's Handbook, p. 23TranceElves 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. 23LanguagesYou 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. 23Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.Source: Player's Handbook, p. 24Fleet of FootYour base walking speed increases to 35 feet.Source: Player's Handbook, p. 24Mask of the WildYou 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. 24Gnome, ForestS25Int 2, Dex 1IntelligenceDarkvisionAccustomed 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. 37Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Source: Player's Handbook, p. 37LanguagesYou 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. 37Natural IllusionistYou know the minor illusion cantrip. Intelligence is your spellcasting ability for it.Source: Player's Handbook, p. 37Speak with Small BeastsThrough 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. 37Gnome, RockS25Int 2, Con 1DarkvisionAccustomed 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. 37Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Source: Player's Handbook, p. 37LanguagesYou 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. 37Artificer's LoreWhenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.Source: Player's Handbook, p. 37TinkerYou 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. 37Halfling, LightfootS25Dex 2, Cha 1LuckyWhen 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. 28BraveYou have advantage on saving throws against being frightened.Source: Player's Handbook, p. 28Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.Source: Player's Handbook, p. 28LanguagesYou 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. 28Naturally StealthyYou 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. 28Halfling, StoutS25Dex 2, Con 1LuckyWhen 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. 28BraveYou have advantage on saving throws against being frightened.Source: Player's Handbook, p. 28Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.Source: Player's Handbook, p. 28LanguagesYou 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. 28Stout ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.Source: Player's Handbook, p. 28Half-ElfM30Cha 2Ability Score IncreaseTwo different ability scores of your choice increase by 1.Source: Player's Handbook, p. 39DarkvisionThanks 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. 39Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.Source: Player's Handbook, p. 39Skill VersatilityYou gain proficiency in two skills of your choice.Source: Player's Handbook, p. 39LanguagesYou can speak, read, and write Common, Elvish, and one extra language of your choice.Source: Player's Handbook, p. 39Half-OrcM30Str 2, Con 1IntimidationDarkvisionThanks 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. 41MenacingYou gain proficiency in the Intimidation skill.Source: Player's Handbook, p. 41Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.Source: Player's Handbook, p. 41Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.Source: Player's Handbook, p. 41LanguagesYou 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. 41HumanM30Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1LanguagesYou 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. 31Human (Variant)M30Ability Score IncreaseTwo different ability scores of your choice increase by 1.Source: Player's Handbook, p. 31SkillsYou gain proficiency in one skill of your choice.Source: Player's Handbook, p. 31FeatYou gain one feat of your choice.Source: Player's Handbook, p. 31LanguagesYou 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. 31TieflingM30Cha 2, Int 1CharismaDarkvisionThanks 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. 43Hellish ResistanceYou have resistance to fire damage.Source: Player's Handbook, p. 43Infernal LegacyYou know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Source: Player's Handbook, p. 43LanguagesYou can speak, read, and write Common and Infernal.Source: Player's Handbook, p. 43Barbarian12Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival2light armor, medium armor, shieldssimple weapons, martial weaponsnone2d4x10Starting BarbarianAs 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 SurvivalYou 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 javelinsAlternatively, you may start with 2d4x10 gp and choose your own equipment.Source: Player's Handbook, p. 48Multiclass BarbarianTo multiclass as a Barbarian, you must meet the following prerequisites:• Strength 13You gain the following proficiencies:• shields, simple weapons, martial weaponsSource: Player's Handbook, p. 163RageIn 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. 48Unarmored DefenseWhile 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. 48unarmored defense constitutionReckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Source: Player's Handbook, p. 48Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Source: Player's Handbook, p. 48Primal PathAt 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior.Source: Player's Handbook, p. 48Primal Path: Path of the BerserkerFor 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. 49Frenzy (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 checks2 —Speed halved3 —Disadvantage on attack rolls and saving throws4 —Hit point maximum halved5 —Speed reduced to 06 —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. 49Primal Path: Path of the Totem WarriorThe 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. 50Spirit 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. 50Totem 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. 50Totem Spirit: BearWhile 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. 50Totem Spirit: EagleWhile 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. 50Totem Spirit: WolfWhile 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. 50Ability Score ImprovementWhen 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. 49Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Source: Player's Handbook, p. 49Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.Source: Player's Handbook, p. 49speed +10Mindless 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. 49Aspect 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. 50Aspect of the Beast: BearYou 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. 50Aspect of the Beast: EagleYou 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. 50Aspect of the Beast: WolfYou 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. 50Feral InstinctBy 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.Source: Player's Handbook, p. 49Ability 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. 49Brutal CriticalBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.Source: Player's Handbook, p. 49Intimidating 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. 49Spirit 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. 50Relentless RageStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.Source: Player's Handbook, p. 49Ability 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. 49Retaliation (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. 50Totemic 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. 50Totemic 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. 50Totemic Attunement: EagleWhile 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. 50Totemic Attunement: WolfWhile 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. 50Persistent RageBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.Source: Player's Handbook, p. 49Ability 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. 49Indomitable MightBeginning 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. 49Ability 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. 49Primal ChampionAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.Source: Player's Handbook, p. 49strength +4constitution +4Bard8Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, SurvivalCharisma3light armorsimple weapons, hand crossbows, longswords, rapiers, shortswordsthree musical instruments of your choice5d4x10Starting BardAs 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 threeYou 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 daggerAlternatively, you may start with 5d4x10 gp and choose your own equipment.Source: Player's Handbook, p. 51Multiclass BardTo multiclass as a Bard, you must meet the following prerequisites:• Charisma 13You gain the following proficiencies:• light armor, one skill of your choice, one musical instrument of your choiceSource: Player's Handbook, p. 1632, 2SpellcastingYou 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 modifierRitual 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. 52Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Source: Player's Handbook, p. 532, 3Jack of All TradesStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.Source: Player's Handbook, p. 54jack of all tradesSong of RestBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest 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. 542, 4, 2ExpertiseAt 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. 54Bard CollegeAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.Source: Player's Handbook, p. 54Bard College: College of LoreBards 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. 54Cutting 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. 54Bonus 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. 54Bard College: College of ValorBards 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. 55Bonus 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. 55Combat 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. 553, 4, 3Ability Score ImprovementWhen 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. 543, 4, 3, 2Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.Source: Player's Handbook, p. 543, 4, 3, 3CountercharmAt 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. 54Additional 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. 55Extra 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. 553, 4, 3, 3, 13, 4, 3, 3, 2Ability 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. 543, 4, 3, 3, 3, 14, 4, 3, 3, 3, 2Magical SecretsBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.Source: Player's Handbook, p. 544, 4, 3, 3, 3, 2, 14, 4, 3, 3, 3, 2, 1Ability 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. 544, 4, 3, 3, 3, 2, 1, 14, 4, 3, 3, 3, 2, 1, 1Peerless 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. 55Battle 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. 554, 4, 3, 3, 3, 2, 1, 1, 14, 4, 3, 3, 3, 2, 1, 1, 1Ability 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. 544, 4, 3, 3, 3, 2, 1, 1, 1, 14, 4, 3, 3, 3, 3, 1, 1, 1, 14, 4, 3, 3, 3, 3, 2, 1, 1, 1Ability 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. 544, 4, 3, 3, 3, 3, 2, 2, 1, 1Superior InspirationAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.Source: Player's Handbook, p. 54Cleric8Wisdom, Charisma, History, Insight, Medicine, Persuasion, ReligionWisdom2light armor, medium armor, shieldssimple weaponsnone5d4x10Starting ClericAs 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 ReligionYou 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 symbolAlternatively, you may start with 5d4x10 gp and choose your own equipment.Source: Player's Handbook, p. 58Multiclass ClericTo multiclass as a Cleric, you must meet the following prerequisites:• Wisdom 13You gain the following proficiencies:• light armor, medium armor, shieldsSource: Player's Handbook, p. 1633, 2SpellcastingAs 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. 58Divine DomainChoose 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. 58Divine Domain: Death DomainThe 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 prepared1st — false life, ray of sickness3rd — blindness/deafness, ray of enfeeblement5th — animate dead, vampiric touch7th — blight, death ward9th — antilife shell, cloudkillSource: Dungeon Master's Guide, p. 96Bonus 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. 96Reaper (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. 96Divine Domain: Knowledge DomainThe 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, identify3rd — augury, suggestion5th — nondetection, speak with dead7th — arcane eye, confusion9th — legend lore, scryingSource: Player's Handbook, p. 59Blessings 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. 59Divine Domain: Life DomainThe 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 wounds3rd — lesser restoration, spiritual weapon5th — beacon of hope, revivify7th — death ward, guardian of faith9th — mass cure wounds, raise deadSource: Player's Handbook, p. 60Bonus Proficiency (Life Domain)When you choose this domain at 1st level, you gain proficiency with heavy armor.Source: Player's Handbook, p. 60Disciple 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. 60Divine Domain: Light DomainGods 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 fire3rd — flaming sphere, scorching ray5th — daylight, fireball7th — guardian of faith, wall of fire9th — flame strike, scryingSource: Player's Handbook, p. 60Bonus 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. 61Warding 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. 61Divine Domain: Nature DomainGods 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 animals3rd — barkskin, spike growth5th — plant growth, wind wall7th — dominate beast, grasping vine9th — insect plague, tree strideSource: Player's Handbook, p. 61Acolyte 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. 62Bonus Proficiency (Nature Domain)Also at 1st level, you gain proficiency with heavy armor.Source: Player's Handbook, p. 62Divine Domain: Tempest DomainGods 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, thunderwave3rd — gust of wind, shatter5th — call lightning, sleet storm7th — control water, ice storm9th — destructive wave, insect plagueSource: Player's Handbook, p. 62Bonus Proficiencies (Tempest Domain)At 1st level, you gain proficiency with martial weapons and heavy armor.Source: Player's Handbook, p. 62Wrath 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. 62Divine Domain: Trickery DomainGods 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 self3rd — mirror image, pass without trace5th — blink, dispel magic7th — dimension door, polymorph9th — dominate person, modify memorySource: Player's Handbook, p. 62Blessing 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. 63Divine Domain: War DomainWar 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 faith3rd — magic weapon, spiritual weapon5th — crusader’s mantle, spirit guardians7th — freedom of movement, stoneskin9th — flame strike, hold monsterSource: Player's Handbook, p. 63Bonus Proficiencies (War Domain)At 1st level, you gain proficiency with martial weapons and heavy armor.Source: Player's Handbook, p. 63War 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. 633, 3Channel DivinityAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Source: Player's Handbook, p. 58Channel Divinity: Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Source: Player's Handbook, p. 59Channel 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. 97Channel 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. 59Channel 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. 60Channel 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. 61Channel 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. 62Channel 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. 62Channel 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. 63Channel 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. 633, 4, 24, 4, 3Ability Score ImprovementWhen 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. 594, 4, 3, 2Destroy UndeadStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold 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. 594, 4, 3, 3Inescapable 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. 97Channel 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. 59Blessed 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. 60Improved 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. 61Dampen 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. 62Thunderbolt 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. 62Channel 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. 63Channel 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. 634, 4, 3, 3, 14, 4, 3, 3, 2Ability 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. 59Divine 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. 97Potent 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. 60Divine 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. 60Potent 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. 61Divine 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. 62Divine 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. 62Divine 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. 63Divine 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. 634, 4, 3, 3, 3, 15, 4, 3, 3, 3, 2Divine InterventionBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.Source: Player's Handbook, p. 595, 4, 3, 3, 3, 2, 15, 4, 3, 3, 3, 2, 1Ability 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. 595, 4, 3, 3, 3, 2, 1, 15, 4, 3, 3, 3, 2, 1, 15, 4, 3, 3, 3, 2, 1, 1, 15, 4, 3, 3, 3, 2, 1, 1, 1Ability 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. 595, 4, 3, 3, 3, 2, 1, 1, 1, 1Improved 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. 97Visions 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. 60Supreme 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. 60Corona 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. 61Master 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. 62Stormborn (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. 62Improved 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. 63Avatar of Battle (War Domain)At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Source: Player's Handbook, p. 635, 4, 3, 3, 3, 3, 1, 1, 1, 15, 4, 3, 3, 3, 3, 2, 1, 1, 1Ability 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. 595, 4, 3, 3, 3, 3, 2, 2, 1, 1Druid8Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, SurvivalWisdom2light 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 kit2d4x10Starting DruidAs 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 SurvivalYou 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 focusAlternatively, you may start with 2d4x10 gp and choose your own equipment.Source: Player's Handbook, p. 64Multiclass DruidTo multiclass as a Druid, you must meet the following prerequisites:• Wisdom 13You 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. 1632, 2DruidicYou 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. 66SpellcastingDrawing 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. 662, 3Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table (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. 66Druid CircleAt 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. 67Druid Circle: Circle of the LandCircle 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. 68Bonus 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. 68Natural 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. 68Druid Circle: Circle of the MoonDruids 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. 69Combat 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. 69Circle 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. 692, 4, 2Circle 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. 68Circle of the Land: ArcticAt 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 growth5th — sleet storm, slow 7th — freedom of movement, ice storm 9th — commune with nature, cone of coldSource: Player's Handbook, p. 68Circle of the Land: CoastAt 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, scryingSource: Player's Handbook, p. 68Circle of the Land: DesertAt 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 stoneSource: Player's Handbook, p. 68Circle of the Land: ForestAt 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 strideSource: Player's Handbook, p. 68Circle of the Land: GrasslandAt 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 plagueSource: Player's Handbook, p. 68Circle of the Land: MountainAt 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 stoneSource: Player's Handbook, p. 68Circle of the Land: SwampAt 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 arrow5th — water walk, stinking cloud7th — freedom of movement, locate creature9th — insect plague, scryingSource: Player's Handbook, p. 68Circle of the Land: UnderdarkAt 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 plagueSource: Player's Handbook, p. 683, 4, 3Ability Score ImprovementWhen 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. 673, 4, 3, 23, 4, 3, 3Land'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. 69Primal 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. 693, 4, 3, 3, 13, 4, 3, 3, 2Ability 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. 673, 4, 3, 3, 3, 14, 4, 3, 3, 3, 2Nature'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. 69Elemental 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. 694, 4, 3, 3, 3, 2, 14, 4, 3, 3, 3, 2, 1Ability 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. 674, 4, 3, 3, 3, 2, 1, 14, 4, 3, 3, 3, 2, 1, 1Nature'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. 69Thousand 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. 694, 4, 3, 3, 3, 2, 1, 1, 14, 4, 3, 3, 3, 2, 1, 1, 1Ability 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. 674, 4, 3, 3, 3, 2, 1, 1, 1, 14, 4, 3, 3, 3, 3, 1, 1, 1, 1Timeless BodyStarting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.Source: Player's Handbook, p. 67Beast SpellsBeginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.Source: Player's Handbook, p. 674, 4, 3, 3, 3, 3, 2, 1, 1, 1Ability 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. 674, 4, 3, 3, 3, 3, 2, 2, 1, 1ArchdruidAt 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. 67Fighter10Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, SurvivalIntelligence2light armor, medium armor, heavy armor, shieldssimple weapons, martial weaponsnone5d4x10Starting FighterAs 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 SurvivalYou 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. 70Multiclass FighterTo multiclass as a Fighter, you must meet the following prerequisites:• Strength 13 or Dexterity 13You gain the following proficiencies:• light armor, medium armor, shields, simple weapons, martial weaponsSource: Player's Handbook, p. 163Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Source: Player's Handbook, p. 72Fighting StyleYou 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. 72Fighting Style: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.Source: Player's Handbook, p. 72fighting style archeryFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Source: Player's Handbook, p. 72fighting style defenseFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Source: Player's Handbook, p. 72fighting style duelingFighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.Source: Player's Handbook, p. 72Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.Source: Player's Handbook, p. 72Fighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Source: Player's Handbook, p. 72Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Source: Player's Handbook, p. 722, 2Martial ArchetypeAt 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. 72Martial Archetype: Battle MasterThose 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. 73Student 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. 73Combat 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. 73Martial Archetype: ChampionThe 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. 72Improved 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. 72Martial Archetype: Eldritch KnightThe 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. 74Spellcasting (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 modifierSource: Player's Handbook, p. 75Weapon 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. 752, 3Ability Score ImprovementWhen 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. 722, 3Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.Source: Player's Handbook, p. 722, 3Ability 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. 722, 4, 2Know 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. 73Additional Maneuvers (Battle Master)You learn two additional Combat Superiority maneuvers.Source: Player's Handbook, p. 74Remarkable 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. 72War 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. 752, 4, 2Ability 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. 722, 4, 2IndomitableBeginning 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. 723, 4, 3Improved 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. 74Additional Maneuvers (Battle Master)You learn two additional Combat Superiority maneuvers.Source: Player's Handbook, p. 73Fighting Style: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.Source: Player's Handbook, p. 72fighting style archeryFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Source: Player's Handbook, p. 72fighting style defenseFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Source: Player's Handbook, p. 72fighting style duelingFighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.Source: Player's Handbook, p. 72Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.Source: Player's Handbook, p. 72Fighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Source: Player's Handbook, p. 72Additional Fighting Style (Champion)At 10th level, you can choose a second option from the Fighting Style class feature.Source: Player's Handbook, p. 73Fighting Style: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.Source: Player's Handbook, p. 72fighting style archeryFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Source: Player's Handbook, p. 72fighting style defenseFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Source: Player's Handbook, p. 72fighting style duelingFighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.Source: Player's Handbook, p. 72Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.Source: Player's Handbook, p. 72Fighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Source: Player's Handbook, p. 72Eldritch 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. 753, 4, 33, 4, 3Ability 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. 723, 4, 3, 23, 4, 3, 2Ability 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. 723, 4, 3, 2Relentless (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. 74Additional Maneuvers (Battle Master)You learn two additional Combat Superiority maneuvers.Source: Player's Handbook, p. 73Superior Critical (Champion)Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.Source: Player's Handbook, p. 73Arcane 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. 753, 4, 3, 3Ability 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. 723, 4, 3, 33, 4, 3, 3Survivor (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. 73Improved 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. 753, 4, 3, 3, 1Ability 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. 723, 4, 3, 3, 1Monk8Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth2nonesimple weapons, shortswordsany one type of artisan's tools or any one musical instrument of your choice5d4Starting MonkAs 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 StealthYou 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 dartsAlternatively, you may start with 5d4 gp and choose your own equipment.Source: Player's Handbook, p. 76Multiclass MonkTo multiclass as a Monk, you must meet the following prerequisites:• Dexterity 13 and Wisdom 13You gain the following proficiencies:• simple weapons, shortswordsSource: Player's Handbook, p. 163Unarmored DefenseBeginning 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. 78unarmored defense wisdomMartial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield.• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels — 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. 78KiStarting 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 modifierSource: Player's Handbook, p. 78Flurry of BlowsImmediately 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. 78Patient DefenseYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.Source: Player's Handbook, p. 78Step of the WindYou 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. 78Unarmored MovementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels — 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. 78speed +10Deflect MissilesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier+your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.Source: Player's Handbook, p. 78Monastic TraditionWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.Source: Player's Handbook, p. 78Monastic Tradition: Way of ShadowMonks 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. 80Shadow 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. 80Monastic Tradition: Way of the Four ElementsYou 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. 80Disciple 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. 80Monastic Tradition: Way of the Open HandMonks 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. 79Open 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. 79Ability Score ImprovementWhen 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. 78Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.Source: Player's Handbook, p. 78Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Source: Player's Handbook, p. 79Stunning StrikeStarting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.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. 79Ki-Empowered StrikesStarting 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. 79Shadow 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. 80Additional Elemental Discipline (Way of the Four Elements)At 6th level, you learn an additional elemental discipline of your choice.Source: Player's Handbook, p. 80Wholeness 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. 79EvasionAt 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. 79Stillness of MindStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.Source: Player's Handbook, p. 79Ability 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. 78Purity of BodyAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.Source: Player's Handbook, p. 79Cloak 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. 80Additional Elemental Discipline (Way of the Four Elements)At 11th level, you learn an additional elemental discipline of your choice.Source: Player's Handbook, p. 80Tranquility (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. 80Ability 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. 78Tongue of the Sun and MoonStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.Source: Player's Handbook, p. 79Diamond SoulBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.Source: Player's Handbook, p. 79constitution, intelligence, wisdom, charismaTimeless BodyAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.Source: Player's Handbook, p. 79Ability 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. 78Opportunist (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. 80Additional Elemental Discipline (Way of the Four Elements)At 17th level, you learn an additional elemental discipline of your choice.Source: Player's Handbook, p. 80Quivering 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. 80Empty BodyBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.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. 79Ability 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. 78Perfect SelfAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.Source: Player's Handbook, p. 79Paladin10Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, ReligionCharisma2light armor, medium armor, heavy armor, shieldssimple weapons, martial weaponsnone5d4x10Starting PaladinAs 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 ReligionYou 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. 82Multiclass PaladinTo multiclass as a Paladin, you must meet the following prerequisites:• Strength 13 and Charisma 13You gain the following proficiencies:• light armor, medium armor, shields, simple weapons, martial weaponsSource: Player's Handbook, p. 163Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.Source: Player's Handbook, p. 84Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.Source: Player's Handbook, p. 840,2SpellcastingBy 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. 84Divine SmiteStarting 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. 85Fighting StyleAt 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. 84Fighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Source: Player's Handbook, p. 84fighting style defenseFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Source: Player's Handbook, p. 84fighting style duelingFighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.Source: Player's Handbook, p. 84Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.Source: Player's Handbook, p. 840,3Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.Source: Player's Handbook, p. 85Sacred OathWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose 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. 85Channel DivinityYour 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. 85Sacred Oath: Oath of DevotionThe 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, sanctuary5th — lesser restoration, zone of truth9th — beacon of hope, dispel magic13th — freedom of movement, guardian of faith17th — commune, flame strikeSource: Player's Handbook, p. 85Channel 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. 86Channel 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. 86Sacred Oath: Oath of the AncientsThe 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 animals5th — moonbeam, misty step9th — plant growth, protection from energy13th — ice storm, stoneskin17th — commune with nature, tree strideSource: Player's Handbook, p. 86Channel 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. 87Channel 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. 87Sacred Oath: Oath of VengeanceThe 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 mark5th — hold person, misty step9th — haste, protection from energy13th — banishment, dimension door17th — hold monster, scryingSource: Player's Handbook, p. 87Channel 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. 88Channel 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. 88Sacred Oath: OathbreakerAn 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 wounds5th — crown of madness, darkness9th — animate dead, bestow curse13th — blight, confusion17th — contagion, dominate personSource: Dungeon Master's Guide, p. 97Channel 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. 97Channel 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. 970,3Ability Score ImprovementWhen 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. 850,4,2Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Source: Player's Handbook, p. 850,4,2Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.Source: Player's Handbook, p. 850,4,3Aura 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. 86Aura 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. 87Relentless 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. 88Aura 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. 970,4,3Ability 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. 850,4,3,20,4,3,2Aura of CourageStarting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.Source: Player's Handbook, p. 850,4,3,3Improved Divine SmiteBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.Source: Player's Handbook, p. 850,4,3,3Ability 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. 850,4,3,3,10,4,3,3,1Cleansing TouchBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.Source: Player's Handbook, p. 850, 4, 3, 3, 2Purity 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. 86Undying 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. 87Soul 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. 88Supernatural Resistance (Oathbreaker)At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Source: Dungeon Master's Guide, p. 970, 4, 3, 3, 2Ability 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. 850, 4, 3, 3, 3, 10, 4, 3, 3, 3, 10, 4, 3, 3, 3, 2Ability 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. 850, 4, 3, 3, 3, 2Holy 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. 86Elder 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. 87Avenging 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. 88Dread 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. 97Ranger10Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, SurvivalWisdom3light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10Starting RangerAs 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 SurvivalYou 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 arrowsAlternatively, you may start with 5d4x10 gp and choose your own equipment.Source: Player's Handbook, p. 89Multiclass RangerTo multiclass as a Ranger, you must meet the following prerequisites:• Dexterity 13 and Wisdom 13You 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 SurvivalSource: Player's Handbook, p. 163Favored EnemyBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and 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. 91Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits.• Difficult terrain doesn’t slow your group’s travel.• Your group can’t become lost except by magical means.• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.• If you are traveling alone, you can move stealthily at a normal pace.• When you forage, you find twice as much food as you normally would.• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.Source: Player's Handbook, p. 910, 2SpellcastingBy 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 modifierSource: Player's Handbook, p. 91Fighting StyleAt 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. 91Fighting Style: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.Source: Player's Handbook, p. 91fighting style archeryFighting Style: DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Source: Player's Handbook, p. 91fighting style defenseFighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Source: Player's Handbook, p. 91fighting style duelingFighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Source: Player's Handbook, p. 910,3Primeval AwarenessBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.Source: Player's Handbook, p. 92Ranger ArchetypeAt 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. 92Ranger Archetype: Beast MasterThe 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. 93Ranger'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. 93Ranger Archetype: HunterEmulating 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. 93Hunter'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. 93Hunter's Prey: Colossus SlayerYour 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. 93Hunter's Prey: Giant KillerWhen 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. 93Hunter's Prey: Horde BreakerOnce 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. 930,3Ability Score ImprovementWhen 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. 920, 4, 2Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Source: Player's Handbook, p. 920, 4, 20, 4, 3Exceptional 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. 93Defensive 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. 93Defensive Tactics: Escape the HordeOpportunity attacks against you are made with disadvantage. Source: Player's Handbook, p. 93Defensive Tactics: Multiattack DefenseWhen 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. 93Defensive Tactics: Steel WillYou have advantage on saving throws against being frightened.Source: Player's Handbook, p. 930, 4, 3Ability 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. 92Land's StrideStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.Source: Player's Handbook, p. 920, 4, 3, 20, 4, 3, 2Hide in Plain SightStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally 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. 920, 4, 3, 3Bestial 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. 93Multiattack (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. 93Multiattack: VolleyYou 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. 93Multiattack: Whirlwind AttackYou 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. 930, 4, 3, 3Ability 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. 920, 4, 3, 3, 10, 4, 3, 3, 1VanishStarting 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. 920, 4, 3, 3, 2Share 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. 93Superior 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. 93Superior Hunter's Defense: EvasionYou 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. 93Superior Hunter's Defense: Stand Against the TideWhen 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. 93Superior Hunter's Defense: Uncanny DodgeWhen 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. 930, 4, 3, 3, 2Ability 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. 920, 4, 3, 3, 3, 10, 4, 3, 3, 3, 1Feral SensesAt 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.Source: Player's Handbook, p. 920, 4, 3, 3, 3, 2Ability 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. 920, 4, 3, 3, 3, 2Foe SlayerAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.Source: Player's Handbook, p. 92Rogue8Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, StealthIntelligence4light armorsimple weapons, hand crossbows, longswords, rapiers, shortswordsthieves' tools4d4x10Starting RogueAs 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 StealthYou 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. 94Multiclass RogueTo multiclass as a Rogue, you must meet the following prerequisites:• Dexterity 13You 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 StealthSource: Player's Handbook, p. 163ExpertiseAt 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. 96Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level.Source: Player's Handbook, p. 96Thieves' CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Source: Player's Handbook, p. 96Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Source: Player's Handbook, p. 963, 2Roguish ArchetypeAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.Source: Player's Handbook, p. 96Roguish Archetype: Arcane TricksterSome 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. 97Spellcasting (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 modifierSource: Player's Handbook, p. 98Mage 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. 98Roguish Archetype: AssassinYou 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. 97Bonus 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. 97Assassinate (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. 97Roguish Archetype: ThiefYou 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. 97Fast 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. 97Second-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. 973, 3Ability Score ImprovementWhen 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. 963, 3Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.Source: Player's Handbook, p. 963, 33, 4, 2EvasionBeginning 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. 963, 4, 2Ability 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. 963, 4, 2Magical 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. 98Infiltration 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. 97Supreme 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. 974, 4, 3Ability 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. 964, 4, 3Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.Source: Player's Handbook, p. 964, 4, 3Ability 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. 964, 4, 3, 2Versatile 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. 98Imposter (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. 97Use 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. 974, 4, 3, 2BlindsenseStarting 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. 964, 4, 3, 2Slippery MindBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.Source: Player's Handbook, p. 96wisdom4, 4, 3, 3Ability 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. 964, 4, 3, 3Spell 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. 98Death 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. 97Thief'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. 974, 4, 3, 3ElusiveBeginning 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. 964, 4, 3, 3, 1Ability 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. 964, 4, 3, 3, 1Stroke of LuckAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.Source: Player's Handbook, p. 97Sorcerer6Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, ReligionCharisma2nonedaggers, darts, slings, quarterstaffs, light crossbowsnone3d4x10Starting SorcererAs 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 ReligionYou 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. 99Multiclass SorcererTo multiclass as a Sorcerer, you must meet the following prerequisites:• Charisma 13You gain the following proficiencies:• noneSource: Player's Handbook, p. 1634, 2SpellcastingAn 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 modifierSource: Player's Handbook, p. 101Sorcerous OriginChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.Source: Player's Handbook, p. 101Sorcerous Origin: Draconic BloodlineYour 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. 102Black 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. 102Blue 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. 102Brass 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. 102Bronze 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. 102Copper 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. 102Gold 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. 102Green 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. 102Red 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. 102Silver 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. 102White 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. 102Draconic 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. 102ac +3hp +1Sorcerous Origin: Wild MagicYour 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. 103Wild 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. 103Tides 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. 1034, 3Font of MagicAt 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. 1014, 4, 2MetamagicAt 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. 101Metamagic: Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Source: Player's Handbook, p. 102Metamagic: Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Source: Player's Handbook, p. 102Metamagic: Empowered SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Source: Player's Handbook, p. 102Metamagic: Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Source: Player's Handbook, p. 102Metamagic: Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Source: Player's Handbook, p. 102Metamagic: Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Source: Player's Handbook, p. 102Metamagic: Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Source: Player's Handbook, p. 102Metamagic: Twinned SpellWhen you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 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. 1025, 4, 3Ability Score ImprovementWhen 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. 1025, 4, 3, 25, 4, 3, 3Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Elemental 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. 102Bend 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. 1035, 4, 3, 3, 15, 4, 3, 3, 2Ability 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. 1025, 4, 3, 3, 3, 16, 4, 3, 3, 3, 2Metamagic Option (3rd)At 10th level, you learn an additional metamagic option.Source: Player's Handbook, p. 101Metamagic: Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Source: Player's Handbook, p. 102Metamagic: Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Source: Player's Handbook, p. 102Metamagic: Empowered SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Source: Player's Handbook, p. 102Metamagic: Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Source: Player's Handbook, p. 102Metamagic: Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Source: Player's Handbook, p. 102Metamagic: Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Source: Player's Handbook, p. 102Metamagic: Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Source: Player's Handbook, p. 102Metamagic: Twinned SpellWhen you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 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. 1026, 4, 3, 3, 3, 2, 16, 4, 3, 3, 3, 2, 1Ability 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. 1026, 4, 3, 3, 3, 2, 1, 16, 4, 3, 3, 3, 2, 1, 1Dragon 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. 103Controlled 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. 1036, 4, 3, 3, 3, 2, 1, 1, 16, 4, 3, 3, 3, 2, 1, 1, 1Ability 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. 1026, 4, 3, 3, 3, 2, 1, 1, 1, 1Metamagic Option (4th)At 17th level, you learn an additional metamagic option.Source: Player's Handbook, p. 101Metamagic: Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Source: Player's Handbook, p. 102Metamagic: Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Source: Player's Handbook, p. 102Metamagic: Empowered SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Source: Player's Handbook, p. 102Metamagic: Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Source: Player's Handbook, p. 102Metamagic: Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Source: Player's Handbook, p. 102Metamagic: Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Source: Player's Handbook, p. 102Metamagic: Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Source: Player's Handbook, p. 102Metamagic: Twinned SpellWhen you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 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. 1026, 4, 3, 3, 3, 3, 1, 1, 1, 1Draconic 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. 103Spell 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. 1036, 4, 3, 3, 3, 3, 2, 1, 1, 1Ability 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. 1026, 4, 3, 3, 3, 3, 2, 2, 1, 1Sorcerous RestorationAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest.Source: Player's Handbook, p. 102Warlock8Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, ReligionCharisma2light armorsimple weaponsnone4d4x10Starting WarlockAs 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 ReligionYou 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. 105Multiclass WarlockTo multiclass as a Warlock, you must meet the following prerequisites:• Charisma 13You gain the following proficiencies:• light armor, simple weaponsSource: Player's Handbook, p. 1632, 1Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. Cantrips: You know two cantrips of your choice from the warlock spell list. You learn 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. 107Otherworldly PatronAt 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. 107Otherworldly Patron: The ArchfeyYour 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, sleep2nd — calm emotions, phantasmal force3rd — blink, plant growth4th — dominate beast, greater invisibility5th — dominate person, seemingSource: Player's Handbook, p. 108Fey 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. 109Otherworldly Patron: The FiendYou 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, command2nd — blindness/deafness, scorching ray3rd — fireball, stinking cloud4th — fire shield, wall of fire5th — flame strike, hallowSource: Player's Handbook, p. 109Dark 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. 109Otherworldly Patron: The Great Old OneYour 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 laughter2nd — detect thoughts, phantasmal force3rd — clairvoyance, sending4th — dominate beast, Evard’s black tentacles5th — dominate person, telekinesisSource: Player's Handbook, p. 109Awakened 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. 1102, 2Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. 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. 1072, 0, 2Pact BoonAt 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. 107Pact Boon: Pact of the BladeYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Source: Player's Handbook, p. 107Pact Boon: Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.Source: Player's Handbook, p. 107Pact Boon: Pact of the TomeYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (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. 1083, 0, 2Ability Score ImprovementWhen 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. 1083, 0, 0, 2Additional InvocationAt 5th level, you learn an additional Eldritch Invocation.Source: Player's Handbook, p. 1073, 0, 0, 2Misty 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. 109Dark 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 restSource: Player's Handbook, p. 109Entropic 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. 1103, 0, 0, 0, 2Additional InvocationAt 7th level, you learn an additional Eldritch Invocation.Source: Player's Handbook, p. 1073, 0, 0, 0, 2Ability 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. 1083, 0, 0, 0, 0, 2Additional InvocationAt 9th level, you learn an additional Eldritch Invocation.Source: Player's Handbook, p. 1074, 0, 0, 0, 0, 2Beguiling 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. 109Fiendish 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. 109Thought 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. 1104, 0, 0, 0, 0, 3Mystic ArcanumAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.Source: Player's Handbook, p. 1084, 0, 0, 0, 0, 3Ability 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. 108Additional InvocationAt 12th level, you learn an additional Eldritch Invocation.Source: Player's Handbook, p. 1074, 0, 0, 0, 0, 34, 0, 0, 0, 0, 3Dark 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. 109Hurl 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. 109Create 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. 1104, 0, 0, 0, 0, 3Additional InvocationAt 15th level, you learn an additional Eldritch Invocation.Source: Player's Handbook, p. 1074, 0, 0, 0, 0, 3Ability 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. 1084, 0, 0, 0, 0, 44, 0, 0, 0, 0, 4Additional InvocationAt 18th level, you learn an additional Eldritch Invocation.Source: Player's Handbook, p. 1074, 0, 0, 0, 0, 4Ability 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. 1084, 0, 0, 0, 0, 4Eldritch MasterAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.Source: Player's Handbook, p. 108Wizard6Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, ReligionIntelligence2nonedaggers, darts, slings, quarterstaffs, light crossbowsnone4d4x10Starting WizardAs 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 ReligionYou 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 spellbookAlternatively, you may start with 4d4x10 gp and choose your own equipment.Source: Player's Handbook, p. 112Multiclass WizardTo multiclass as a Wizard, you must meet the following prerequisites:• Intelligence 13You gain the following proficiencies:• noneSource: Player's Handbook, p. 1633, 2SpellcastingAs 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. 114SpellbookThe 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. 114Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Source: Player's Handbook, p. 1153, 3Arcane TraditionWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.Source: Player's Handbook, p. 115Arcane Tradition: School of AbjurationWhen 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. 115Abjuration 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. 115Arcane 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. 115Arcane Tradition: School of ConjurationWhen 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. 116Conjuration 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. 116Minor 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. 116Arcane Tradition: School of DivinationWhen 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. 116Divination 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. 116Portent (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. 116Arcane Tradition: School of EnchantmentWhen 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. 117Enchantment 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. 117Hypnotic 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. 117Arcane Tradition: School of EvocationWhen 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. 117Evocation 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. 117Sculpt 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. 117Arcane Tradition: School of IllusionWhen 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. 118Illusion 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. 118Improved 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. 118Arcane Tradition: School of NecromancyWhen 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. 118Necromancy 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. 118Grim 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. 118Arcane Tradition: School of TransmutationWhen 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. 119Transmutation 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. 119Minor 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. 119Channel 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. 97Channel 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. 59Channel 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. 60Channel 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. 61Channel 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. 62Channel 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. 63Channel 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. 62Channel 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. 633, 4, 24, 4, 3Ability Score ImprovementWhen 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. 1153, 4, 3, 23, 4, 3, 3Projected 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. 115Benign 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. 116Expert 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. 116Instinctive 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. 117Potent 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. 117Malleable 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. 118Undead 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. 119Transmuter'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. 119Reaper (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. 96Blessings 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. 59Disciple 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. 60Bonus Cantrip (Light Domain) (Theurgy)You gain the light cantrip if you don’t already know it.Source: Player's Handbook, p. 61Warding 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. 61Acolyte 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. 62Wrath 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. 62Blessing 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. 63War 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. 633, 4, 3, 3, 13, 4, 3, 3, 2Ability 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. 1153, 4, 3, 3, 3, 15, 4, 3, 3, 3, 2Improved 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. 115Focused 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. 116The 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. 116Split 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. 117Empowered 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. 117Illusory 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. 118Inured 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. 119Shapechanger (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. 119Inescapable 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. 97Channel 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. 59Blessed 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. 60Improved 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. 61Dampen 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. 62Thunderbolt 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. 62Channel 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. 63Channel 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. 635, 4, 3, 3, 3, 2, 15, 4, 3, 3, 3, 2, 1Ability 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. 1155, 4, 3, 3, 3, 2, 1, 15, 4, 3, 3, 3, 2, 1, 1Spell 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. 116Durable 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. 116Greater 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. 117Alter 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. 117Overchannel (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. 118Illusory 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. 118Command 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. 119Master 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. 119Improved 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. 97Visions 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. 60Supreme 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. 60Corona 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. 61Master 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. 62Stormborn (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. 62Improved 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. 63Avatar of Battle (War Domain) (Theurgy)You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Source: Player's Handbook, p. 635, 4, 3, 3, 3, 2, 1, 1, 15, 4, 3, 3, 3, 2, 1, 1, 1Ability 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. 1155, 4, 3, 3, 3, 2, 1, 1, 1, 15, 4, 3, 3, 3, 3, 1, 1, 1, 1Spell MasteryAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.Source: Player's Handbook, p. 1155, 4, 3, 3, 3, 3, 2, 1, 1, 1Ability 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. 1155, 4, 3, 3, 3, 3, 2, 2, 1, 1Signature SpellWhen 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. 115ActorSkilled 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. 165charisma +1AlertAlways 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. 165initiative +5Athlete (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. 165dexterity +1Athlete (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. 165strength +1ChargerWhen 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. 165Crossbow ExpertThanks 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. 165Defensive DuelistDexterity 13 or higherWhen 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. 165Dual WielderYou 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. 165Dungeon DelverAlert 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. 166DurableHardy 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. 166constitution +1Elemental Adept (Acid)The ability to cast at least one spellSpells 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. 166Elemental Adept (Cold)The ability to cast at least one spellSpells 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. 166Elemental Adept (Fire)The ability to cast at least one spellSpells 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. 166Elemental Adept (Lightning)The ability to cast at least one spellSpells 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. 166Elemental Adept (Thunder)The ability to cast at least one spellSpells 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. 166GrapplerStrength 13 or higherYou've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits.• You have advantage on attack rolls against a creature you are grappling.• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.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. 167Great Weapon MasterYou'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. 167HealerYou 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. 167Heavily ArmoredProficiency with medium armorYou 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. 167strength +1Heavy Armor MasterProficiency with heavy armorYou 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. 167strength +1Inspiring LeaderCharisma 13 or higherYou 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. 167Keen MindYou 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. 167intelligence +1Lightly 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. 167dexterity +1Lightly 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. 167strength +1LinguistYou 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. 167intelligence +1LuckyYou 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. 167Mage SlayerYou 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. 168Magic 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. 168Magic 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. 168Magic 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. 168Magic 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. 168Magic 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. 168Magic 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. 168Martial AdeptYou 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. 168Medium Armor MasterProficiency with medium armorYou 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. 168MobileYou 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. 168speed +10Moderately Armored (Dexterity)Proficiency with light armorYou 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. 168dexterity +1Moderately Armored (Strength)Proficiency with light armorYou 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. 168strength +1Mounted CombatantYou 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. 168Observant (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. 168passive wisdom +5intelligence +1Observant (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. 168passive wisdom +5wisdom +1Polearm MasterYou 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. 168Resilient (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. 168charismacharisma +1Resilient (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. 168constitutionconstitution +1Resilient (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. 168dexteritydexterity +1Resilient (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. 168intelligenceintelligence +1Resilient (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. 168strengthstrength +1Resilient (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. 168wisdomwisdom +1Ritual Caster (Bard)Intelligence or Wisdom 13 or higherYou 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. 169Ritual Caster (Cleric)Intelligence or Wisdom 13 or higherYou 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. 169Ritual Caster (Druid)Intelligence or Wisdom 13 or higherYou 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. 169Ritual Caster (Sorcerer)Intelligence or Wisdom 13 or higherYou 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. 169Ritual Caster (Warlock)Intelligence or Wisdom 13 or higherYou 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. 169Ritual Caster (Wizard)Intelligence or Wisdom 13 or higherYou 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. 169Savage AttackerOnce 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. 169SentinelYou 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. 169SharpshooterYou 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. 170Shield MasterYou 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. 170SkilledYou gain proficiency in any combination of three skills or tools of your choice.Source: Player's Handbook, p. 170SkulkerDexterity 13 or higherYou 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. 170Spell SniperThe ability to cast at least one spellYou 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. 170Tavern BrawlerAccustomed 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. 170ToughYour 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. 170War CasterThe ability to cast at least one spellYou 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. 170Weapon 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. 170dexterity +1Weapon 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. 170strength +1AcolyteInsight, ReligionDescriptionYou 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 ProficienciesYour background grants you the following proficiencies.Skills: Insight, ReligionLanguages: any two of your choiceTools: noneShelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.Source: Player's Handbook, p. 127EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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 attitude5. 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.IdealChoose or randomly determine1. 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)BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.CharlatanDeception, Sleight of HandDescriptionYou 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 SchemesEvery 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 ProficienciesYour background grants you the following proficiencies.Skills: Deception, Sleight of HandLanguages: noneTools: disguise kits, forgery kitsFalse IdentityYou 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. 128EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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)BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.CriminalDeception, StealthDescriptionYou 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 SpecialtyThere 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. Blackmailer2. Burglar3. Enforcer4. Fence5. Highway Robber6. Hired Killer7. Pickpocket8. SmugglerStarting ProficienciesYour background grants you the following proficiencies.Skills: Deception, StealthLanguages: noneTools: one type of gaming set, thieves' toolsCriminal ContactYou 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. 129EquipmentA crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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). BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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. EntertainerAcrobatics, PerformanceDescriptionYou 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 RoutinesA 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. TumblerStarting ProficienciesYour background grants you the following proficiencies.Skills: Acrobatics, PerformanceLanguages: noneTools: disguise kits, one type of musical instrumentBy Popular DemandYou 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. 130EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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). BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.Folk HeroAnimal Handling, SurvivalDescriptionYou 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 EventYou 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 ProficienciesYour background grants you the following proficiencies.Skills: Animal Handling, SurvivalLanguages: noneTools: one type of artisan's tools, land vehiclesRustic HospitalitySince 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. 131EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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? IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.GladiatorAcrobatics, PerformanceDescriptionA 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 ProficienciesYour background grants you the following proficiencies.Skills: Acrobatics, PerformanceLanguages: noneTools: disguise kits, one type of musical instrumentBy Popular DemandYou 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. 131EquipmentAn 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 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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). BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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 ArtisanInsight, PersuasionDescriptionYou 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 ProficienciesYour background grants you the following proficiencies.Skills: Insight, PersuasionLanguages: any one of your choiceTools: one type of artisan's toolsGuild MembershipAs 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. 132EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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.BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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 MerchantInsight, PersuasionDescriptionInstead 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 ProficienciesYour background grants you the following proficiencies.Skills: Insight, PersuasionLanguages: any one of your choiceTools: navigator's toolsGuild MembershipAs 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. 133EquipmentA mule and a cart, a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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.BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.HermitMedicine, ReligionDescriptionYou 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 SeclusionWhat 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 ProficienciesYour background grants you the following proficiencies.Skills: Medicine, ReligionLanguages: any one of your choiceTools: herbalism kitsDiscoveryThe 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. 134EquipmentA scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.KnightHistory, PersuasionDescriptionA 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 ProficienciesYour background grants you the following proficiencies.Skills: History, PersuasionLanguages: any one of your choiceTools: one type of gaming setRetainerYou 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. 136EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.NobleHistory, PersuasionDescriptionYou 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: RetainersYou 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 ProficienciesYour background grants you the following proficiencies.Skills: History, PersuasionLanguages: any one of your choiceTools: one type of gaming setPosition of PrivilegeThanks 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. 135EquipmentA set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.OutlanderAthletics, SurvivalDescriptionYou 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.OriginYou'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. Forester2. Trapper3. Homesteader4. Guide5. Exile or outcast6. Bounty Hunter7. Pilgrim8. Tribal nomad9. Hunter-gatherer10. Tribal marauderStarting ProficienciesYour background grants you the following proficiencies.Skills: Athletics, SurvivalLanguages: any one of your choiceTools: one type of musical instrumentWandererYou 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. 136EquipmentA staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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. PirateAthletics, PerceptionDescriptionYou 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 PassageWhen 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 ProficienciesYour background grants you the following proficiencies.Skills: Athletics, PerceptionLanguages: noneTools: navigator's tools, water vehiclesBad ReputationNo 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. 139EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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. FlawChoose or randomly determine1. 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.SageArcana, HistoryDescriptionYou 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.SpecialtyTo determine the nature of your scholarly training, roll 1d8 or choose from the options below.1. Alchemist2. Astronomer3. Discredited academic4. Librarian5. Professor6. Researcher7. Wizard's apprentice8. ScribeStarting ProficienciesYour background grants you the following proficiencies.Skills: Arcana, HistoryLanguages: any two of your choiceTools: noneResearcherWhen 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. 137EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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). BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.SailorAthletics, PerceptionDescriptionYou 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 ReputationIf 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 ProficienciesYour background grants you the following proficiencies.Skills: Athletics, PerceptionLanguages: noneTools: navigator's tools, water vehiclesShip's PassageWhen 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. 139EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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. FlawChoose or randomly determine1. 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.SoldierAthletics, IntimidationDescriptionWar 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.SpecialtyDuring 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 ProficienciesYour background grants you the following proficiencies.Skills: Athletics, IntimidationLanguages: noneTools: one type of gaming set, land vehiclesMilitary RankYou 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. 140EquipmentAn 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 gpPersonality TraitChoose or randomly determine1. 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. IdealChoose or randomly determine1. 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).BondChoose or randomly determine1. 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. FlawChoose or randomly determine1. 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.SpyDeception, StealthDescriptionAlthough 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 ProficienciesYour background grants you the following proficiencies.Skills: Deception, StealthLanguages: noneTools: one type of gaming set, thieves' toolsCriminal ContactYou 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. 130EquipmentA crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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). BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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. UrchinSleight of Hand, StealthDescriptionYou 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 ProficienciesYour background grants you the following proficiencies.Skills: Sleight of Hand, StealthLanguages: noneTools: disguise kits, thieves' toolsCity SecretsYou 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. 141EquipmentA 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 gpPersonality TraitChoose or randomly determine1. 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.IdealChoose or randomly determine1. 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.BondChoose or randomly determine1. 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.FlawChoose or randomly determine1. 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.Acid Splash0CNO60 feetV, SInstantaneousFighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, WizardYou 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. 2111d6Aid2ANO30 feetV, S, M (a tiny strip of white cloth) 8 hoursArtificer, Cleric, PaladinYour 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. 211Aid*2ANO30 feetV, S, M (a tiny strip of white cloth) 8 hoursCleric (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)Alarm1AYES30 feetV, S, M (a tiny bell and a piece of fine silver wire) 8 hoursArtificer, Fighter (Eldritch Knight), Ranger, WizardYou 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. 211Alarm (Ritual Only)1AYES30 feetV, S, M (a tiny bell and a piece of fine silver wire) 8 hoursRitual CasterYou 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, WizardSource: Player's Handbook, p. 211Alter Self2TNOSelfV, SConcentration, up to 1 hourArtificer, Sorcerer, WizardYou 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. 211Animal Friendship1ENNO30 feetV, S, M (a morsel of food) 24 hoursBard, Druid, RangerThis 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. 212Animal Friendship*1ENNO30 feetV, S, M (a morsel of food) 24 hoursCleric (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 Messenger2ENYES30 feetV, S, M (a morsel of food) 24 hoursBard, Druid, RangerBy 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. 212Animal Messenger (Ritual Only)2ENYES30 feetV, S, M (a morsel of food) 24 hoursRitual CasterBy 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, RangerSource: Player's Handbook, p. 212Animal Shapes8TNO30 feetV, SConcentration, up to 24 hoursDruidYour 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. 212Animate Dead3NNO10 feetV, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) InstantaneousCleric, WizardThis 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. 212Animate Dead*3NNO10 feetV, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) InstantaneousCleric (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 Objects5TNO120 feetV,SConcentration, up to 1 minuteBard, Sorcerer, WizardObjects 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. 213Animate Objects*5TNO120 feetV,SConcentration, up to 1 minuteCleric (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 Shell5ANOSelf (10-foot radius)V, SConcentration, up to 1 hourDruidA 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. 213Antilife Shell*5ANOSelf (10-foot radius)V, SConcentration, up to 1 hourCleric (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 Field8ANOSelf (10-foot-radius sphere)V, S M (a pinch of powdered iron or iron filings)Concentration, up to 1 hourCleric, WizardA 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. 213Antipathy/Sympathy8ENNO60 feetV, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)10 daysDruid, WizardThis 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. 214Arcane Eye4DNO30 feetV, S, M (a bit of bat fur)Concentration, up to 1 hourArtificer, 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. 214Arcane Eye*4DNO30 feetV, S, M (a bit of bat fur)Concentration, up to 1 hourCleric (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 Gate6CNO500 feetV, SConcentration, up to 10 minutesSorcerer, Warlock, WizardYou 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. 214Arcane Lock2ANOTouchV, S, M (gold dust worth at least 25 gp, which the spell consumes)Until dispelledArtificer, Fighter (Eldritch Knight), WizardYou 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. 215Armor of Agathys1ANOSelfV, S, M (a cup of water)1 hourWarlockA 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. 215Armor of Agathys*1ANOSelfV, S, M (a cup of water)1 hourPaladin (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 Hadar1CNOSelf (10-foot radius)V, SInstantaneousWarlockYou 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. 2152d6Astral Projection9NNO10 feetV, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)SpecialCleric, Warlock, WizardYou 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. 215Augury2DYESSelfV, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)InstantaneousClericBy 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. 215Augury*2DYESSelfV, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)InstantaneousCleric (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)2DYESSelfV, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)InstantaneousRitual CasterBy 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: ClericSource: Player's Handbook, p. 215Aura of Life4ANOSelf (30-foot radius)VConcentration, up to 10 minutesPaladin, 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. 216Aura of Purity4ANOSelf (30-foot radius)VConcentration, up to 10 minutesPaladinPurifying 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. 216Aura of Vitality3EVNOSelf (30-foot radius)VConcentration, up to 1 minutePaladinHealing 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. 2162d6Aura of Vitality*3EVNOSelf (30-foot radius)VConcentration, up to 1 minutePaladin (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)2d6Awaken5TNOTouchV, S, M (an agate worth at least 1,000 gp, which the spell consumes)InstantaneousBard, DruidAfter 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. 216Bane1ENNO30 feetV, S, M (a drop of blood)Concentration, up to 1 minuteBard, ClericUp 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. 216Bane*1ENNO30 feetV, S, M (a drop of blood)Concentration, up to 1 minuteCleric (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 Smite5ANOSelfVConcentration, up to 1 minutePaladin, 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. 2165d10Banishment4ANO60 feetV, S, M (an item distasteful to the target)Concentration, up to 1 minuteFighter (Eldritch Knight), Cleric, Paladin, Ranger (Horizon Walker), Ranger (Monster Slayer), Sorcerer, Warlock, WizardYou 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. 217Banishment*4ANO60 feetV, S, M (an item distasteful to the target)Concentration, up to 1 minutePaladin (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)Barkskin2TNOTouchV, S, M (a handful of oak bark)Concentration, up to 1 hourDruid, RangerYou 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. 217Barkskin*2TNOTouchV, S, M (a handful of oak bark)Concentration, up to 1 hourCleric (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 of Hope3ANO30 feetV, SConcentration, up to 1 minuteClericThis 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. 217Beacon of Hope*3ANO30 feetV, SConcentration, up to 1 minuteCleric (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 Sense2DYESTouchSConcentration, up to 1 hourDruid, RangerYou 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. 217Beast Sense (Ritual Only)2DYESTouchSConcentration, up to 1 hourRitual CasterYou 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, RangerSource: Player's Handbook, p. 217Bestow Curse3NNOTouchV, SConcentration, up to 1 minuteBard, Cleric, WizardYou 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. 218Bestow Curse*3NNOTouchV, SConcentration, up to 1 minutePaladin (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 Hand5EVNO120 feetV, S, M (an eggshell and a snakeskin glove)Concentration, up to 1 minuteWizardYou 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. 2184d82d6+SPELLBlade Barrier6EVNO90 feetV, SConcentration, up to 10 minutesClericYou 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. 2186d10Blade Ward0ANOSelfV, S1 roundFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardYou 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. 218Bless1ENNO30 feetV, S, M (a sprinkling of holy water)Concentration, up to 1 minuteCleric, PaladinYou 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. 219Bless*1ENNO30 feetV, S, M (a sprinkling of holy water)Concentration, up to 1 minuteCleric (Life), PaladinYou 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)Blight4NNO30 feetV, SInstantaneousDruid, Sorcerer, Warlock, WizardNecromantic 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. 2198d8Blight*4NNO30 feetV, SInstantaneousCleric (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)8d8Blinding Smite3EVNOSelfVConcentration, up to 1 minutePaladin, 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. 2193d8Blindness/Deafness2NNO30 feetV1 minuteBard, Cleric, Sorcerer, Warlock (Fiend), Warlock (Undying), WizardYou 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. 219Blindness/Deafness*2NNO30 feetV1 minuteCleric (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)Blink3TNOSelfV, S1 minuteArtificer, Sorcerer, Warlock (Archfey), Warlock (Hexblade), WizardRoll 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. 219Blink*3TNOSelfV, S1 minuteCleric (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)Blur2INOSelfVConcentration, up to 1 minuteArtificer, Rogue (Arcane Trickster), Sorcerer, WizardYour 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. 219Blur*2INOSelfVConcentration, up to 1 minuteDruid (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)Branding Smite2EVNOSelfVConcentration, up to 1 minutePaladin, 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. 2192d6Breath of Winter1EVNOSelf (60-foot cone)V, S, 6 ki pointsInstantaneousMonk (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. 818d8Burning Hands1EVNOSelf (15-foot cone)V, SInstantaneousFighter (Eldritch Knight), Sorcerer, Warlock (Fiend), WizardAs 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. 2203d6Burning Hands*1EVNOSelf (15-foot cone)V, SInstantaneousCleric (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)3d6Call Lightning3CNO120 feetV, SConcentration, up to 10 minutesDruidA 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. 2203d10Call Lightning*3CNO120 feetV, SConcentration, up to 10 minutesCleric (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)3d10Calm Emotions2ENNO60 feetV, SConcentration, up to 1 minuteBard, 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. 221Calm Emotions*2ENNO60 feetV, SConcentration, up to 1 minutePaladin (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)Chain Lightning6EVNO150 feetV, S, M (a bit of fur, a piece of amber, glass, or crystal rod, and three silver pins) InstantaneousSorcerer, WizardYou 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. 22110d8Charm Person1ENNO30 feetV, S1 hourRogue (Arcane Trickster), Bard, Druid, Sorcerer, Warlock, WizardYou 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. 221Charm Person*1ENNO30 feetV, S1 hourCleric (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 Touch0NNO120 feetV, S1 roundFighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, WizardYou 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. 2211d8Chromatic Orb1EVNO90 feetV, S, M (a diamond worth at least 50 gp)InstantaneousFighter (Eldritch Knight), Sorcerer, WizardYou 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 1stSource: Player's Handbook, p. 2213d8Circle of Death6NNO150 feetV, S, M (the powder of a crushed black pearl worth at least 500 gp)InstantaneousSorcerer, Warlock, WizardA 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. 2218d6Circle of Power5ANOSelf (30-foot radius)VConcentration, up to 10 minutesPaladinDivine 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. 222Circle of Power*5ANOSelf (30-foot radius)VConcentration, up to 10 minutesPaladin (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)Clairvoyance3DNO1 mileV, 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 minutesBard, 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. 222Clench of the North Wind1ENNO60 feetV, S, 3 ki pointsConcentration, up to 1 minuteMonk (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. 81Clone8NNOTouchV, 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)InstantaneousWizardThis 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. 222Cloud of Daggers2CNO60 feetV, S, M (a sliver of glass)Concentration, up to 1 minuteBard, Sorcerer, Warlock, WizardYou 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. 2224d4Cloudkill5CNO120 feetV, SConcentration, up to 10 minutesSorcerer, WizardYou 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. 2225d8Cloudkill*5CNO120 feetV, SConcentration, up to 10 minutesCleric (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)5d8Color Spray1INOSelf (15-foot cone)V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)1 roundRogue (Arcane Trickster), Sorcerer, WizardA 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. 2226d10Command1ENNO60 feetV1 roundCleric, 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. 223Command*1ENNO60 feetV1 roundCleric (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 Strike1NONoneFighter (Battle Master), Martial AdeptWhen 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. 74Commune5DYESSelfV, S, M (incense and a vial of holy or unholy water)1 minuteCleric, 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. 223Commune*5DYESSelfV, S, M (incense and a vial of holy or unholy water)1 minuteCleric (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)5DYESSelfV, S, M (incense and a vial of holy or unholy water)1 minuteRitual CasterYou 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: ClericSource: Player's Handbook, p. 223Commune with Nature5DYESSelfV, SInstantaneousDruid, RangerYou 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. 224Commune with Nature*5DYESSelfV, SInstantaneousDruid (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)5DYESSelfV, SInstantaneousRitual CasterYou 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, RangerSource: Player's Handbook, p. 224Compelled Duel1ENNO30 feetVConcentration, up to 1 minutePaladin, 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. 224Compelled Duel*1ENNO30 feetVConcentration, up to 1 minuteCleric (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 Languages1DYESSelfV, S, M (a pinch of soot and salt)1 hourBard, Sorcerer, Warlock, WizardFor 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. 224Comprehend Languages (Ritual Only)1DYESSelfV, S, M (a pinch of soot and salt)1 hourRitual CasterFor 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, WizardSource: Player's Handbook, p. 224Compulsion4ENNO30 feetV, SConcentration, up to 1 minuteBardCreatures 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. 224Compulsion*4ENNO30 feetV, SConcentration, up to 1 minuteCleric (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 Cold5EVNOSelf (60-foot cone)V, S, M (a small crystal or glass cone)InstantaneousSorcerer, Warlock (Hexblade), Warlock (Raven Queen), WizardA 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. 2248d8Cone of Cold*5EVNOSelf (60-foot cone)V, S, M (a small crystal or glass cone)InstantaneousDruid (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)8d8Confusion4ENNO90 feetV, S, M (three nut shells)Concentration, up to 1 minuteRogue (Arcane Trickster), Bard, Druid, Sorcerer, WizardThis 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. 224Confusion*4ENNO90 feetV, S, M (three nut shells)Concentration, up to 1 minuteCleric (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 Animals3CNO60 feetV, SConcentration, up to 1 hourDruid, 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. 225Conjure Barrage3CNOSelf (60-foot cone)V, S, M (one piece of ammunition or a thrown weapon)InstantaneousRangerYou 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. 2253d8Conjure Celestial7CNO90 feetV, SConcentration, up to 1 hourClericYou 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. 225Conjure Elemental5CNO90 feetV, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)Concentration, up to 1 hourDruid, WizardYou 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. 225Conjure Elemental*5CNO90 feetV, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)Concentration, up to 1 hourDruid (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 Fey6CNO90 feetV, SConcentration, up to 1 hourDruid, WarlockYou 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. 226Conjure Minor Elementals4CNO90 feetV, SConcentration, up to 1 hourDruid, WizardYou 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 slotSource: Player's Handbook, p. 226Conjure Volley5CNO150 feetV, S, M (one piece of ammunition or one thrown weapon)InstantaneousRangerYou 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. 2268d8Conjure Woodland Beings4CNO60 feetV, S, M (one holly berry per creature summoned)Concentration, up to 1 hourDruid, RangerYou 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. 226Contact Other Plane5DYESSelfV1 minuteWarlock, WizardYou 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. 226Contact Other Plane (Ritual Only)5DYESSelfV1 minuteRitual CasterYou 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, WizardSource: Player's Handbook, p. 226Contagion5NNOTouchV, S7 daysCleric, 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. 227Contagion*5NNOTouchV, S7 daysPaladin (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)Contingency6EVNOSelfV, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) 10 daysWizardChoose 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. 227Continual Flame2EVNOTouchV, S, M (ruby dust worth 50 gp, which the spell consumes) Until dispelledArtificer, Fighter (Eldritch Knight), Cleric, WizardA 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. 227Control Water4TNO300 feetV, S , M (a drop of water and a pinch of dust)Concentration, up to 10 minutesCleric, Druid, WizardUntil 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. 227Control Water*4TNO300 feetV, S , M (a drop of water and a pinch of dust)Concentration, up to 10 minutesCleric (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 Weather8TNOSelf (5-mile radius)V, S, M (burning incense and bits of earth and wood mixed in water)Concentration, up to 8 hoursCleric, Druid, WizardYou 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 — StormSource: Player's Handbook, p. 228Cordon of Arrows2TNO5 feetV, S, M (four or more arrows or bolts) 8 hoursRangerYou 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 2ndSource: Player's Handbook, p. 2281d6Counterspell3ANO60 feetSInstantaneousFighter (Eldritch Knight), Sorcerer, Warlock, WizardYou 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. 228Counterspell*3ANO60 feetSInstantaneousPaladin (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 Food and Water3CNO30 feetV, SInstantaneousCleric, PaladinYou 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. 229Create Food and Water*3CNO30 feetV, SInstantaneousDruid (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 or Destroy Water1TNO30 feetV, S, M (a drop of water if creating water or a few grains of sand if destroying it)InstantaneousCleric, DruidYou 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. 229Create Undead6NNO10 feetV, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.)InstantaneousCleric, Warlock, WizardYou 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 mummiesSource: Player's Handbook, p. 229Creation5INO30 feetV, S, M (a tiny piece of matter of the same type of the item you plan to create) SpecialSorcerer, WizardYou 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. 229Creation*5INO30 feetV, S, M (a tiny piece of matter of the same type of the item you plan to create) SpecialCleric (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 Madness2ENNO120 feetV, SConcentration, up to 1 minuteRogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardOne 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. 229Crown of Madness*2ENNO120 feetV, SConcentration, up to 1 minutePaladin (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)Crusader's Mantle3EVNOSelfVConcentration, up to 1 minutePaladinHoly 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. 2301d4Crusader's Mantle*3EVNOSelfVConcentration, up to 1 minuteCleric (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)1d4Cure Wounds1EVNOTouchV, SInstantaneousArtificer, 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. 2301d8+SPELLCure Wounds*1EVNOTouchV, SInstantaneousCleric (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+SPELLDancing Lights0EVNO120 feetV, S, M Concentration, up to 1 minuteFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, WizardYou 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. 230Darkness2EVNO60 feetV, M (bat fur and a drop of pitch or piece of coal)Concentration, up to 10 minutesFighter (Eldritch Knight), Sorcerer, Warlock, WizardMagical 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. 230Darkness*2EVNO60 feetV, M (bat fur and a drop of pitch or piece of coal)Concentration, up to 10 minutesDruid (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)Darkvision2TNOTouchV, S, M (either a pinch of dried carrot or an agate)8 hoursArtificer, Druid, Ranger, Sorcerer, WizardYou 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. 230Daylight3EVNO60 feetV, S1 hourCleric, 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. 230Daylight*3EVNO60 feetV, S1 hourCleric (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 Ward4ANOTouchV, S8 hoursArtificer, 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. 230Death Ward*4ANOTouchV, S8 hoursCleric (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 Fireball7EVNO150 feetV, S, M (a tine ball of bat guano and sulfur)Concentration, up to 1 minuteSorcerer, WizardA 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. 23012d6Demiplane8CNO60 feetS1 hourWarlock, WizardYou 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. 231Destructive Wave5EVNOSelf (30-foot radius)VInstantaneousPaladinYou 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. 2315d6+5d6Destructive Wave*5EVNOSelf (30-foot radius)VInstantaneousCleric (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+5d6Detect Evil and Good1DNOSelfV, SConcentration, up to 10 minutesCleric, PaladinFor 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. 231Detect Magic1DYESSelfV, SConcentration, up to 10 minutesArtificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, WizardFor 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. 231Detect Magic*1DYESSelfV, SConcentration, up to 10 minutesCleric (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)1DYESSelfV, SConcentration, up to 10 minutesRitual CasterFor 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, WizardSource: Player's Handbook, p. 231Detect Poison and Disease1DYESSelfV, S, M (a yew leaf) Concentration, up to 10 minutesCleric, Druid, Paladin, RangerFor 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. 231Detect Poison and Disease (Ritual Only)1DYESSelfV, S, M (a yew leaf) Concentration, up to 10 minutesRitual CasterFor 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, RangerSource: Player's Handbook, p. 231Detect Thoughts2DNOSelfV, S, M (a copper piece)Concentration, up to 1 minuteBard, Sorcerer, Warlock (Great Old One), WizardFor 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. 231Dimension Door4CNO500 feetVInstantaneousBard, Sorcerer, Warlock, WizardYou 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. 233Dimension Door*4CNO500 feetVInstantaneousCleric (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)Disarming Attack1NONoneFighter (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. 74Disguise Self1INOSelfV,S1 hourArtificer, Bard, Rogue (Arcane Trickster), Ranger (Gloom Stalker), Sorcerer, WizardYou 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. 233Disguise Self*1INOSelfV,S1 hourCleric (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)Disintegrate6TNO60 feetV, S, M (a lodestone and a pinch of dust)InstantaneousSorcerer, WizardA 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. 23310d6+40Dispel Evil and Good5ANOSelfV, S, M (holy water or powdered silver and iron)Concentration, up to 1 minuteCleric, PaladinShimmering 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. 233Dispel Magic3ANO120 feetV, SInstantaneousFighter (Eldritch Knight), Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, WizardChoose 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. 234Dispel Magic*3ANO120 feetV, SInstantaneousCleric (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 Whispers1ENNO60 feetVInstantaneousBard, 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. 2343d6Distracting Strike1NONoneFighter (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. 74Divination4DYESSelfV, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) InstantaneousClericYour 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. 234Divination*4DYESSelfV, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) InstantaneousDruid (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)4DYESSelfV, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) InstantaneousRitual CasterYour 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: ClericSource: Player's Handbook, p. 234Divine Favor1EVNOSelfV, SConcentration, up to 1 minutePaladinYour 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. 2341d4Divine Favor*1EVNOSelfV, SConcentration, up to 1 minuteCleric (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)1d4Divine Word7EVNO30 feetVInstantaneousClericYou 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. 234Dominate Beast4ENNO60 feetV, SConcentration, up to 1 minuteDruid, 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. 234Dominate Beast*4ENNO60 feetV, SConcentration, up to 1 minuteCleric (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 Monster8ENNO60 feetV, SConcentration, up to 1 hourBard, Sorcerer, Warlock, WizardYou 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. 235Dominate Person5ENNO60 feetV, SConcentration, up to 1 minuteBard, Sorcerer, Warlock (Archfey), Warlock (Great Old One), WizardYou 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. 235Dominate Person*5ENNO60 feetV, SConcentration, up to 1 minuteCleric (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)Drawmij's Instant Summon6CYESTouchV, S, M (a sapphire worth 1,000 gp) Until dispelledWizardYou 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. 235Drawmij's Instant Summon (Ritual Only)6CYESTouchV, S, M (a sapphire worth 1,000 gp) Until dispelledRitual CasterYou 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: WizardSource: Player's Handbook, p. 235Dream5INOSpecialV, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)8 hoursBard, Warlock, WizardThis 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. 236Dream*5INOSpecialV, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)8 hoursDruid (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)Druidcraft0TNO30 feetV, SInstantaneousDruidWhispering 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. 236Earthquake8EVNO500 feetV, S, M (a pinch of dirt, a piece of rock, and a lump of clay)Concentration, up to 1 minuteCleric, Druid, SorcererYou 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. 2365d6Eldritch Blast0EVNO120 feetV, SInstantaneousWarlockA 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. 2371d10Elemental Attunement0NONone1 minuteMonk (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. 81Elemental Weapon3TNOTouchV, SConcentration, up to 1 hourPaladin, 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. 2371d4Elemental Weapon*3TNOTouchV, SConcentration, up to 1 hourCleric (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)1d4Enhance Ability2TNOTouchV, S, M (fur or a feather from a beast) Concentration, up to 1 hourArtificer, Bard, Cleric, Druid, Ranger (Primeval Guardian), SorcererYou 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. 237Enhance Ability*2TNOTouchV, S, M (fur or a feather from a beast) Concentration, up to 1 hourCleric (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/Reduce2TNO30 feetV, S, M (a pinch of powdered iron)Concentration, up to 1 minuteArtificer, Sorcerer, WizardYou 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. 237Ensnaring Strike1CNOSelfVConcentration, up to 1 minuteRangerThe 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. 2371d6Ensnaring Strike*1CNOSelfVConcentration, up to 1 minutePaladin (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)1d6Entangle1CNO90 feetV, SConcentration, up to 1 minuteDruid, 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. 238Enthrall2ENNO60 feetV, S1 minuteBard, WarlockYou 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. 238Eternal Mountain Defense1ANOSelfV, S, 5 ki pointsConcentration, up to 1 hourMonk (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. 81Etherealness7TNOSelfV, SUp to 8 hoursBard, Cleric, Sorcerer, Warlock, WizardYou 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. 238Evard's Black Tentacles4CNO90 feetV, S, M (a piece of tentacle from a giant octopus or a giant squid) Concentration, up to 1 minuteWarlock (Great Old One), WizardSquirming, 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. 2383d6Evasive Footwork1NONoneFighter (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. 74Expeditious Retreat1TNOSelfV, SConcentration, up to 10 minutesArtificer, Sorcerer, Warlock, WizardThis 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. 238Expeditious Retreat*1TNOSelfV, SConcentration, up to 10 minutesPaladin (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)Eyebite6NNOSelfV, SConcentration, up to 1 minuteBard, Sorcerer, Warlock, WizardFor 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. 238Fabricate4EVNO120 feetV, SInstantaneousArtificer, Fighter (Eldritch Knight), WizardYou 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. 239Fabricate*4EVNO120 feetV, SInstantaneousCleric (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 Fire1EVNO60 feetVConcentration, up to 1 minuteBard, 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. 239Faerie Fire*1EVNO60 feetVConcentration, up to 1 minuteCleric (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 Life1NNOSelfV, S, M (a small amount of alcohol or distilled spirits)1 hourArtificer, Sorcerer, Warlock (Raven Queen), Warlock (Undying),WizardBolstering 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. 2391d4+4False Life*1NNOSelfV, S, M (a small amount of alcohol or distilled spirits)1 hourCleric (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+4Fangs of the Fire Snake1NO10 feet1 ki point1 turnMonk (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. 811d10Fear3INOSelf (30-foot cone)V, S, M (a white feather or the heart of a hen)Concentration, up to 1 minuteBard, Ranger (Gloom Stalker), Rogue (Arcane Trickster), Sorcerer, Warlock, WizardYou 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. 239Fear*3INOSelf (30-foot cone)V, S, M (a white feather or the heart of a hen)Concentration, up to 1 minutePaladin (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 Fall1TNO60 feetV, M (a white feather or the heart of a hen)1 minuteBard, 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. 239Feeblemind8ENNO150 feetV, S, M (a handful of clay, crystal, glass, or mineral spheres)InstantaneousBard, Druid, Warlock, WizardYou 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. 2394d6Feign Death3NYESTouchV, S, M (a pinch of graveyard dirt)1 hourBard, Cleric, Druid, Warlock (Raven Queen), WizardYou 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. 240Feign Death (Ritual Only)3NYESTouchV, S, M (a pinch of graveyard dirt)1 hourRitual CasterYou 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, WizardSource: Player's Handbook, p. 240Feinting Attack1NONoneFighter (Battle Master), Martial AdeptYou 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. 74Find Familiar1CYES10 feetV, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)InstantaneousWizardYou 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. 240Find Familiar (Ritual Only)1CYES10 feetV, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)InstantaneousRitual CasterYou 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: WizardSource: Player's Handbook, p. 240Find Steed2CNO30 feetV, SInstantaneousPaladinYou 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. 240Find the Path6DNOSelfV, 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 dayBard, Cleric, DruidThis 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. 240Find Traps2DNO120 feetV, SInstantaneousCleric, Druid, RangerYou 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. 241Finger of Death7NNO60 feetV, SInstantaneousSorcerer, Warlock, WizardYou 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. 2417d8+30Fire Bolt0EVNO120 feetV, SInstantaneousFighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, WizardYou 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. 2421d10Fire Shield4EVNOSelfV, S, M (a bit of phosphorous or a firefly)10 minutesFighter (Eldritch Knight), Warlock (Fiend), WizardThin 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. 2422d8Fire Storm7EVNO150 feetV, SInstantaneousCleric, Druid, SorcererA 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. 2427d10Fireball3EVNO150 feetV, S, M (a tiny ball of bat guano and sulfur)InstantaneousFighter (Eldritch Knight), Sorcerer, Warlock (Fiend), WizardA 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. 2418d6Fireball*3EVNO150 feetV, S, M (a tiny ball of bat guano and sulfur)InstantaneousCleric (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)8d6Fist of Four Thunders1EVNOSelf (15-foot cube)V, S, 2 ki pointsInstantaneousMonk (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. 811d8Fist of Unbroken Air1NO30 feetInstantaneousMonk (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. 813d10Flame Blade2EVNOSelfV, S, M (leaf of sumac)Concentration, up to 10 minutesDruidYou 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. 2423d6Flame Strike5EVNO60 feetV, S, M (pinch of sulfur)InstantaneousCleric, 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. 2424d6+4d6Flame Strike*5EVNO60 feetV, S, M (pinch of sulfur)InstantaneousCleric (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+4d6Flames of the Phoenix1EVNO150 feetV, S, 4 ki pointsInstantaneousMonk (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. 818d6Flaming Sphere2CNO60 feetV, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)Concentration, up to 1 minuteDruid, Warlock (Celestial), WizardA 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. 2422d6Flaming Sphere*2CNO60 feetV, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)Concentration, up to 1 minuteCleric (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)2d6Flesh to Stone6TNO60 feetV, S, M (a pinch of lime, water, and earth)Concentration, up to 1 minuteWarlock, WizardYou 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. 243Fly3TNOTouchV, S, M (a wing feather from any bird)Concentration, up to 10 minutesArtificer, Sorcerer, Warlock, WizardYou 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. 243Fog Cloud1CNO120 feetV, SConcentration, up to 1 hourDruid, Ranger, Sorcerer, WizardYou 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. 243Fog Cloud*1CNO120 feetV, SConcentration, up to 1 hourCleric (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)Forbiddance6AYESTouchV, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)1 dayClericYou 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. 2435d10Forbiddance (Ritual Only)6AYESTouchV, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)1 dayRitual CasterYou 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: ClericSource: Player's Handbook, p. 2435d10Forcecage7EVNO100 feetV, S, M (ruby dust worth 1,500 gp)1 hourBard, Warlock, WizardAn 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. 243Foresight9DNOTouchV, S, M (a hummingbird feather)8 hoursBard, Druid, Warlock, WizardYou 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. 244Freedom of Movement4ANOTouchV, S, M (a leather strap, bound around the arm or a similar appendage)1 hourBard, Cleric, Druid, RangerYou 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. 244Freedom of Movement*4ANOTouchV, S, M (a leather strap, bound around the arm or a similar appendage)1 hourCleric (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)Friends0ENNOSelfS, M Concentration, up to 1 minuteFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardFor 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. 244Gaseous Form3TNOTouchV, S, M (a bit of gauze and a wisp of smoke) Concentration, up to 1 hourArtificer, Sorcerer, Warlock, WizardYou 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. 244Gaseous Form*3TNOTouchV, S, M (a bit of gauze and a wisp of smoke) Concentration, up to 1 hourDruid (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)Gate9CNO60 feetV, S, M (a diamond worth at least 5,000 gp)Concentration, up to 1 minuteCleric, Sorcerer, WizardYou 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. 244Geas5ENNO60 feetV30 daysBard, Cleric, Druid, Paladin, WizardYou 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. 244Geas*5ENNO60 feetV30 daysPaladin (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 Repose2NYESTouchV, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)10 daysCleric, WizardYou 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. 245Gentle Repose*2NYESTouchV, 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 daysCleric (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)2NYESTouchV, 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 daysRitual CasterYou 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, WizardSource: Player's Handbook, p. 245Giant Insect4TNO30 feetV, SConcentration, up to 10 minutesDruid, 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. 245Glibness8TNOSelfV1 hourBard, WarlockUntil 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. 245Globe of Invulnerability6ANOSelf (10-foot radius)V, S, M (a glass or crystal bead that shatters when the spell ends)Concentration, up to 1 minuteSorcerer, WizardAn 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. 245Glyph of Warding3ANOTouchV, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Until dispelled or triggeredArtificer, Bard, Cleric, Fighter (Eldritch Knight), WizardWhen 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. 2455d8Goading Attack1NONoneFighter (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. 74Gong of the Summit1EVNO60 feetV, S, 3 ki points InstantaneousMonk (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. 813d8Goodberry1TNOTouchV, S, M (a sprig of mistletoe)InstantaneousDruid, RangerUp 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. 246Grasping Vine4CNO30 feetV, SConcentration, up to 1 minute Druid, RangerYou 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. 246Grasping Vine*4CNO30 feetV, SConcentration, up to 1 minuteCleric (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)Grease1CNO60 feetV, S, M (a bit of pork rind or butter)1 minuteWizardSlick 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. 246Greater Invisibility4INOTouchV, SConcentration, up to 1 minuteBard, Ranger (Gloom Stalker), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), WizardYou 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. 246Greater Invisibility*4INOTouchV, SConcentration, up to 1 minuteDruid (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 Restoration5ANOTouchV, S, M (diamond dust worth 100 gp, which the spell consumes)InstantaneousBard, 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 maximumSource: Player's Handbook, p. 246Guardian of Faith4CNO30 feetV8 hoursCleric, 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. 246Guardian of Faith*4CNO30 feetV8 hoursCleric (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)Guards and Wards6ANOTouchV, 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 hoursBard, WizardYou 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. 248Guidance0DNOTouchV, SConcentration, up to 1 minuteCleric, DruidYou 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. 2481d4Guiding Bolt1EVNO120 feetV, S1 roundCleric, 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. 2484d6Gust of Wind2EVNOSelf (60-foot line)V, S, M (a legume seed)Concentration, up to 1 minuteFighter (Eldritch Knight), Druid, Sorcerer, WizardA 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. 248Gust of Wind*2EVNOSelf (60-foot line)V, S, M (a legume seed)Concentration, up to 1 minuteCleric (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 Thorns1CNOSelfVConcentration, up to 1 minuteRangerThe 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. 2491d10Hallow5EVNOTouchV, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)Until dispelledCleric, 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. 249Hallucinatory Terrain4INO300 feetV, S, M (a stone, a twig, and a bit of green plant) 24 hoursRogue (Arcane Trickster), Bard, Druid, Warlock, WizardYou 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. 249Hallucinatory Terrain*4INO300 feetV, S, M (a stone, a twig, and a bit of green plant) 24 hoursDruid (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)Harm6NNO60 feetV, SInstantaneousClericYou 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. 24914d6Haste3TNO30 feetV, S, M (a shaving of licorice root) Concentration, up to 1 minuteArtificer, Sorcerer, WizardChoose 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. 250Haste*3TNO30 feetV, S, M (a shaving of licorice root) Concentration, up to 1 minuteDruid (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)Heal6EVNO60 feetV, SInstantaneousCleric, DruidChoose 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. 250Healing Word1EVNO60 feetVInstantaneousBard, Cleric, DruidA 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. 2501d4+SPELLHeat Metal2TNO60 feetV, S, M (a piece of iron and a flame) Concentration, up to 1 minuteBard, DruidChoose 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. 2502d8Heat Metal*2TNO60 feetV, S, M (a piece of iron and a flame) Concentration, up to 1 minuteCleric (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)2d8Hellish Rebuke1EVNO60 feetV, SInstantaneousWarlockYou 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. 2502d10Hellish Rebuke*1EVNO60 feetV, SInstantaneousPaladin (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)2d10Heroes' Feast6CNO30 feetV, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)InstantaneousCleric, DruidYou 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. 2502d10Heroism1ENNOTouchV, SConcentration, up to 1 minuteBard, PaladinA 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. 250Heroism*1ENNOTouchV, SConcentration, up to 1 minuteCleric (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)Hex1ENNO90 feetV, S, M (the petrified eye of a newt)Concentration, up to 1 hourWarlockYou 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. 2511d6Hold Monster5ENNO90 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minuteBard, Ranger (Monster Slayer), Sorcerer, Warlock, WizardChoose 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. 251Hold Monster*5ENNO90 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minuteCleric (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 Person2ENNO60 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minuteRogue (Arcane Trickster), Bard, Cleric, Druid, Sorcerer, Warlock, WizardChoose 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. 251Hold Person*2ENNO60 feetV, S, M (a small, straight piece of iron)Concentration, up to 1 minuteCleric (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 Aura8ANOSelfV, 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 minuteClericDivine 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. 251Hunger of Hadar3CNO150 feetV, S, M (a pickled octopus tentacle)Concentration, up to 1 minuteWarlockYou 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. 2512d6Hunter's Mark1DNO90 feetVConcentration, up to 1 hourRangerYou 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. 2511d6Hunter's Mark*1DNO90 feetVConcentration, up to 1 hourPaladin (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)1d6Hypnotic Pattern3INO120 feetS, M (a glowing stick o f incense or a crystal vial filled with phosphorescent material) Concentration, up to 1 minuteRogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardYou 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. 252Hypnotic Pattern*3INO120 feetS, M (a glowing stick o f incense or a crystal vial filled with phosphorescent material) Concentration, up to 1 minutePaladin (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 Storm4EVNO300 feetV, S, M (a pinch of dust and a few drops of water) InstantaneousFighter (Eldritch Knight), Druid, Sorcerer, Warlock (Raven Queen), WizardA 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. 2522d8+4d6Ice Storm*4EVNO300 feetV, S, M (a pinch of dust and a few drops of water) InstantaneousCleric (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+4d6Identify1DYESTouchV, S, M (a pearl worth at least 100 gp and an owl feather) InstantaneousArtificer, Bard, WizardYou 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. 252Identify*1DYESTouchV, S, M (a pearl worth at least 100 gp and an owl feather) InstantaneousCleric (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)1DYESTouchV, S, M (a pearl worth at least 100 gp and an owl feather) InstantaneousRitual CasterYou 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, WizardSource: Player's Handbook, p. 252Illusory Script1IYESTouchS, M (a lead-based ink worth at least 10 gp, which the spell consumes)10 daysRogue (Arcane Trickster), Bard, Warlock, WizardYou 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. 252Illusory Script (Ritual Only)1IYESTouchS, M (a lead-based ink worth at least 10 gp, which the spell consumes)10 daysRitual CasterYou 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, WizardSource: Player's Handbook, p. 252Imprisonment9ANO30 feetV, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)Until dispelledWarlock, WizardYou 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. 252Incendiary Cloud8CNO150 feetV, SConcentration, up to 1 minuteSorcerer, WizardA 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. 25310d8Inflict Wounds1NNOTouchV, SInstantaneousClericMake 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. 2533d10Inflict Wounds*1NNOTouchV, SInstantaneousPaladin (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)3d10Insect Plague5CNO300 feetV, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) Concentration, up to 10 minutesCleric, Druid, Ranger (Primeval Guardian), SorcererSwarming, 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. 2544d10Insect Plague*5CNO300 feetV, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) Concentration, up to 10 minutesCleric (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)4d10Invisibility2INOTouchV, S, M (an eyelash encased in gum arabic)Concentration, up to 1 hourArtificer, 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. 254Invisibility*2INOTouchV, S, M (an eyelash encased in gum arabic)Concentration, up to 1 hourDruid (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)Jump1TNOTouchV, S, M (a grasshopper's hind leg) 1 minuteArtificer, 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. 254Knock2TNO60 feetVInstantaneousBard, Sorcerer, WizardChoose 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. 254Legend Lore5DNOSelfV, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) InstantaneousBard, 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. 254Legend Lore*5DNOSelfV, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) InstantaneousCleric (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 Chest4CNOTouchV, 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) InstantaneousArtificer, WizardYou 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. 254Leomund's Secret Chest*4CNOTouchV, 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) InstantaneousCleric (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 Hut3EVYESSelf (10-foot-radius hemisphere)V, S, M (a small crystal bead) 8 hoursFighter (Eldritch Knight), Bard, WizardA 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. 255Leomund's Tiny Hut (Ritual Only)3EVYESSelf (10-foot-radius hemisphere)V, S, M (a small crystal bead) 8 hoursRitual CasterA 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, WizardSource: Player's Handbook, p. 255Lesser Restoration2ANOTouchV, SInstantaneousArtificer, Bard, Cleric, Druid, Paladin, RangerYou 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. 255Lesser Restoration*2ANOTouchV, SInstantaneousCleric (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)Levitate2TNO60 feetV, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)Concentration, up to 10 minutesArtificer, 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. 255Light0EVNOTouchV, M (a firefly or phosphorescent moss) 1 hourFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Sorcerer, WizardYou 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. 255Lightning Arrow3TNOSelfV, SConcentration, up to 1 minuteRangerThe 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. 2554d8Lightning Bolt3EVNOSelf (100-foot line)V, S, M (a bit of fur and a rod of amber, crystal, or glass)InstantaneousFighter (Eldritch Knight), Sorcerer, WizardA 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. 2558d6Lightning Bolt*3EVNOSelf (100-foot line)V, S, M (a bit of fur and a rod of amber, crystal, or glass)InstantaneousDruid (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)8d6Locate Animals or Plants2DYESSelfV, S, M (a bit of fur from a bloodhound) InstantaneousBard, Druid, RangerDescribe 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. 256Locate Animals or Plants (Ritual Only)2DYESSelfV, S, M (a bit of fur from a bloodhound) InstantaneousRitual CasterDescribe 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, RangerSource: Player's Handbook, p. 256Locate Creature4DNOSelfV, S, M (a bit of fur from a bloodhound) Concentration, up to 1 hourBard, 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. 256Locate Creature*4DNOSelfV, S, M (a bit of fur from a bloodhound) Concentration, up to 1 hourCleric (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 Object2DNOSelfV, S, M (a forked twig)Concentration, up to 10 minutesBard, 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. 256Longstrider1TNOTouchV, S, M (a pinch of dirt)1 hourArtificer, Bard, Druid, Ranger, WizardYou 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. 256Lunging Attack1NONoneFighter (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. 74Mage Armor1ANOTouchV, S, M (a piece of cured leather)8 hoursFighter (Eldritch Knight), Sorcerer, WizardYou 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. 256Mage Hand0CNO30 feetV, S1 minuteFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardA 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. 256Magic Circle3ANO10 feetV, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) 1 hourFighter (Eldritch Knight), Cleric, Paladin, Ranger (Monster Slayer), Warlock, WizardYou 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. 256Magic Circle*3ANO10 feetV, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) 1 hourCleric (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 Jar6NNOSelfV, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Until dispelledWizardYour 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. 257Magic Missile1EVNO120 feetV, SInstantaneousFighter (Eldritch Knight), Sorcerer, WizardYou 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*1EVNO120 feetV, SInstantaneousCleric (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 Mouth2IYES30 feetV, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Until dispelledRogue (Arcane Trickster), Bard, WizardYou 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. 257Magic Mouth (Ritual Only)2IYES30 feetV, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Until dispelledRitual CasterYou 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, WizardSource: Player's Handbook, p. 257Magic Weapon2TNOTouchV, SConcentration, up to 1 hourArtificer, Paladin, Sorcerer (Stone Sorcery), WizardYou 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. 257Magic Weapon*2TNOTouchV, SConcentration, up to 1 hourCleric (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 Image3INO120 feetV, S, M (a bit of fleece) Concentration, up to 10 minutesRogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardYou 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. 258Maneuvering Attack1NONoneFighter (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. 74Mass Cure Wounds5EVNO60 feetV, SInstantaneousBard, Cleric, DruidA 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. 2583d8+SPELLMass Cure Wounds*5EVNO60 feetV, SInstantaneousCleric (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+SPELLMass Heal9EVNO60 feetV, SInstantaneousClericA 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. 258Mass Healing Word3EVNO60 feetVInstantaneousClericAs 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. 2581d4+SPELLMass Healing Word*3EVNO60 feetVInstantaneousCleric (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+SPELLMass Suggestion6ENNO60 feetV, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) 24 hoursBard, Sorcerer, Warlock, WizardYou 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. 258Maze8CNO60 feetV, SConcentration, up to 10 minutesWizardYou 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. 258Meld into Stone3TYESTouchV, S8 hoursCleric, DruidYou 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. 259Meld into Stone*3TYESTouchV, S8 hoursDruid (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)3TYESTouchV, S8 hoursRitual CasterYou 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, DruidSource: Player's Handbook, p. 259Melf's Acid Arrow2EVNO90 feetV, S, M (powdered rhubarb leaf and an adder's stomach) InstantaneousFighter (Eldritch Knight), WizardA 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. 2594d42d4Melf's Acid Arrow*2EVNO90 feetV, S, M (powdered rhubarb leaf and an adder's stomach) InstantaneousDruid (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)4d42d4Menacing Attack1NONoneFighter (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. 74Mending0TNOTouchV, S, M (two lodestones) InstantaneousFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Druid, Sorcerer, WizardThis 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. 259Message0TNO120 feetV, S, M (a short piece of copper wire)1 roundFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, WizardYou 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. 259Meteor Swarm9EVNO1 mileV, SInstantaneousSorcerer, WizardBlazing 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. 25920d6+20d6Mind Blank8ANOTouchV, S24 hoursBard, WizardUntil 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. 259Minor Illusion0INO30 feetS, M 1 minuteFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardYou 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. 260Mirage Arcane7INOSightV, S10 daysBard, Druid, WizardYou 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. 260Mirror Image2INOSelfV, S1 minuteRogue (Arcane Trickster), Sorcerer, Warlock, WizardThree 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. 260Mirror Image*2INOSelfV, S1 minuteCleric (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)Mislead5INOSelfSConcentration, up to 1 hourBard, WizardYou 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. 260Mist Stance1TNOSelfV, S, 4 ki pointsConcentration, up to 1 hourMonk (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. 81Misty Step2CNOSelfVInstantaneousRanger (Horizon Walker), Sorcerer, Warlock, WizardBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.Source: Player's Handbook, p. 260Misty Step*2CNOSelfVInstantaneousDruid (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 Memory5ENNO30 feetV, SConcentration, up to 1 minuteBard, WizardYou 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. 261Modify Memory*5ENNO30 feetV, SConcentration, up to 1 minuteCleric (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)Moonbeam2EVNO120 feetV, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Concentration, up to 1 minuteDruidA 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. 2612d10Moonbeam*2EVNO120 feetV, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Concentration, up to 1 minutePaladin (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)2d10Mordenkainen's Faithful Hound4CNO30 feetV, S, M (a tiny silver whistle, a piece of bone, and a thread)8 hoursArtificer, WizardYou 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. 2611d20+SPELL+PROF4d8Mordenkainen's Magnificent Mansion7CNO300 feetV, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)24 hoursBard, WizardYou 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. 261Mordenkainen's Private Sanctum4ANO120 feetV, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)24 hoursArtificer, Fighter (Eldritch Knight), WizardYou 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. 262Mordenkainen's Sword7EVNO60 feetV, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Concentration, up to 1 minuteBard, WizardYou 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. 2623d10Move Earth6TNO120 feetV, S, M (an iron blade and a small bag containing a mixture of soils — clay, loam, and sand) Concentration, up to 2 hoursDruid, Sorcerer, WizardChoose 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. 263Nondetection3ANOTouchV, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) 8 hoursFighter (Eldritch Knight), Bard, Ranger, WizardFor 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. 263Nondetection*3ANOTouchV, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) 8 hoursCleric (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 Aura2INOTouchV, S, M (a small square of silk)24 hoursRogue (Arcane Trickster), WizardYou 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. 263Nystul's Magic Aura*2INOTouchV, S, M (a small square of silk)24 hoursCleric (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 Sphere6EVNO300 feetV, S, M (a small crystal sphere)InstantaneousWizardA 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 6thSource: Player's Handbook, p. 263Otiluke's Resilient Sphere4EVNO30 feetV, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) Concentration, up to 1 minuteArtificer, Fighter (Eldritch Knight), WizardA 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. 26410d6Otiluke's Resilient Sphere*4EVNO30 feetV, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) Concentration, up to 1 minuteCleric (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)10d6Otto's Irresistible Dance6ENNO30 feetVConcentration, up to 1 minuteBard, WizardChoose 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. 264Parry1NONoneFighter (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. 74Pass Without Trace2ANOSelfV, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Concentration, up to 1 hourDruid, RangerA 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. 264Pass Without Trace*2ANOSelfV, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Concentration, up to 1 hourCleric (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)Passwall5TNO30 feetV, S, M (a pinch of sesame seeds) 1 hourWizard, 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. 264Passwall*5TNO30 feetV, S, M (a pinch of sesame seeds) 1 hourDruid (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 Force2INO60 feetV, S, M (a bit of fleece) Concentration, up to 1 minuteRogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), Warlock (Great Old One), WizardYou 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. 2641d6Phantasmal Killer4INO120 feetV, SConcentration, up to 1 minuteRogue (Arcane Trickster), Warlock (Hexblade), WizardYou 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. 2654d10Phantom Steed3IYES30 feetV, S1 hourRogue (Arcane Trickster), WizardA 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. 265Phantom Steed (Ritual Only)3IYES30 feetV, S1 hourRitual CasterA 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), WizardSource: Player's Handbook, p. 265Planar Ally6CNO60 feetV, SInstantaneousClericYou 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. 265Planar Binding5ANO60 feetV, S, M (a jewel worth at least 1,000 gp, which the spell consumes) 24 hoursBard, Cleric, Druid, WizardWith 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. 265Planar Binding*5ANO60 feetV, S, M (a jewel worth at least 1,000 gp, which the spell consumes) 24 hoursCleric (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 Shift7CNOTouchV, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)InstantaneousCleric, Druid, Sorcerer, Warlock, WizardYou 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. 266Plant Growth3TNO150 feetV, SInstantaneousBard, 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. 266Plant Growth*3TNO150 feetV, SInstantaneousCleric (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 Spray0CNO10 feetV, SInstantaneousFighter (Eldritch Knight), Rogue (Arcane Trickster), Druid, Sorcerer, Warlock, WizardYou 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. 2661d12Polymorph4TNO60 feetV, S, M (a caterpillar cocoon)Concentration, up to 1 hourBard, Druid, Sorcerer, WizardThis 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. 266Polymorph*4TNO60 feetV, S, M (a caterpillar cocoon)Concentration, up to 1 hourCleric (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 Heal9EVNOTouchV, SInstantaneousBardA 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. 266Power Word Kill9ENNO60 feetVInstantaneousBard, Sorcerer, Warlock, WizardYou 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. 266Power Word Stun8ENNO60 feetVInstantaneousBard, Sorcerer, Warlock, WizardYou 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. 267Prayer of Healing2EVNO30 feetVInstantaneousClericUp 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. 2672d8+SPELLPrecision Attack1NONoneFighter (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. 74Prestidigitation0TNO10 feetV, SUp to 1 hourFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardThis 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. 267Prismatic Spray7EVNOSelf (60 foot cone)V, SInstantaneousSorcerer, WizardEight 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. 2671d810d6Prismatic Wall9ANO60 feetV, S10 minutesWizardA 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. 26710d6Produce Flame0CNOSelfV, S10 minutesDruidA 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. 2691d8Programmed Illusion6INO120 feetV, S, M Until dispelledBard, WizardYou 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. 269Project Image7INO500 milesV, S, M (a small replica of you made from materials worth at least 5 gp)Concentration, up to 1 dayBard, WizardYou 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. 270Protection from Energy3ANOTouchV, SConcentration, up to 1 hourArtificer, Fighter (Eldritch Knight), Cleric, Druid, Ranger, Sorcerer, WizardFor 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. 270Protection from Energy*3ANOTouchV, SConcentration, up to 1 hourCleric (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 Good1ANOTouchV, S, M (holy water or powdered silver and iron, which the spell consumes)Concentration, up to 10 minutesFighter (Eldritch Knight), Cleric, Paladin, Ranger (Horizon Walker), Ranger (Monster Slayer), Warlock, WizardUntil 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. 270Protection from Evil and Good*1ANOTouchV, S, M (holy water or powdered silver and iron, which the spell consumes)Concentration, up to 10 minutesCleric (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 Poison2ANOTouchV, S1 hourArtificer, Cleric, Druid, Paladin, RangerYou 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. 270Protection from Poison*2ANOTouchV, S1 hourCleric (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)Purify Food and Drink1TYES10 feetV, SInstantaneousCleric, Druid, PaladinAll 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. 270Purify Food and Drink (Ritual Only)1TYES10 feetV, SInstantaneousRitual CasterAll 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, PaladinSource: Player's Handbook, p. 270Pushing Attack1NONoneFighter (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. 74Raise Dead5NNOTouchV, S, M (a diamond worth at least 500 gp, which the spell consumes)InstantaneousBard, Cleric, PaladinYou 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. 270Raise Dead*5NNOTouchV, S, M (a diamond worth at least 500 gp, which the spell consumes)InstantaneousCleric (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)Rally1NONoneFighter (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. 74Rary's Telepathic Bond5DYES30 feetV, S, M (pieces of eggshell from two different kinds of creatures)1 hourWizardYou 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. 270Rary's Telepathic Bond (Ritual Only)5DYES30 feetV, S, M (pieces of eggshell from two different kinds of creatures)1 hourRitual CasterYou 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: WizardSource: Player's Handbook, p. 270Ray of Enfeeblement2NNO60 feetV, SConcentration, up to 1 minuteWarlock, WizardA 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. 271Ray of Enfeeblement*2NNO60 feetV, SConcentration, up to 1 minuteCleric (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 Frost0EVNO60 feetV, SInstantaneousFighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, WizardA 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. 2711d8Ray of Sickness1NNO60 feetV, SInstantaneousSorcerer, Warlock (Undying), WizardA 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. 2712d8Ray of Sickness*1NNO60 feetV, SInstantaneousCleric (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)2d8Regenerate7TNOTouchV, S, M (a prayer wheel and holy water) 1 hourBard, Cleric, DruidYou 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. 2714d8+15Reincarnate5TNOTouchV, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) InstantaneousDruidYou 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. 2711d100Remove Curse3ANOTouchV, SInstantaneousFighter (Eldritch Knight), Cleric, Paladin, Warlock, WizardAt 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. 271Resistance0ANOTouchV, S, M Concentration, up to 1 minuteCleric, DruidYou 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. 2721d4Resurrection7NNOTouchV, S, M (a diamond worth at least 1,000 gp, which the spell consumes) InstantaneousBard, ClericYou 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. 272Reverse Gravity7TNO100 feetV, S, M (a lodestone and iron filings) Concentration, up to 1 minuteDruid, Sorcerer, WizardThis 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. 272Revivify3NNOTouchV, S, M (diamonds worth 300 gp, which the spell consumes) InstantaneousArtificer, 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. 272Revivify*3NNOTouchV, S, M (diamonds worth 300 gp, which the spell consumes) InstantaneousCleric (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 Wind1TNOSelfV, S, 4 ki pointsConcentration, up to 10 minutesMonk (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. 81Riposte1NONoneFighter (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. 74River of Hungry Flame1EVNO120 feetV, S, 5 ki pointsConcentration, up to 1 minuteMonk (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. 815d8Rope Trick2TNOTouchV, S, M (powdered corn extract and a twisted loop of parchment) 1 hourArtificer, Ranger (Gloom Stalker), WizardYou 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. 272Rush of the Gale Spirits1EVNOSelf (60-foot line)V, S, 2 ki pointsConcentration, up to 1 minuteMonk (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. 81Sacred Flame0EVNO60 feetV, SInstantaneousClericFlame-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. 2721d8Sanctuary1ANO30 feetV, S, M (a small silver mirror) 1 minuteArtificer, 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. 272Sanctuary*1ANO30 feetV, S, M (a small silver mirror) 1 minutePaladin (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)Scorching Ray2EVNO120 feetV, SInstantaneousFighter (Eldritch Knight), Sorcerer, Warlock (Fiend), WizardYou 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. 2732d6Scorching Ray*2EVNO120 feetV, SInstantaneousCleric (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)2d6Scrying5DNOSelfV, 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 minutesBard, Cleric, Druid, Warlock, WizardYou 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) — +0Familiar (you know the target well) — -5Connection — Save Modifier: Likeness or picture — -2Possession or garment — -4Body 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. 273Scrying*5DNOSelfV, 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 minutesCleric (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) — +0Familiar (you know the target well) — -5Connection — Save Modifier: Likeness or picture — -2Possession or garment — -4Body 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 Smite1EVNOSelfVConcentration, up to 1 minutePaladin, 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. 2741d6Searing Smite*1EVNOSelfVConcentration, up to 1 minuteCleric (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)1d6See Invisibility2DNOSelfV, S, M (A pinch of Talc and a small sprinkling of powdered silver) 1 hourArtificer, Bard, Sorcerer, WizardFor 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. 274Seeming5INO30 feetV, S8 hoursBard, Ranger (Gloom Stalker), Sorcerer, Warlock (Archfey), WizardThis 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. 274Sending3EVNOUnlimitedV, S, M (A short piece of fine copper wire) 1 roundFighter (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. 274Sequester7TNOTouchV, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) Until dispelledWizardBy 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. 274Shape of the Flowing River1NO120 feet1 ki pointInstantaneousMonk (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. 81Shapechange9TNOSelfV, 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 hourDruid, WizardYou 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. 274Shatter2EVNO60 feetV, S, M (a chip of mica) InstantaneousFighter (Eldritch Knight), Bard, Sorcerer, Warlock, WizardA 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. 2753d8Shatter*2EVNO60 feetV, S, M (a chip of mica) InstantaneousCleric (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)3d8Shield1ANOSelfV, S1 roundFighter (Eldritch Knight), Sorcerer, Warlock (Hexblade), WizardAn 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. 275Shield of Faith1ANO60 feetV, S, M (a small parchment with a bit of holy text written on it) Concentration, up to 10 minutesArtificer, Cleric, PaladinA 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. 275Shield of Faith*1ANO60 feetV, S, M (a small parchment with a bit of holy text written on it) Concentration, up to 10 minutesCleric (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)Shillelagh0TNOTouchV, S, M 1 minuteDruidThe 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. 2751d20+SPELL+PROF1d8+SPELLShocking Grasp0EVNOTouchV, SInstantaneousFighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, WizardLightning 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. 2751d8Silence2IYES120 feetV, SConcentration, up to 10 minutesBard, 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. 275Silence*2IYES120 feetV, SConcentration, up to 10 minutesDruid (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)2IYES120 feetV, SConcentration, up to 10 minutesRitual CasterFor 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. 275Silent Image1INO60 feetV, S, M (a bit of fleece) Concentration, up to 10 minutesRogue (Arcane Trickster), Bard, Sorcerer, WizardYou 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. 276Simulacrum7INOTouchV, 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 dispelledWizardYou 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. 276Sleep1ENNO90 feetV, S, M (a pinch of find sand, rose petals, or a cricket) 1 minuteRogue (Arcane Trickster), Bard, Sorcerer, Warlock (Archfey), WizardThis 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. 2765d8Sleep*1ENNO90 feetV, S, M (a pinch of find sand, rose petals, or a cricket) 1 minutePaladin (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)5d8Sleet Storm3CNO150 feetV, S, M (a pinch of dust and a few drops of water) Concentration, up to 1 minuteDruid, Sorcerer, WizardUntil 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. 276Sleet Storm*3CNO150 feetV, S, M (a pinch of dust and a few drops of water) Concentration, up to 1 minuteCleric (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)Slow3TNO120 feetV, S, M (a drop of molasses) Concentration, up to 1 minuteSorcerer, WizardYou 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. 277Slow*3TNO120 feetV, S, M (a drop of molasses) Concentration, up to 1 minuteCleric (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)Spare the Dying0NNOTouchV, SInstantaneousClericYou 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. 277Speak with Animals1DYESSelfV, S10 minutesBard, Druid, RangerYou 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. 277Speak with Animals*1DYESSelfV, S10 minutesCleric (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)1DYESSelfV, S10 minutesRitual CasterYou 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, RangerSource: Player's Handbook, p. 277Speak with Dead3NNO10 feetV, S, M (burning incense) 10 minutesBard, 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. 277Speak with Dead*3NNO10 feetV, S, M (burning incense) 10 minutesCleric (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 Plants3TNOSelf (30-foot radius)V, S10 minutesBard, Druid, RangerYou 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. 277Spider Climb2TNOTouchV, S, M (a drop of bitumen and a spider) Concentration, up to 1 hourArtificer, Sorcerer, Warlock, WizardUntil 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. 277Spider Climb*2TNOTouchV, S, M (a drop of bitumen and a spider) Concentration, up to 1 hourDruid (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 Growth2TNO150 feetV, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)Concentration, up to 10 minutesDruid, RangerThe 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. 277Spike Growth*2TNO150 feetV, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)Concentration, up to 10 minutesCleric (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 Guardians3CNOSelf (15-foot-radius)V, S, M (a holy symbol)Concentration, up to 10 minutesClericYou 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. 2783d8Spirit Guardians*3CNOSelf (15-foot-radius)V, S, M (a holy symbol)Concentration, up to 10 minutesCleric (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)3d8Spiritual Weapon2EVNO60 feetV, S1 minuteCleric, 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. 2781d20+SPELL+PROF1d8+SPELLSpiritual Weapon*2EVNO60 feetV, S1 minuteCleric (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+PROF1d8+SPELLStaggering Smite4EVNOSelfVConcentration, up to 1 minutePaladin, 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. 2784d6Stinking Cloud3CNO90 feetV, S, M (a rotten egg or several skunk cabbage leaves) Concentration, up to 1 minuteBard, Sorcerer, Warlock (Fiend), WizardYou 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. 278Stinking Cloud*3CNO90 feetV, S, M (a rotten egg or several skunk cabbage leaves) Concentration, up to 1 minuteDruid (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 Shape4TNOTouchV, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) InstantaneousArtificer, Cleric, Druid, WizardYou 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. 278Stone Shape*4TNOTouchV, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) InstantaneousDruid (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)Stoneskin4ANOTouchV, S, M (diamond dust worth 100 gp, which the spell consumes) Concentration, up to 1 hourArtificer, Fighter (Eldritch Knight), Druid, Ranger, Sorcerer, WizardThis 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. 278Stoneskin*4ANOTouchV, S, M (diamond dust worth 100 gp, which the spell consumes) Concentration, up to 1 hourCleric (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 Vengeance9CNOSightV, SConcentration, up to 1 minuteDruidA 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. 2791d610d62d6Suggestion2ENNO30 feetV, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Concentration, up to 8 hoursRogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardYou 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. 279Suggestion*2ENNO30 feetV, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Concentration, up to 8 hoursCleric (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)Sunbeam6EVNOSelf (60-foot line)V, S, M (a magnifying glass) Concentration, up to 1 minuteDruid, Sorcerer, WizardA 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. 2796d8Sunburst8EVNO150 feetV, S, M (fire and a piece of sunstone)InstantaneousDruid, Sorcerer, WizardBrilliant 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. 27912d6Sweeping Attack1NONoneFighter (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. 74Sweeping Cinder Strike1EVNOSelf (15-foot cone)V, S, 2 ki pointsInstantaneousMonk (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. 813d6Swift Quiver5TNOTouchV, S, M (a quiver containing at least one piece of ammunition) Concentration, up to 1 minuteRangerYou 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. 279Symbol7ANOTouchV, 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 triggeredBard, Cleric, WizardWhen 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. 28010d10Tasha's Hideous Laughter1ENNO30 feetV, S, M (tiny tarts and a feather that waved in the air) Concentration, up to 1 minuteRogue (Arcane Trickster), Bard, Warlock (Great Old One), WizardA 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. 280Telekinesis5TNO60 feetV, SConcentration, up to 10 minutesSorcerer, Warlock (Great Old One), WizardYou 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. 280Telepathy8EVNOUnlimitedV, S, M (a pair of linked silver rings) 24 hoursWizardYou 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. 281Teleport7CNO10 feetVInstantaneousBard, Sorcerer, WizardThis 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. 281Teleportation Circle5CNO10 feetV, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) 1 roundBard, Sorcerer, Ranger (Horizon Walker), WizardAs 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. 282Teleportation Circle*5CNO10 feetV, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) 1 roundCleric (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)Tenser's Floating Disk1CYES30 feetV, S, M (a drop of mercury)1 hourWizardThis 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. 282Tenser's Floating Disk (Ritual Only)1CYES30 feetV, S, M (a drop of mercury)1 hourRitual CasterThis 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: WizardSource: Player's Handbook, p. 282Thaumaturgy0TNO30 feetVUp to 1 minuteClericYou 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. 282Thorn Whip0TNO30 feetV, S, M InstantaneousDruidYou 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. 2821d6Thunderous Smite1EVNOSelfVConcentration, up to 1 minutePaladin, 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. 2822d6Thunderwave1EVNOSelf (15-foot cube)V, SInstantaneousFighter (Eldritch Knight), Bard, Druid, Sorcerer, WizardA 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. 2822d8Thunderwave*1EVNOSelf (15-foot cube)V, SInstantaneousCleric (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)2d8Time Stop9TNOSelfVInstantaneousSorcerer, WizardYou 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. 2831d4+1Tongues3DNOTouchV, M (a small clay model of a ziggurat) 1 hourBard, Cleric, Sorcerer, Warlock, WizardThis 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. 283Transport via Plants6CNO10 feetV, S1 roundDruidThis 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. 283Tree Stride5CNOSelfV, SConcentration, up to 1 minuteDruid, RangerYou 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. 283Tree Stride*5CNOSelfV, SConcentration, up to 1 minuteCleric (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 Attack1NONoneFighter (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. 74True Polymorph9TNO30 feetV, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Concentration, up to 1 hourBard, Warlock, WizardChoose 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. 283True Resurrection9NNOTouchV, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)InstantaneousCleric, DruidYou 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. 284True Seeing6DNOTouchV, 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 hourBard, Cleric, Sorcerer, Warlock, WizardThis 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. 284True Strike0DNO30 feetSConcentration, up to 1 roundFighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, WizardYou 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. 284Tsunami8CNOSightV, SConcentration, up to 6 roundsDruidA 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. 2846d105d104d103d102d101d10Unseen Servant1CYES60 feetV, S, M (a piece of string and a bit of wood)1 hourBard, Warlock, WizardThis 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. 284Unseen Servant (Ritual Only)1CYES60 feetV, S, M (a piece of string and a bit of wood)1 hourRitual CasterThis 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, WizardSource: Player's Handbook, p. 284Vampiric Touch3NNOSelfV, SConcentration, up to 1 minuteWarlock, WizardThe 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. 2853d6Vampiric Touch*3NNOSelfV, SConcentration, up to 1 minuteCleric (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)3d6Vicious Mockery0ENNO60 feetVInstantaneousBardYou 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. 2851d4Wall of Fire4EVNO120 feetV, S, M (a small piece of phosphorus) Concentration, up to 1 minuteFighter (Eldritch Knight), Druid, Sorcerer, Warlock (Celestial), Warlock (Fiend), WizardYou 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. 2855d8Wall of Fire*4EVNO120 feetV, S, M (a small piece of phosphorus) Concentration, up to 1 minuteCleric (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)5d8Wall of Force5EVNO120 feetV, S, M (a pinch of powder made by crushing a clear gemstone) Concentration, up to 10 minutesWizardAn 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. 285Wall of Force*5EVNO120 feetV, S, M (a pinch of powder made by crushing a clear gemstone) Concentration, up to 10 minutesCleric (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 Ice6EVNO120 feetV, S, M (a small piece of quartz) Concentration, up to 10 minutesWizardYou 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. 28510d65d6Wall of Stone5EVNO120 feetV, S, M (a small block of granite) Concentration, up to 10 minutesDruid, Sorcerer, WizardA 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. 287Wall of Stone*5EVNO120 feetV, S, M (a small block of granite) Concentration, up to 10 minutesDruid (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 Thorns6CNO120 feetV, S, M (a handful of thorns) Concentration, up to 10 minutesDruidYou 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. 2877d8Warding Bond2ANOTouchV, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration) 1 hourClericThis 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. 287Warding Bond*2ANOTouchV, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration) 1 hourPaladin (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)Water Breathing3TYES30 feetV, S, M (a short reed or piece of straw) 24 hoursArtificer, Druid, Ranger, Sorcerer, WizardThis 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. 287Water Breathing*3TYES30 feetV, S, M (a short reed or piece of straw) 24 hoursDruid (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)3TYES30 feetV, S, M (a short reed or piece of straw) 24 hoursRitual CasterThis 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, WizardSource: Player's Handbook, p. 287Water Walk3TYES30 feetV, S, M (a piece of cork) 1 hourArtificer, Cleric, Druid, Ranger, SorcererThis 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. 287Water Walk*3TYES30 feetV, S, M (a piece of cork) 1 hourDruid (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)3TYES30 feetV, S, M (a piece of cork) 1 hourRitual CasterThis 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, SorcererSource: Player's Handbook, p. 287Water Whip1NO30 feet2 ki pointsInstantaneousMonk (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. 813d10Wave of Rolling Earth1EVNO120 feetV, S, 6 ki pointsConcentration, up to 10 minutesMonk (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. 81Web2CNO60 feetV, S, M (a bit of spider web) Concentration, up to 1 hourSorcerer, WizardYou 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. 287Web*2CNO60 feetV, S, M (a bit of spider web) Concentration, up to 1 hourDruid (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)Weird9INO120 feetV, SConcentration, up to 1 minuteWizardDrawing 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. 2884d10Wind Walk6TNO30 feetV, S, M (fire and holy water) 8 hoursDruidYou 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. 288Wind Wall3EVNO120 feetV, S, M (a tiny fan and a feather of exotic origin) Concentration, up to 1 minuteDruid, RangerA 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. 2883d8Wind Wall*3EVNO120 feetV, S, M (a tiny fan and a feather of exotic origin) Concentration, up to 1 minuteCleric (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)3d8Wish9CNOSelfV, S, M InstantaneousSorcerer, WizardWish 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. 288Witch Bolt1EVNO30 feetV, S, M (a twig from a tree that has been struck by lightning) Concentration, up to 1 minuteFighter (Eldritch Knight), Sorcerer, Warlock, WizardA 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. 2891d12Word of Recall6CNO5 feetV, S, M InstantaneousClericYou 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. 289Wrathful Smite1EVNOSelfV, S, M Concentration, up to 1 minutePaladin, 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. 2891d6Zone of Truth2ENNO60 feetV, S, M 10 minutesBard, 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. 289Zone of Truth*2ENNO60 feetV, S, M 10 minutesPaladin (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 Blast0NOEldritch InvocationsPrerequisite: Eldritch Blast cantripWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.Source: Player's Handbook, p. 110Invocation: Armor of Shadows0NOEldritch InvocationsYou can cast mage armor on yourself at will, without expending a spell slot or material components. Source: Player's Handbook, p. 110Invocation: Ascendant Step0NOEldritch InvocationsPrerequisite: 9th levelYou can cast levitate on yourself at will, without expending a spell slot or material components. Source: Player's Handbook, p. 110Invocation: Beast Speech0NOEldritch InvocationsYou can cast speak with animals at will, without expending a spell slot. Source: Player's Handbook, p. 110Invocation: Beguiling Influence0NOEldritch InvocationsYou gain proficiency in the Deception and Persuasion skills. Source: Player's Handbook, p. 110Invocation: Bewitching Whispers0NOEldritch InvocationsPrerequisite: 7th levelYou 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. 110Invocation: Book of Ancient Secrets0NOEldritch InvocationsPrerequisite: 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. 110Invocation: Chains of Carceri0NOEldritch InvocationsPrerequisite: 15th level, Pact of the ChainYou 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. 110Invocation: Devil's Sight0NOEldritch InvocationsYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Source: Player's Handbook, p. 110Invocation: Dreadful Word0NOEldritch InvocationsPrerequisite: 7th levelYou 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. 110Invocation: Eldritch Sight0NOEldritch InvocationsYou can cast detect magic at will, without expending a spell slot.Source: Player's Handbook, p. 110Invocation: Eldritch Spear0NOEldritch InvocationsPrerequisite: Eldritch Blast cantripWhen you cast eldritch blast, its range is 300 feet. Source: Player's Handbook, p. 111Invocation: Eyes of the Rune Keeper0NOEldritch InvocationsYou can read all writing. Source: Player's Handbook, p. 111Invocation: Fiendish Vigor0NOEldritch InvocationsYou 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. 111Invocation: Gaze of Two Minds0NOEldritch InvocationsYou 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. 111Invocation: Lifedrinker0NOEldritch InvocationsPrerequisite: 12th level, Pact of the BladeWhen 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. 111Invocation: Mask of Many Faces0NOEldritch InvocationsYou can cast disguise self at will, without expending a spell slot. Source: Player's Handbook, p. 111Invocation: Master of Myriad Forms0NOEldritch InvocationsPrerequisite: 15th levelYou can cast alter self at will, without expending a spell slot. Source: Player's Handbook, p. 111Invocation: Minions of Chaos0NOEldritch InvocationsPrerequisite: 9th levelYou 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. 111Invocation: Mire the Mind0NOEldritch InvocationsPrerequisite: 5th levelYou 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. 111Invocation: Misty Visions0NOEldritch InvocationsYou can cast silent image at will, without expending a spell slot or material components. Source: Player's Handbook, p. 111Invocation: One With Shadows0NOEldritch InvocationsPrerequisite: 5th levelWhen 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. 111Invocation: Otherworldly Leap0NOEldritch InvocationsPrerequisite: 9th levelYou can cast jump on yourself at will, without expending a spell slot or material components. Source: Player's Handbook, p. 111Invocation: Repelling Blast0NOEldritch InvocationsPrerequisite: Eldritch Blast cantripWhen 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. 111Invocation: Sculptor of Flesh0NOEldritch InvocationsPrerequisite: 7th levelYou 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. 111Invocation: Sign of Ill Omen0NOEldritch InvocationsPrerequisite: 5th levelYou 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. 111Invocation: Thief of Five Fates0NOEldritch InvocationsYou 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. 111Invocation: Thirsting Blade0NOEldritch InvocationsPrerequisite: 5th levelPrerequisite: Pact of the BladeYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. Source: Player's Handbook, p. 111Invocation: Visions of Distant Realms0NOEldritch InvocationsPrerequisite: 15th levelYou can cast arcane eye at will, without expending a spell slot. Source: Player's Handbook, p. 111Invocation: Voice of the Chain Master0NOEldritch InvocationsPrerequisite: Pact of the ChainYou 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. 111Invocation: Whispers of the Grave0NOEldritch InvocationsPrerequisite: 9th levelYou can cast speak with dead at will, without expending a spell slot. Source: Player's Handbook, p. 111Invocation: Witch Sight0NOEldritch InvocationsPrerequisite: 15th levelYou 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. 111AbolethLaberrationlawful evil17 (natural armor)135 (18d10+36)10 ft., swim 40 ft.21915181518Con +6, Int +8, Wis +6History +12, Perception +10darkvision 120 ft.20Deep Speech, telepathy 120 ft.10SourceMonster Manual, p. 13AmphibiousThe aboleth can breathe air and waterMucous CloudWhile underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.Probing TelepathyIf a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.MultiattackThe aboleth makes three tentacle attacks.TentacleMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.Tentacle|9|2d6+5TailMelee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage.Tail|9|3d6+5Enslave (3/day)The aboleth targets one creature it can see within 30 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.DetectThe aboleth makes a Wisdom (Perception) check.Tail SwipeThe aboleth makes one tail attack.Psychic Drain (Costs 2 Actions)One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.underdarkAbominable YetiHmonstrositychaotic evil15 (natural armor)137 (11d12+66)40 ft., climb 40 ft.2410229139Perception +5, Stealth +4colddarkvision 60 ft.15Yeti9SourceMonster Manual, p. 306Fear of FireIf the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.Keen SmellThe yeti has advantage on Wisdom (Perception) checks that rely on smell.Snow CamouflageThe yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.MultiattackThe yeti can use its Chilling Gaze and makes two claw attacks.ClawMelee 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+2d6Chilling GazeThe 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||10d8arcticAcolyteMhumanoid (any race)any alignment109 (2d8)30 ft.101010101411Medicine +4, Religion +212any one language (usually Common)1/4SourceMonster Manual, p. 342SpellcastingThe 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, sanctuaryClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.|2|1d4light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary3urbanAdult Black DragonHdragonchaotic evil19 (natural armor)195 (17d12+85)40 ft., fly 80 ft., swim 40 ft.231421141317Dex +7, Con +10, Wis +6, Cha +8Perception +11, Stealth +7acidblindsight 60 ft., darkvision 120 ft.21Common, Draconic14SourceMonster Manual, p. 88AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.Bite|11|2d10+6+1d8ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||12d8Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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.swampAdult Blue DracolichHundeadlawful evil19 (natural armor)225 (18d12+108)40 ft., burrow 30 ft., fly 80 ft.251023161519Dex +5, Con +11, Wis +7, Cha +9Perception +12, Stealth +5necroticlightning, poisoncharmed, exhaustion, frightened, paralyzed, poisonedblindsight 60 ft., darkvision 120 ft.22Common, Draconic17SourceMonster Manual, p. 84Legendary Resistance (3/Day)If the dracolich fails a saving throw, it can choose to succeed instead.Magic ResistanceThe dracolich has advantage on saving throws against spells and other magical effects.MultiattackThe dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.Bite|12|2d10+7+1d10ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach creature of the 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||12d10Legendary 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.DetectThe dracolich makes a Wisdom (Perception) check.Tail AttackThe 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.desertAdult Blue DragonHdragonlawful evil19225 (18d12+108)40 ft., burrow 30 ft., fly 80 ft.251023161519Dex +5, Con +11, Wis +7, Cha +9Perception +12, Stealth +5lightningblindsight 60 ft., darkvision 120 ft.22Common, Draconic16SourceMonster Manual, p. 91Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.Bite|12|2d10+7+1d10ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||12d10Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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, desertAdult Brass DragonHdragonchaotic good18 (natural armor)172 (15d12+75)40 ft., burrow 40 ft., fly 80 ft.231021141317Dex +5, Con +10, Wis +6, Cha +8History +7, Perception +11, Persuasion +8, Stealth +5fireblindsight 60 ft., darkvision 120 ft.21Common, Draconic13SourceMonster Manual, p. 105Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||13d6desertAdult Bronze DragonHdragonlawful good19 (natural armor)212 (17d12+102)40 ft., fly 80 ft., swim 40 ft.251023161519Dex +5, Con +11, Wis +7, Cha +9Insight +7, Perception +12, Stealth +5lightningblindsight 60 ft., darkvision 120 ft.22Common, Draconic15SourceMonster Manual, p. 108AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage.Bite|12|2d10+7ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||12d10Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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.coastalAdult Copper DragonHdragonchaotic good18 (natural armor)184 (16d12+80)40 ft., climb 40 ft., fly 80 ft.231221181517Dex +6, Con +10, Wis +7, Cha +8Deception +8, Perception +12, Stealth +6acidblindsight 60 ft., darkvision 120 ft.22Common, Draconic14SourceMonster Manual, p. 111Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||12d8Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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.hillAdult Gold DragonHdragonlawful good19 (natural armor)256 (19d12+133)40 ft., fly 80 ft., swim 40 ft.271425161524Dex +8, Con +13, Wis +8, Cha +13Insight +8, Perception +14, Persuasion +13, Stealth +8fireblindsight 60 ft., darkvision 120 ft.24Common, Draconic17SourceMonster Manual, p. 114AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|14|2d10+8ClawMelee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||12d10Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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, grasslandAdult Green DragonHdragonlawful evil19 (natural armor)207 (18d12+90)40 ft., fly 80 ft., swim 40 ft.231221181517Dex +6, Con +10, Wis +7, Cha +8Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6poisonpoisonedblindsight 60 ft., darkvision 120 ft.22Common, Draconic15SourceMonster Manual, p. 94AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.Bite|11|2d10+6+2d6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .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||16d6Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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.forestAdult Red DragonHdragonchaotic evil19 (natural armor)256 (19d12+133)40 ft., climb 40 ft., fly 80 ft.271025161321Dex +6, Con +13, Wis +7, Cha +11Perception +13, Stealth +6fireblindsight 60 ft., darkvision 120 ft.23Common, Draconic17SourceMonster Manual, p. 98Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.Bite|14|2d10+8+2d6ClawMelee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||18d6Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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, mountainAdult Silver DragonHdragonlawful good19 (natural armor)243 (18d12+126)40 ft., fly 80 ft.271025161321Dex +5, Con +12, Wis +6, Cha +10Arcana +8, History +8, Perception +11, Stealth +5coldblindsight 60 ft., darkvision 120 ft.21Common, Draconic16SourceMonster Manual, p. 117Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|13|2d10+8ClawMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|13|2d6+8TailMelee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|13|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||13d8Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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, urbanAdult White DragonHdragonchaotic evil18 (natural armor)200 (16d12+96)40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.22102281212Dex +5, Con +11, Wis +6, Cha +6Perception +11, Stealth +5coldblindsight 60 ft., darkvision 120 ft.21Common, Draconic13SourceMonster Manual, p. 101Ice WalkThe dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.Bite|11|2d10+6+1d8ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||12d8Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 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.arcticAir ElementalLelementalneutral1590 (12d10+24)fly 90 ft. (hover)1420146106lightning; thunder; bludgeoning, piercing, and slashing from nonmagical attackspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Auran5SourceMonster Manual, p. 124Air FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.Slam|8|2d8+5Whirlwind (Recharge 4-6)Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.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, mountainAllosaurusLbeastunaligned15 (natural armor)60 (6d10+18)60 ft.1913172125Perception +5152SourceMonster Manual, p. 79PounceIf 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.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|6|2d10+4ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|6|1d8+4grasslandAncient Black DragonGdragonchaotic evil22 (natural armor)367 (21d20+147)40 ft., fly 80 ft., swim 40 ft.271425161519Dex +9, Con +14, Wis +9, Cha +11Perception +16, Stealth +9acidblindsight 60 ft., darkvision 120 ft.26Common, Draconic21SourceMonster Manual, p. 87AmphibiousThe 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.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.Bite|15|2d10+8+2d8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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.swampAncient Blue DragonGdragonlawful evil22 (natural armor)481 (26d20+208)40 ft., burrow 40 ft., fly 80 ft.291027181721Dex +7, Con +15, Wis +10, Cha +12Perception +17, Stealth +7lightningblindsight 60 ft., darkvision 120 ft.27Common, Draconic23SourceMonster Manual, p. 90Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.Bite|16|2d10+9+2d10ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.Claw|16|2d6+9TailMelee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.Tail|16|2d8+9Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||16d10Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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, desertAncient Brass DragonGdragonchaotic good20 (natural armor)297 (17d20+119)40 ft., burrow 40 ft., fly 80 ft.271025161519Dex +6, Con +13, Wis +8, Cha +10History +9, Perception +14, Persuasion +10, Stealth +6fireblindsight 60 ft., darkvision 120 ft.24Common, Draconic20SourceMonster Manual, p. 104Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|14|2d10+8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||16d6Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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.desertAncient Bronze DragonGdragonlawful good22 (natural armor)444 (24d20+192)40 ft., fly 80 ft., swim 40 ft.291027181721Dex +7, Con +15, Wis +10, Cha +12Insight +10, Perception +17, Stealth +7lightningblindsight 60 ft., darkvision 120 ft.27Common, Draconic22SourceMonster Manual, p. 107AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage.Bite|16|2d10+9ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.Claw|16|1d6+9TailMelee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.Tail|16|2d8+9Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||16d10Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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.coastalAncient Copper DragonGdragonchaotic good21 (natural armor)350 (20d20+140)40 ft., climb 40 ft., fly 80 ft.271225201719Dex +8, Con +14, Wis +10, Cha +11Deception +11, Perception +17, Stealth +8acidblindsight 60 ft., darkvision 120 ft.27Common, Draconic21SourceMonster Manual, p. 110Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.Bite|15|2d10+8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||14d8Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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.hillAncient Gold DragonGdragonlawful good22 (natural armor)546 (28d20+252)40 ft., fly 80 ft., swim 40 ft.301429181728Dex +9, Con +16, Wis +10, Cha +16Insight +10, Perception +17, Persuasion +16, Stealth +9fireblindsight 60 ft., darkvision 120 ft.27Common, Draconic24SourceMonster Manual, p. 113AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.Bite|17|2d10+10ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||13d10Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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, grasslandAncient Green DragonGdragonlawful evil21 (natural armor)385 (22d20+154)40 ft., fly 80 ft., swim 40 ft.271225201719Dex +8, Con +14, Wis +10, Cha +11Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8poisonpoisonedblindsight 60 ft., darkvision 120 ft.27Common, Draconic22SourceMonster Manual, p. 93AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.Bite|15|2d10+9+3d6ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage.Claw|15|4d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|16|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||22d6Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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.forestAncient Red DragonGdragonchaotic evil22 (natural armor)546 (28d20+252)40 ft., climb 40 ft., fly 80 ft.301029181523Dex +7, Con +16, Wis +9, Cha +13Perception +16, Stealth +7fireblindsight 60 ft., darkvision 120 ft.26Common, Draconic24SourceMonster Manual, p. 97Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.Bite|17|2d10+10+4d6ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||26d6Legendary 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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, mountainAncient Silver DragonGdragonlawful good22 (natural armor)487 (25d20+225)40 ft., fly 80 ft.301029181523Dex +7, Con +16, Wis +9, Cha +13Arcana +11, History +11, Perception +16, Stealth +7coldblindsight 60 ft., darkvision 120 ft.26Common, Draconic23SourceMonster Manual, p. 116Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.Bite|17|2d10+10ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.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||15d8Change ShapeThe dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.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, urbanAncient White DragonGdragonchaotic evil20 (natural armor)333 (18d20+144)40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.261026101314Dex +6, Con +14, Wis +7, Cha +8Perception +13, Stealth +6coldblindsight 60 ft., darkvision 120 ft.23Common, Draconic20SourceMonster Manual, p. 100Ice WalkThe dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.Bite|14|2d10+8+2d8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .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||16d8arcticAndrosphinxLmonstrositylawful neutral17 (natural armor)199 (19d10+95)40 ft., fly 60 ft.221020161823Dex +6, Con +11, Int +9, Wis +10Arcana +9, Perception +10, Religion +15psychic; bludgeoning, piercing, and slashing from nonmagical attackscharmed, frightenedtruesight 120 ft.20Common, Sphinx17SourceMonster Manual, p. 281InscrutableThe sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.Magic WeaponsThe sphinx's weapon attacks are magical.SpellcastingThe sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: • 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' feastMultiattackThe sphinx makes two claw attacks.ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.Claw|12|2d10+6Roar (3/Day)The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.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 AttackThe sphinx makes one claw attack.Teleport (Costs 2 Actions)The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Cast a Spell (Costs 3 Actions)The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast4, 3, 3, 3, 2, 1desertAnimated ArmorMconstructunaligned18 (natural armor)33 (6d8+6)25 ft.141113131poison, psychicblinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)61SourceMonster Manual, p. 19Antimagic SusceptibilityThe armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.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 AppearanceWhile the armor remains motionless, it is indistinguishable from a normal suit of armor.MultiattackThe armor makes two melee attacks.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.|4|1d6+2AnkhegLmonstrosityunaligned14 (natural armor, 11 while prone)39 (6d10+6)30 ft., burrow 10 ft.1711131136darkvision 60 ft., tremorsense 60 ft.112SourceMonster Manual, p. 21BiteMelee 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+1d6Acid Spray (Recharge 6)The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.Acid Spray||3d6forest, grasslandAnkylosaurusHbeastunaligned15 (natural armor)68 (8d12+16)30 ft.1911152125113SourceMonster Manual, p. 79TailMelee 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+4grasslandApeMbeastunaligned1219 (3d8+6)30 ft., climb 30 ft.1614146127Athletics +5, Perception +3131/2SourceMonster Manual, p. 317MultiattackThe ape makes two fist attacks.FistMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.Fist|5|1d6+3RockRanged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.Rock|5|1d6+3forestArcanalothMfiend (yugoloth)neutral evil17 (natural armor)104 (16d8+32)30 ft., fly 30 ft.171214201617Dex +5, Int +9, Wis +7, Cha +7Arcana +13, Deception +9, Insight +9, Perception +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksacid, poisoncharmed, poisonedtruesight 120 ft.17all, telepathy 120 ft.12SourceMonster Manual, p. 313Innate SpellcastingThe 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 missileMagic ResistanceThe arcanaloth has advantage on saving throws against spells and other magical effects.Magic WeaponsThe arcanaloth's weapon attacks are magical.SpellcastingThe 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 blankClawsMelee 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+3TeleportThe 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 blank4, 3, 3, 3, 2, 1, 1, 1ArchmageMhumanoid (any race)any alignment12 (15 with mage armor)99 (18d8+18)30 ft.101412201516Int +9, Wis +6Arcana +13, History +13damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)12any six languages12SourceMonster Manual, p. 342Magic ResistanceThe archmage has advantage on saving throws against spells and other magical effects.SpellcastingThe archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: • 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.DaggerMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.Dagger|6|1d4+2fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop4, 3, 3, 3, 3, 1, 1, 1, 1urbanAssassinMhumanoid (any race)any non-good alignment15 (studded leather)78 (12d8+24)30 ft.111614131110Dex +6, Int +4Acrobatics +6, Deception +3, Perception +3, Stealth +9poison13Thieves' cant plus any two languages8SourceMonster Manual, p. 343AssassinateDuring its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.EvasionIf the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Sneak Attack (1/Turn)The assassin deals an extra 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||4d6MultiattackThe assassin makes two shortsword attacks.ShortswordMelee 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+3Light CrossbowRanged 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+3urbanAvatar of DeathMundeadneutral evil20060 ft., fly 60 ft. (hover)161616161616necrotic, poisoncharmed, frightened, paralyzed, petrified, poisoned , unconsciousdarkvision 60 ft., truesight 60 ft.13all languages known to its summoner00SourceDungeon Master's Guide, p. 164Incorporeal MovementThe 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 ImmunityThe avatar is immune to features that turn undead.Hit PointsThe Avatar of Death appears with hit points equal to half its summoner's maximum hit points.Reaping ScytheThe 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+1d8Awakened ShrubSplantunaligned910 (3d6)20 ft.381110106piercingfire10one language known by its creator0SourceMonster Manual, p. 317False AppearanceWhile the shrub remains motionless, it is indistinguishable from a normal shrub.RakeMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) slashing damage.|1|1d4-1forestAwakened TreeHplantunaligned13 (natural armor)59 (7d12+14)20 ft.1961510107bludgeoning, piercingfire10one language known by its creator2SourceMonster Manual, p. 317False AppearanceWhile the tree remains motionless, it is indistinguishable from a normal tree.SlamMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.|6|3d6+4forestAxe BeakLbeastunaligned1119 (3d10+3)50 ft.1412122105101/4SourceMonster Manual, p. 317BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.Beak|4|1d8+2grassland, hillAzerMelementallawful neutral17 (natural armor, shield)39 (6d8+12)30 ft.171215121310Con +4fire, poisonpoisoned11Ignan2SourceMonster Manual, p. 22Heated BodyA creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.Heated Body||1d10Heated WeaponsWhen the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).IlluminationThe azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..WarhammerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.Warhammer|5|1d8+3+1d6BaboonSbeastunaligned123 (1d6)30 ft., climb 30 ft.814114126110SourceMonster Manual, p. 318Pack TacticsThe baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.Bite|1|1d4-1forest, hillBadgerTbeastunaligned103 (1d4+1)20 ft., burrow 5 ft.411122125darkvision 30 ft.110SourceMonster Manual, p. 318Keen SmellThe badger has advantage on Wisdom (Perception) checks that rely on smell.BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite|2|1forestBalorHfiend (demon)chaotic evil19 (natural armor)262 (21d12+126)40 ft., fly 80 ft.261522201622Str +14, Con +12, Wis +9, Cha +12cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacksfire, poisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.19SourceMonster Manual, p. 55Death ThroesWhen the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.Death Throes||20d6Fire AuraAt the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.Fire Aura||3d6Magic ResistanceThe balor has advantage on saving throws against spells and other magical effects.Magic WeaponsThe balor's weapon attacks are magical.MultiattackThe balor makes two attacks: one with its longsword and one with its whip.LongswordMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.Longsword|14|3d8+8+3d8WhipMelee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.Whip|14|2d6+8+3d6TeleportThe balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.BanditMhumanoid (any race)any non-lawful alignment12 (leather armor)11 (2d8+2)30 ft.11121210101010any one language (usually Common)1/8SourceMonster Manual, p. 343ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.|3|1d6+1Light CrossbowRanged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1arctic, coastal, desert, forest, hill, urbanBandit CaptainMhumanoid (any race)any non-lawful alignment15 (studded leather)65 (10d8+20)30 ft.151614141114Str +4, Dex +5, Wis +2Athletics +4, Deception +410any two languages2SourceMonster Manual, p. 344MultiattackThe captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.ScimitarMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Scimitar|5|1d6+3DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.Dagger|5|1d4+3ParryThe captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.arctic, coastal, desert, forest, hill, urbanBansheeMundeadchaotic evil1258 (13d8)0 ft., fly 40 ft. (hover)11410121117Wis +2, Cha +5acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attackscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.10Common, Elvish4SourceMonster Manual, p. 23Detect LifeThe 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 MovementThe 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 TouchMelee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage.|4|3d6+2Horrifying VisageEach 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, forestBarbed DevilMfiend (devil)lawful evil15 (natural armor)110 (13d8+52)30 ft.161718121414Str +6, Con +7, Wis +5, Cha +5Deception +5, Insight +5, Perception +8cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.18Infernal, telepathy 120 ft.5SourceMonster Manual, p. 70Barbed HideAt the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.Barbed Hide||1d10Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.ClawMelee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) piercing damage.Claw|6|1d6+3TailMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Tail|6|2d6+3Hurl FlameRanged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.Flame|5|3d6BarlguraLfiend (demon)chaotic evil15 (natural armor)68 (8d10+24)40 ft., climb 40 ft.1815167149Dex +5, Con +6Perception +5, Stealth +5cold, fire, lightningpoisonpoisonedblindsight 30 ft., darkvision 120 ft.15Abyssal, telepathy 120 ft.5SourceMonster Manual, p. 56Innate SpellcastingThe 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)RecklessAt 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 LeapThe barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.MultiattackThe barlgura makes three attacks: one with its bite and two with its fists.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.Bite|7|2d6+4FistMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.Fist|7|1d10+4Variant: 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, invisibilityBasiliskMmonstrosityunaligned12 (natural armor)52 (8d8+16)20 ft.16815287darkvision 60 ft.93SourceMonster Manual, p. 24Petrifying GazeIf a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.|5|2d6+3+2d6mountainBatTbeastunaligned121 (1d4-1)5 ft., fly 30 ft.21582124blindsight 60 ft.110SourceMonster Manual, p. 318Player's Handbook, p. 304EcholocationThe bat can't use its blindsight while deafened.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite||1Bearded DevilMfiend (devil)lawful evil13 (natural armor)52 (8d8+16)30 ft.16151591111Str +5, Con +4, Wis +2cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.10Infernal, telepathy 120 ft.3SourceMonster Manual, p. 70Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.SteadfastThe devil can't be frightened while it can see an allied creature within 30 feet of it.MultiattackThe devil makes two attacks: one with its beard and one with its glaive.BeardMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.Beard|5|1d8+2GlaiveMelee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Glaive|5|1d10+3BehirHmonstrosityneutral evil17 (natural armor)168 (16d12+64)50 ft., climb 40 ft.23161871412Perception +6, Stealth +7lightningdarkvision 90 ft.16Draconic11SourceMonster Manual, p. 25MultiattackThe behir makes two attacks: one with its bite and one to constrict.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.Bite|10|3d10+6ConstrictMelee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.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+6Lightning Breath (Recharge 5-6)The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.Lightning Breath||12d10SwallowThe behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.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||6d6underdarkBeholderLaberrationlawful evil18 (natural armor)189 (19d10+76)0 ft., fly 20 ft. (hover)101418171517Int +8, Wis +7, Cha +8Perception +12pronedarkvision 120 ft.22Deep Speech, Undercommon13SourceMonster Manual, p. 28Antimagic ConeThe 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.Bite|5|4d6Eye RaysThe 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 RayThe beholder uses one random eye ray.underdarkBeholder ZombieLundeadneutral evil15 (natural armor)93 (11d10+33)0 ft., fly 20 ft. (hover)10816385Wis +2poisonpoisoned, pronedarkvision 60 ft.9understands Deep Speech and Undercommon but can't speak5SourceMonster Manual, p. 316Undead FortitudeIf damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.Bite|3|4d6Eye RayThe 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.underdarkBerserkerMhumanoid (any race)any chaotic alignment13 (hide armor)67 (9d8+27)30 ft.161217911910any one language (usually Common)2SourceMonster Manual, p. 344RecklessAt the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.GreataxeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.|5|1d12+3arctic, coastal, desert, forest, hill, mountainBlack BearMbeastunaligned11 (natural armor)19 (3d8+6)40 ft., climb 30 ft.1510142127131/2SourceMonster Manual, p. 318Player's Handbook, p. 304Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Bite|3|1d6+2ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.Claws|3|2d4+2forestBlack Dragon WyrmlingMdragonchaotic evil17 (natural armor)33 (6d8+6)30 ft., fly 60 ft., swim 30 ft.151413101113Dex +4, Con +3, Wis +2, Cha +3Perception +4, Stealth +4acidblindsight 10 ft., darkvision 60 ft.14Draconic2SourceMonster Manual, p. 88AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.Bite|4|1d10+2Acid Breath (Recharge 5-6)The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one.Acid Breath||5d8Black PuddingLoozeunaligned785 (10d10+30)20 ft., climb 20 ft.16516161acid, cold, lightning, slashingblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)84SourceMonster Manual, p. 241AmorphousThe pudding can move through a space as narrow as 1 inch wide without squeezing.Corrosive FormA creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.Corrosive Form||1d8Spider ClimbThe pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.Pseudopod|5|1d6+3+4d8SplitWhen a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.underdarkBlink DogMfeylawful good1322 (4d8+4)40 ft.121712101311Perception +3, Stealth +510Blink Dog, understands Sylvan but can't speak it1/4SourceMonster Manual, p. 318Keen Hearing and SmellThe dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.Bite|3|1d6+1Teleport (Recharge 4-6)The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.forestBlood HawkSbeastunaligned127 (2d6)10 ft., fly 60 ft.614103145Perception +4141/8SourceMonster Manual, p. 319Keen SightThe hawk has advantage on Wisdom (Perception) checks that rely on sight.Pack TacticsThe hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Beak|4|1d4+2arctic, coastal, forest, grassland, hill, mountainBlue Dragon WyrmlingMdragonlawful evil17 (natural armor)52 (8d8+16)30 ft., burrow 15 ft., fly 60 ft.171015121115Dex +2, Con +4, Wis +2, Cha +4Perception +4, Stealth +2lightningblindsight 10 ft., darkvision 60 ft.14Draconic3SourceMonster Manual, p. 91BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage.Bite|5|1d10+3+1d6Lightning Breath (Recharge 5-6)The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.Lightning Breath||4d10Blue SlaadLaberrationchaotic neutral15 (natural armor)123 (13d10+52)30 ft.201518779Perception +1acid, cold, fire, lightning, thunderdarkvision 60 ft.11Slaad, telepathy 60 ft.7SourceMonster Manual, p. 276Magic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsRegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe slaad makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.Bite|8|2d6+5ClawMelee 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+5BoarMbeastunaligned11 (natural armor)11 (2d8+2)40 ft.13111229591/4SourceMonster Manual, p. 319Player's Handbook, p. 304ChargeIf 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||1d6Relentless (Recharges after a Short or Long Rest)If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.TuskWeapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.Tusk|3|1d6+1forest, grassland, hillBone DevilLfiend (devil)lawful evil19 (natural armor)142 (15d10+60)40 ft., fly 40 ft.181618131416Int +5, Wis +6, Cha +7Deception +7, Insight +6cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.9Infernal, telepathy 120 ft.9SourceMonster Manual, p. 71Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three attacks: two with its claws and one with its sting.MultiattackThe devil makes three attacks: two with its claws and one with its sting.ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|8|1d8+4ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|8|1d8+4StingMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.Sting|8|2d8+4StingMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.Sting|8|2d8+4Bone Devil PolearmLfiend (devil)lawful evil19 (natural armor)142 (15d10+60)40 ft., fly 40 ft.181618131416Int +5, Wis +6, Cha +7Deception +7, Insight +6cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.9Infernal, telepathy 120 ft.9SourceMonster Manual, p. 71Bone Naga (Guardian)Lundeadlawful evil15 (natural armor)58 (9d10+9)30 ft.151612151516poisoncharmed, exhaustion, paralyzed, poisoneddarkvision 60 ft.12Common plus one other language4SourceMonster Manual, p. 233SpellcastingThe 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 curseBiteMelee 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+3d6mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse4, 3, 2Bone Naga (Spirit)Lundeadlawful evil15 (natural armor)58 (9d10+9)30 ft.151612151516poisoncharmed, exhaustion, paralyzed, poisoneddarkvision 60 ft.12Common plus one other language4SourceMonster Manual, p. 233SpellcastingThe 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 boltBiteMelee 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+3d6mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt4, 3, 2Brass Dragon WyrmlingMdragonchaotic good16 (natural armor)16 (3d8+3)30 ft., burrow 15 ft., fly 60 ft.151013101113Dex +2, Con +3, Wis +2, Cha +3Perception +4, Stealth +2fireblindsight 10 ft., darkvision 60 ft.14Draconic1SourceMonster Manual, p. 106BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.Bite|4|1d10+2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.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||4d6Bronze Dragon WyrmlingMdragonlawful good17 (natural armor)32 (5d8+10)30 ft., fly 60 ft., swim 30 ft.171015121115Dex +2, Con +4, Wis +2, Cha +4Perception +4, Stealth +2lightningblindsight 10 ft., darkvision 60 ft.14Draconic2SourceMonster Manual, p. 109AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.Bite|5|1d10+3Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.Lightning Breath||3d10Brown BearLbeastunaligned11 (natural armor)34 (4d10+12)40 ft., climb 30 ft.1910162137Perception +3131SourceMonster Manual, p. 319Player's Handbook, p. 304Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.Bite|5|1d8+4ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claws|5|2d6+4arctic, forest, hillBugbearMhumanoid (goblinoid)chaotic evil16 (hide armor, shield)27 (5d8+5)30 ft.1514138119Stealth +6, Survival +2darkvision 60 ft.10Common, Goblin1SourceMonster Manual, p. 33BruteA melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Surprise AttackIf the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.Surprise Attack||2d6MorningstarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.Morningstar|4|2d8+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.Melee|4|2d6+2Ranged|4|1d6+2forest, grassland, underdarkBugbear ChiefMhumanoid (goblinoid)chaotic evil17 (chain shirt, shield)65 (10d8+20)30 ft.171414111211Intimidation +2, Stealth +6, Survival +3darkvision 60 ft.11Common, Goblin3SourceMonster Manual, p. 33BruteA melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Surprise AttackIf the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.Surprise Attack||2d6Heart of HruggekThe bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.MultiattackThe bugbear makes two melee attacksMorningstarMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage.Morningstar|5|2d8+32JavelinMelee 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+3Ranged|5|1d6+3BuletteLmonstrosityunaligned17 (natural armor)94 (9d10+45)40 ft., burrow 40 ft.1911212105Perception +6darkvision 60 ft., tremorsense 60 ft.165SourceMonster Manual, p. 34Standing LeapThe bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.Bite|7|4d12+4Deadly LeapIf the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.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, mountainBullywugMhumanoid (bullywug)neutral evil15 (hide armor, shield)11 (2d8+2)20 ft., swim 40 ft.1212137107Stealth +310Bullywug1/4SourceMonster Manual, p. 35AmphibiousThe bullywug can breathe air and water.Speak with Frogs and ToadsThe bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.Swamp CamouflageThe bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.Standing LeapThe bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.MultiattackThe bullywug makes two melee attacks: one with its bite and one with its spear.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.|3|1d4+1SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.|3|1d6+1swampCambionMfiendany evil alignment19 (scale mail)82 (11d8+33)30 ft., fly 60 ft.181816141216Str +7, Con +6, Int +5, Cha +6Deception +6, Intimidation +6, Perception +4, Stealth +7cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacksdarkvision 60 ft.14Abyssal, Common, Infernal5SourceMonster Manual, p. 36Fiendish BlessingThe AC of the cambion includes its Charisma bonus.Innate SpellcastingThe 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)MultiattackThe cambion makes two melee attacks or uses its Fire Ray twice.SpearMelee 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+4Two Handed|7|1d8+4Fire RayRanged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.Fire Ray|7|3d6Fiendish CharmOne 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 shifturbanCamelLbeastunaligned915 (2d10+4)50 ft.1681428591/8SourceMonster Manual, p. 320BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.Bite|5|1d4desertCarrion CrawlerLmonstrosityunaligned13 (natural armor)51 (6d10+18)30 ft., climb 30 ft.1413161125Perception +3darkvision 60 ft.132SourceMonster Manual, p. 37Keen SmellThe carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.Spider ClimbThe carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe carrion crawler makes two attacks: one with its tentacles and one with its bite.TentaclesMelee 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+2BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.Bite|4|2d4+2underdarkCatTbeastunaligned122 (1d4)40 ft., climb 30 ft.315103127Perception +3, Stealth +4130SourceMonster Manual, p. 320Player's Handbook, p. 305Keen SmellThe cat has advantage on Wisdom (Perception) checks that rely on smell.ClawsMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Claws||1desert, forest, grassland, urbanCave BearLbeastunaligned12 (natural armor)42 (5d10+15)40 ft., swim 30 ft.2010162137Perception +3darkvision 60 ft.132SourceMonster Manual, p. 334Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.Bite|7|1d8+5ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claws|7|2d6+5CentaurLmonstrosityneutral good1245 (6d10+12)50 ft.18141491311Athletics +6, Perception +3, Survival +313Elvish, Sylvan2SourceMonster Manual, p. 38ChargeIf the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.Charge||3d6MultiattackThe centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.PikeMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.|6|1d10+4HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.|6|2d6+4LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.|4|1d8+2forest, grasslandChain DevilMfiend (devil)lawful evil16 (natural armor)85 (10d8+40)30 ft.181518111214Con +7, Wis +4, Cha +5cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.8Infernal, telepathy 120 ft.8SourceMonster Manual, p. 72Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes two attacks with its chains.ChainMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.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+4Animate Chains (Recharges after a Short or Long Rest)Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.Unnerving MaskWhen a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.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.ChasmeLfiend (demon)chaotic evil15 (natural armor)84 (13d10+13)20 ft., fly 60 ft.151512111410Dex +5, Wis +5Perception +5cold, fire, lightningpoisonpoisonedblindsight 10 ft., darkvision 120 ft.15Abyssal, telepathy 120 ft.6SourceMonster Manual, p. 57DroneThe 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 ResistanceThe chasme has advantage on saving throws against spells and other magical effects.Spider ClimbThe chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.ProboscisMelee 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+7d6Variant: 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.ChimeraLmonstrositychaotic evil14 (natural armor)114 (12d10+48)30 ft., fly 60 ft.19111931410Perception +8darkvision 60 ft.18understands Draconic but can't speak6SourceMonster Manual, p. 39MultiattackThe chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.|7|2d6+4HornsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.|7|1d12+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.|7|2d6+4Fire Breath (Recharge 5-6)The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.||7d8grassland, hill, mountain, underdarkChuulLaberrationchaotic evil16 (natural armor)93 (11d10+33)30 ft., swim 30 ft.1910165115Perception +4poisonpoisoneddarkvision 60 ft.14understands Deep Speech but can't speak4SourceMonster Manual, p. 40AmphibiousThe chuul can breathe air and water.Sense MagicThe chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.MultiattackThe chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.PincerMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.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+4TentaclesOne creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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.underdarkClay GolemLconstructunaligned14 (natural armor)133 (14d10+56)20 ft.20918381acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.9understands the languages of its creator but can't speak9SourceMonster Manual, p. 168Acid AbsorptionWhenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.BerserkWhenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.Slam|8|2d10+5Haste (Recharge 5-6)Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.CloakerLaberrationchaotic neutral14 (natural armor)78 (12d10+12)10 ft., fly 40 ft.171512131214Stealth +5darkvision 60 ft.11Deep Speech, Undercommon8SourceMonster Manual, p. 41Damage TransferWhile attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.False AppearanceWhile the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.Light SensitivityWhile in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.MultiattackThe cloaker makes two attacks: one with its bite and one with its tail.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.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+3TailMelee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage.Tail|6|1d8+3MoanEach creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.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.underdarkCloud GiantHgiantneutral good (50%) or neutral evil (50%)14 (natural armor)200 (16d12+96)40 ft.271022121616Con +10, Wis +7, Cha +7Insight +7, Perception +717Common, Giant9SourceMonster Manual, p. 154Keen SmellThe giant has advantage on Wisdom (Perception) checks that rely on smell.Innate SpellcastingThe giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous formMultiattackThe giant makes two morningstar attacks.MorningstarMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.Morningstar|12|3d8+8RockRanged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.Rock|12|4d10+8Variant: FlingThe 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. 245Variant: Wind AuraA 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. 245detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous formmountainCockatriceSmonstrosityunaligned1127 (6d6+6)20 ft., fly 40 ft.612122135darkvision 60 ft.111/2SourceMonster Manual, p. 42BiteMelee 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+1grasslandCommonerMhumanoid (any race)any alignment104 (1d8)30 ft.10101010101010any one language (usually Common)0SourceMonster Manual, p. 345ClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.|2|1d4arctic, coastal, desert, forest, grassland, hill, urbanConstrictor SnakeLbeastunaligned1213 (2d10+2)30 ft., swim 30 ft.1514121103blindsight 10 ft.101/4SourceMonster Manual, p. 320Player's Handbook, p. 305BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2ConstrictMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.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+2desert, forest, swamp, underwaterCopper Dragon WyrmlingMdragonchaotic good16 (natural armor)22 (4d8+4)30 ft., climb 30 ft., fly 60 ft.151213141113Dex +3, Con +3, Wis +2, Cha +3Perception +4, Stealth +3acidblindsight 10 ft., darkvision 60 ft.14Draconic1SourceMonster Manual, p. 112BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.Bite|4|1d10+2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.Acid Breath||4d8CouatlMcelestiallawful good19 (natural armor)97 (13d8+39)30 ft., fly 90 ft.162017182018Con +5, Wis +7, Cha +6radiantpsychic; bludgeoning, piercing, and slashing from nonmagical attackstruesight 120 ft.15all, telepathy 120 ft.4SourceMonster Manual, p. 43Innate SpellcastingThe couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scryingMagic WeaponsThe couatl's weapon attacks are magical.Shielded MindThe couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.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+5ConstrictMelee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.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+3Change ShapeThe couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scryingdesert, forest, grassland, urbanCrabTbeastunaligned11 (natural armor)2 (1d4)20 ft., swim 20 ft.21110182Stealth +2blindsight 30 ft.90SourceMonster Manual, p. 320AmphibiousThe crab can breathe air and water.ClawMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.Claw||1coastalCrawling ClawTundeadneutral evil122 (1d4)20 ft., climb 20 ft.1314115104poisonpoisonedblindsight 30 ft. (blind beyond this radius)10understands Common but can't speak0SourceMonster Manual, p. 44Turn ImmunityThe claw is immune to effects that turn undead.ClawMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw's choice) .Claw|3|1d4+1CrocodileLbeastunaligned12 (natural armor)19 (3d10+3)20 ft., swim 20 ft.1510132105Stealth +2101/2SourceMonster Manual, p. 320Player's Handbook, p. 305Hold BreathThe crocodile can hold its breath for 15 minutes.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another targetGrappled:• 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+2swamp, urbanCult FanaticMhumanoid (any race)any non-good alignment13 (leather armor)22 (6d8+6)30 ft.111412101314Deception +4, Persuasion +4, Religion +211any one language (usually Common)2SourceMonster Manual, p. 345Dark DevotionThe fanatic has advantage on saving throws against being charmed or frightened.SpellcastingThe fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy• 1st level (4 slots): command, inflict wounds, shield of faith• 2nd level (3 slots): hold person, spiritual weaponMultiattackThe fanatic makes two melee attacks.DaggerMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.Dagger|4|1d4+2light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon4, 3urbanCultistMhumanoid (any race)any non-good alignment12 (leather armor)9 (2d8)30 ft.111210101110Deception +2, Religion +210any one language (usually Common)1/8SourceMonster Manual, p. 345Dark DevotionThe cultist has advantage on saving throws against being charmed or frightened.ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage.|3|1d6+1CyclopsHgiantchaotic neutral14 (natural armor)138 (12d12+60)30 ft.22112086108Giant6SourceMonster Manual, p. 45Poor Depth PerceptionThe cyclops has disadvantage on any attack roll against a target more than 30 ft. away.MultiattackThe cyclops makes two greatclub attacks.GreatclubMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.|9|3d8+6RockRanged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.|9|4d10+6coastal, desert, grassland, hill, mountain, underdarkDaoLelementalneutral evil18 (natural armor)187 (15d10+105)30 ft., burrow 30 ft., fly 30 ft.231224121314Int +5, Wis +5, Cha +6petrifieddarkvision 120 ft.11Terran11SourceMonster Manual, p. 143Earth GlideThe dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.Elemental DemiseIf the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.Innate SpellcastingThe 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 stoneSure-FootedThe dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Variant: Genie PowersGenies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.MultiattackThe Dao makes two fist attacks or two maul attacks.FistMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.Fist|10|2d8+6MaulMelee 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+6detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stoneunderdarkDarkmantleSmonstrosityunaligned1122 (5d6+5)10 ft., fly 30 ft.1612132105Stealth +3blindsight 60 ft.101/2SourceMonster Manual, p. 46EcholocationThe darkmantle can't use its blindsight while deafened.False AppearanceWhile the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.CrushMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.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+3Darkness Aura (1/day)A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.underdarkDeath DogMmonstrosityneutral evil1239 (6d8+12)40 ft.1514143136Perception +5, Stealth +4darkvision 120 ft.151SourceMonster Manual, p. 321Two-HeadedThe dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.MultiattackThe dog makes two bite attacks.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.|4|1d6+2desertDeath KnightMundeadchaotic evil20 (plate, shield)180 (19d8+95)30 ft.201120121618Dex +6, Wis +9, Cha +10necrotic, poisonexhaustion, frightened, poisoneddarkvision 120 ft.13Abyssal, Common17SourceMonster Manual, p. 47Magic ResistanceThe death knight has advantage on saving throws against spells and other magical effects.Marshal UndeadUnless 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.SpellcastingThe 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)MultiattackThe death knight makes three longsword attacks.LongswordMelee 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+4d8Two Handed|11|1d10+5+4d8Hellfire 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.ParryThe 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 wave4, 3, 3, 3, 2Death SlaadMaberration (shapechanger)chaotic evil18 (natural armor)170 (20d8+80)30 ft.201519151016Arcana +6, Perception +8acid, cold, fire, lightning, thunderblindsight 60 ft., darkvision 60 ft.18Slaad, telepathy 60 ft.10SourceMonster Manual, p. 278ShapechangerThe 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 SpellcastingThe 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 shiftMagic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsMagic WeaponsThe slaad's weapon attacks are magical.RegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe 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+2d6Claws (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+2d6GreatswordMelee 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+2d6detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shiftDeath TyrantLundeadlawful evil19 (natural armor)187 (25d10+50)0 ft., fly 20 ft. (hover)101414191519Str +5, Con +7, Int +9, Wis +7, Cha +9Perception +12poisoncharmed, exhaustion, paralyzed, petrified, poisoned, pronedarkvision 120 ft.22Deep Speech, Undercommon14SourceMonster Manual, p. 29Negative Energy ConeThe 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.Bite|5|4d6Eye RaysThe 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 RayThe death tyrant uses one random eye ray.underdarkDeep Gnome (Svirfneblin)Shumanoid (gnome)neutral good15 (chain shirt)16 (3d6+6)20 ft.15141412109Investigation +3, Perception +2, Stealth +4darkvision 120 ft.12Gnomish, Terran, Undercommon1/2SourceMonster Manual, p. 164Stone CamouflageThe gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Gnome CunningThe gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.Innate SpellcastingThe gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise selfWar PickMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.War Pick|4|1d8+2Poisoned DartRanged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successPoisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.Poisoned Dart|4|1d4+2nondetection, blindness/deafness, blur, disguise selfDeerMbeastunaligned134 (1d8)50 ft.1116112145120SourceMonster Manual, p. 321BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.Bite|2|1d4forest, grasslandDemilichTundeadneutral evil20 (natural armor)80 (20d4)0 ft., fly 30 ft. (hover)12010201720Con +6, Int +11, Wis +9, Cha +11bludgeoning, piercing, and slashing from magic weaponsnecrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attackscharmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunnedtruesight 120 ft.1318SourceMonster Manual, p. 48AvoidanceIf 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 ImmunityThe 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 DrainThe 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.FlightThe demilich flies up to half its flying speed.Cloud of DustThe 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.DevaMcelestiallawful good17 (natural armor)136 (16d8+64)30 ft., fly 90 ft.181818172020Wis +9, Cha +9Insight +9, Perception +9radiant; bludgeoning, piercing, and slashing from nonmagical attackscharmed, exhaustion, frighteneddarkvision 120 ft.19all, telepathy 120 ft.10SourceMonster Manual, p. 16Angelic WeaponsThe deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).Innate SpellcastingThe deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise deadMagic ResistanceThe deva has advantage on saving throws against spells and other magical effects.MultiattackThe deva makes two melee attacks.MaceMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.Mace|8|1d6+4+4d8Healing Touch (3/Day)The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.Change ShapeThe deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.detect evil and good, commune, raise deadDire WolfLbeastunaligned14 (natural armor)37 (5d10+10)50 ft.1715153127Perception +3, Stealth +4131SourceMonster Manual, p. 321Player's Handbook, p. 305Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.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+3forest, hillDisplacer BeastLmonstrositylawful evil13 (natural armor)85 (10d10+30)40 ft.1815166128darkvision 60 ft.113SourceMonster Manual, p. 81AvoidanceIf 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 .DisplacementThe 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.MultiattackThe displacer beast makes two attacks with its tentacles.TentacleMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.Tentacle|7|1d6+4forestDjinniLelementalchaotic good17 (natural armor)161 (14d10+84)30 ft., fly 90 ft.211522151620Dex +6, Wis +7, Cha +9lightning, thunderdarkvision 120 ft.13Auran11SourceMonster Manual, p. 144Elemental DemiseIf the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.Innate SpellcastingThe djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shiftVariant: Genie PowersGenies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.MultiattackThe djinni makes three scimitar attacks.ScimitarMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).Scimitar|9|2d6+5+1d6Create WhirlwindA 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.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 shiftcoastalDoppelgangerMmonstrosity (shapechanger)unaligned1452 (8d8+16)30 ft.111814111214Deception +6, Insight +3charmeddarkvision 60 ft.11Common3SourceMonster Manual, p. 82ShapechangerThe doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.AmbusherThe doppelganger has advantage on attack rolls against any creature it has surprised.Surprise AttackIf the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.Surprise Attack||3d6MultiattackThe doppelganger makes two melee attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.|6|1d6+4Read ThoughtsThe doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.underdark, urbanDraft HorseLbeastunaligned1019 (3d10+3)40 ft.1810122117101/4SourceMonster Manual, p. 321HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.Hooves|6|2d4+4urbanDragon TurtleGdragonneutral20 (natural armor)341 (22d20+10)20 ft., swim 40 ft.251020101212Dex +6, Con +11, Wis +7firedarkvision 120 ft.11Aquan, Draconic17SourceMonster Manual, p. 119AmphibiousThe dragon turtle can breathe air and water.MultiattackThe dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.BiteMelee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage.Bite|13|3d12+7ClawMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage.Claw|13|2d8+7TailMelee 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+7Steam Breath (Recharge 5-6)The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.Steam Breath||15d6coastal, underwaterDretchSfiend (demon)chaotic evil11 (natural armor)18 (4d6+4)20 ft.111112583cold, fire, lightningpoisonpoisoneddarkvision 60 ft.9Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)1/4SourceMonster Manual, p. 57MultiattackThe dretch makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.Bite|2|1d6ClawsMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.Claws|2|2d4Fetid Cloud (1/Day)A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.DriderLmonstrositychaotic evil19 (natural armor)123 (13d10+52)30 ft., climb 30 ft.161618131412Perception +5, Stealth +9darkvision 120 ft.15Elvish, Undercommon6SourceMonster Manual, p. 120Fey AncestryThe drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate SpellcastingThe drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fireSpider ClimbThe drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight SensitivityWhile in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web WalkerThe drider ignores movement restrictions caused by webbing.MultiattackThe drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.Bite|6|1d4+2d8LongswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.One Handed|6|1d8+3Two Handed|6|1d10+3LongbowRanged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.Longbow|6|1d8+3dancing lights, darkness, faerie fireunderdarkDrider SpellcasterLmonstrositychaotic evil19 (natural armor)123 (13d10+52)30 ft., climb 30 ft.161618131612Perception +5, Stealth +9darkvision 120 ft.15Elvish, Undercommon6SourceMonster Manual, p. 120Fey AncestryThe drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate SpellcastingThe drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fireSpider ClimbThe drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight SensitivityWhile in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web WalkerThe drider ignores movement restrictions caused by webbing.SpellcastingThe 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 movementdancing lights, darkness, faerie fire, poison spray, thaumaturgy, bane, detect magic, sanctuary, hold person, silence, clairvoyance, dispel magic, divination, freedom of movement4, 3, 3, 2DrowMhumanoid (elf)neutral evil15 (chain shirt)13 (3d8)30 ft.101410111112Perception +2, Stealth +4darkvision 120 ft.12Elvish, Undercommon1/4SourceMonster Manual, p. 128Fey AncestryThe drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate SpellcastingThe drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fireSunlight SensitivityWhile in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortsword|4|1d6+2Hand CrossbowRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.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+2dancing lights, darkness, faerie fireunderdarkDrow Elite WarriorMhumanoid (elf)neutral evil18 (studded leather, shield)71 (11d8+22)30 ft.131814111312Dex +7, Con +5, Wis +4Perception +4, Stealth +10darkvision 120 ft.14Elvish, Undercommon5SourceMonster Manual, p. 128Fey AncestryThe drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate SpellcastingThe drow's spellcasting ability is Charisma (spell save DC 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 SensitivityWhile in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe drow makes two shortsword attacks.ShortswordMelee 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+3d6Hand CrossbowRanged 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+4ParryThe 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, levitateunderdarkDrow MageMhumanoid (elf)neutral evil12 (15 with mage armor)45 (10d8)30 ft.91410171312Arcana +6, Deception +5, Perception +4, Stealth +5darkvision 120 ft.14Elvish, Undercommon7SourceMonster Manual, p. 129Fey AncestryThe drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate SpellcastingThe drow's spellcasting ability is Charisma (spell save DC 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)SpellcastingThe 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): cloudkillSunlight SensitivityWhile in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.StaffMelee 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+1d6Two Handed|2|1d8-1+1d6Summon 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, cloudkill4, 3, 3, 3, 2underdarkDrow Priestess of LolthMhumanoid (elf)neutral evil15 (scale mail)71 (13d8+13)30 ft.101412131718Con +4, Wis +6, Cha +7Insight +6, Perception +6, Religion +4, Stealth +5darkvision 120 ft.16Elvish, Undercommon8SourceMonster Manual, p. 129Fey AncestryThe drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate SpellcastingThe drow's spellcasting ability is Charisma (spell save DC 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)SpellcastingThe 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 woundsSunlight SensitivityWhile in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe drow makes two scourge attacks.ScourgeMelee 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+5d6Summon 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 wounds4, 3, 3, 3, 2DruidMhumanoid (any race)any alignment11 (16 with barkskin)27 (5d8+5)30 ft.101213121511Medicine +4, Nature +3, Perception +414Druidic plus any two languages2SourceMonster Manual, p. 346SpellcastingThe 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, barkskinQuarterstaffMelee 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|1d6Shillelagh|4|1d8+2druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin4, 3arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdarkDryadMfeyneutral11 (16 with barkskin)22 (5d8)30 ft.101211141518Perception +4, Stealth +5darkvision 60 ft.14Elvish, Sylvan1SourceMonster Manual, p. 121Innate SpellcastingThe dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelaghMagic ResistanceThe dryad has advantage on saving throws against spells and other magical effects.Speak with Beasts and PlantsThe dryad can communicate with beasts and plants as if they shared a language.Tree StrideOnce on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.ClubMelee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.Club|2|1d4Fey CharmThe dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.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, shillelaghforestDuergarMhumanoid (dwarf)lawful evil16 (scale mail, shield)26 (4d8+4)25 ft.14111411109poisondarkvision 120 ft.10Dwarvish, Undercommon1SourceMonster Manual, p. 122Duergar ResilienceThe duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.Sunlight SensitivityWhile in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest)For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.War PickMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.War Pick|4|1d8+2Enlarged|4|2d8+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.Javelin|4|1d6+2Enlarged|4|2d6+2Invisibility (Recharges after a Short or Long Rest)The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .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.underdarkDuodroneMconstructconstruct15 (natural armor)11 (2d8+2)30 ft.1113126107truesight 120 ft.10Modron1/4SourceMonster Manual, p. 225Axiomatic MindThe duodrone can't be compelled to act in a manner contrary to its nature or its instructions.DisintegrationIf the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.MultiattackThe duodrone makes two fist attacks or two javelin attacks.FistMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.Fist|3|1d4JavelinMelee 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+1Dust MephitSelementalneutral evil1217 (5d6)30 ft., fly 30 ft.5141091110Perception +2, Stealth +4firepoisonpoisoneddarkvision 60 ft.12Auran, Terran1/2SourceMonster Manual, p. 215Death BurstWhen the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.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.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.Claws|4|1d4+2Blinding Breath (Recharge 6)The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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.sleepdesertEagleSbeastunaligned123 (1d6)10 ft., fly 60 ft.615102147Perception +4140SourceMonster Manual, p. 322Keen SightThe eagle has advantage on Wisdom (Perception) checks that rely on sight.TalonsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.Talons|4|1d4+2coastal, grassland, hill, mountainEarth ElementalLelementalneutral17 (natural armor)126 (12d10+60)30 ft., burrow 30 ft.208205105bludgeoning, piercing, and slashing from nonmagical attacksthunderpoisonexhaustion, paralyzed, petrified, poisoned, unconsciousdarkvision 60 ft., tremorsense 60 ft.10Terran5SourceMonster Manual, p. 124Earth GlideThe elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.Siege MonsterThe elemental deals double damage to objects and structures.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.Slam|8|2d8+5underdarkEfreetiLelementallawful evil17 (natural armor)200 (16d10+112)40 ft., fly 60 ft.221224161516Int +7, Wis +6, Cha +7firedarkvision 120 ft.12Ignan11SourceMonster Manual, p. 145Elemental DemiseIf the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.Innate SpellcastingThe efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fireVariant: Genie PowersGenies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.MultiattackThe efreeti makes two scimitar attacks or uses its Hurl Flame twice.ScimitarMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.Scimitar|10|2d6+6+2d6Hurl FlameRanged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.Flame|7|5d6detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of firedesertElephantHbeastunaligned12 (natural armor)76 (8d12+24)40 ft.229173116104SourceMonster Manual, p. 322Trampling ChargeIf the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.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.GoreMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.Gore|8|3d8+6StompMelee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.Stomp|8|3d10+6grasslandElkLbeastunaligned1013 (2d10+2)50 ft.1610122106101/4SourceMonster Manual, p. 322ChargeIf 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||2d6RamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.Ram|5|1d6+3HoovesMelee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage.Hooves|5|2d4+3forest, grassland, hillEmpyreanHcelestial (titan)chaotic good (75%) or neutral evil (25%)22 (natural armor)313 (19d12+190)50 ft., fly 50 ft., swim 50 ft.302130212227Str +17, Int +12, Wis +13, Cha +15Insight +13, Persuasion +15bludgeoning, piercing, and slashing from nonmagical attackstruesight 120 ft.16all23SourceMonster Manual, p. 130Innate SpellcastingThe 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 ResistanceThe empyrean has advantage on saving throws against spells and other magical effects.Magic WeaponsThe empyrean's weapon attacks are magical.MaulMelee 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+10BoltRanged 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|7d6Legendary 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.AttackThe empyrean makes one attack.BolsterThe 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 shiftErinyesMfiend (devil)lawful evil18 (plate)153 (18d8+72)30 ft., fly 60 ft.181618141418Dex +7, Con +8, Wis +6, Cha +8cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisonedtruesight 120 ft.12Infernal, telepathy 120 ft.12SourceMonster Manual, p. 73Hellish WeaponsThe erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).Magic ResistanceThe erinyes has advantage on saving throws against spells and other magical effects.MultiattackThe erinyes makes three attacksLongswordMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage.One Handed|8|1d8+4+3d8Two Handed|8|1d10+4+3d8LongbowRanged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.Longbow|7|1d8+3+3d8Variant: Rope of EntanglementSome erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.ParryThe erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.EttercapMmonstrosityneutral evil13 (natural armor)44 (8d8+8)30 ft., climb 30 ft.1415137128Perception +3, Stealth +4, Survival +3darkvision 60 ft.132SourceMonster Manual, p. 131Spider ClimbThe ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.Web WalkerThe ettercap ignores movement restrictions caused by webbing.MultiattackThe ettercap makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.|4|1d8+2ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.|4|2d4+2Web (Recharge 5-6)Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, 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 GarroteMelee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.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+2forestEttinLgiantchaotic evil12 (natural armor)85 (10d10+30)40 ft.218176108Perception +4darkvision 60 ft.14Giant, Orc4SourceMonster Manual, p. 132Two HeadsThe ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.WakefulWhen one of the ettin's heads is asleep, its other head is awake.MultiattackThe ettin makes two attacks: one with its battleaxe and one with its morningstar.BattleaxeMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.Battleaxe|7|2d8+5MorningstarMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.Morningstar|7|2d8+5hill, mountain, underdarkFaerie Dragon (Blue)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan2SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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, suggestionBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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, suggestionFaerie Dragon (Green)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan2SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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, suggestionBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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, suggestionFaerie Dragon (Indigo)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan2SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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, suggestionBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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, suggestionFaerie Dragon (Orange)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan1SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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 illusionBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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 illusionFaerie Dragon (Red)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan1SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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 illusionBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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 illusionFaerie Dragon (Violet)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan2SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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, suggestionBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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, suggestionFaerie Dragon (Yellow)Tdragonchaotic good1514 (4d4+4)10 ft., fly 60 ft.32013141216Arcana +4, Perception +3, Stealth +7darkvision 60 ft.13Draconic, Sylvan1SourceMonster Manual, p. 133The Colors of AgeA 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 InvisibilityAs 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 TelepathyUsing telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.Magic ResistanceThe faerie dragon has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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 imageBiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|7|1Euphoria 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 imageFire ElementalLelementalneutral13102 (12d10+36)50 ft.1017166107bludgeoning, piercing, and slashing from nonmagical attacksfire, poisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Ignan5SourceMonster Manual, p. 125Fire FormThe elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.Fire Form||5d10Burn Damage||1d10IlluminationThe elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..Water SusceptibilityFor every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.MultiattackThe elemental makes two touch attacks.TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.Touch|6|2d6+3desertFire GiantHgiantlawful evil18 (plate)162 (13d12+78)30 ft.25923101413Dex +3, Con +10, Cha +5Athletics +11, Perception +6fire16Giant9SourceMonster Manual, p. 154MultiattackThe giant makes two greatsword attacks.GreatswordMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.|11|6d6+7RockRanged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.|11|4d10+7mountain, underdarkFire SnakeMelementalneutral evil14 (natural armor)22 (5d8)30 ft.1214117108bludgeoning, piercing, and slashing from nonmagical attackscoldfiredarkvision 60 ft.10understands Ignan but can't speak1SourceMonster Manual, p. 265Heated BodyA 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||1d6MultiattackThe snake makes two attacks: one with its bite and one with its tail.BiteMelee 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+1d6TailMelee 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+1d6underdarkFlameskullTundeadneutral evil1340 (9d4+18)0 ft., fly 40 ft. (hover)11714161011Arcana +5, Perception +2lightning, necrotic, piercingcold, fire, poisoncharmed, frightened, paralyzed, poisoned, pronedarkvision 60 ft.12Common4SourceMonster Manual, p. 134IlluminationThe 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 ResistanceThe flameskull has advantage on saving throws against spells and other magical effects.RejuvenationIf 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.SpellcastingThe 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): fireballMultiattackThe flameskull uses Fire Ray twice.Fire RayRanged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.|5|3d6mage hand, magic missile, shield, blur, flaming sphere, fireball3, 2, 1underdarkFlesh GolemMconstructneutral993 (11d8+44)30 ft.199186105lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.10understands the languages of its creator but can't speak5SourceMonster Manual, p. 169BerserkWhenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.Aversion of FireIf the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.Immutable FormThe golem is immune to any spell or effect that would alter its form.Lightning AbsorptionWhenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.|7|2d8+4FlumphSaberrationlawful good127 (2d6)5 ft., fly 30 ft.61510141411Arcana +4, History +4, Religion +4psychicdarkvision 60 ft.12understands Undercommon but can't speak, telepathy 60 ft.1/8SourceMonster Manual, p. 135Advanced TelepathyThe 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 DeficiencyIf 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 ShroudThe flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.TendrilsMelee 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+1d4Stench 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.underdarkFlying SnakeTbeastunaligned145 (2d4)30 ft., fly 60 ft., swim 30 ft.418112125blindsight 10 ft.111/8SourceMonster Manual, p. 322FlybyThe snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.Bite|6|1desert, forest, grassland, urbanFlying SwordSconstructunaligned17 (natural armor)17 (5d6)0 ft., fly 50 ft. (hover)121511151Dex +4poison, psychicblinded, charmed, deafened, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)71/4SourceMonster Manual, p. 20Antimagic SusceptibilityThe sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.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 AppearanceWhile the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.LongswordMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.|3|1d8+1FomorianHgiantchaotic evil14 (natural armor)149 (13d12+65)30 ft.2310209146Perception +8, Stealth +3darkvision 120 ft.18Giant, Undercommon8SourceMonster Manual, p. 136MultiattackThe fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.GreatclubMelee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.Greatclub|9|3d8+6Evil EyeThe 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||6d8Curse 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.underdarkFrogTbeastunaligned111 (1d4-1)20 ft., swim 20 ft.1138183Perception +1, Stealth +3darkvision 30 ft.110SourceMonster Manual, p. 322Player's Handbook, p. 305AmphibiousThe frog can breathe air and waterStanding LeapThe frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.Frost GiantHgiantneutral evil15 (patchwork armor)138 (12d12+60)40 ft.2392191012Con +8, Wis +3, Cha +4Athletics +9, Perception +3cold13Giant8SourceMonster Manual, p. 155MultiattackThe giant makes two greataxe attacks.GreataxeMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage.|9|3d12+6RockRanged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.|9|4d10+6Variant: Weighted NetRanged 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. 246Net|5|arctic, mountainGaleb DuhrMelementalneutral16 (natural armor)85 (9d8+45)15 ft. (30 ft. when rolling, 60 ft. rolling downhill)201420111211bludgeoning, piercing, and slashing from nonmagical attackspoisonexhaustion, paralyzed, poisoned, petrifieddarkvision 60 ft., tremorsense 60 ft.11Terran6SourceMonster Manual, p. 139False AppearanceWhile the galeb duhr remains motionless, it is indistinguishable from a normal boulder.Rolling ChargeIf 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||2d6SlamMelee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6+5) bludgeoning damage.Slam|8|2d6+5Animate 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, mountainGargoyleMelementalchaotic evil15 (natural armor)52 (7d8+21)30 ft., fly 60 ft.1511166117bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantinepoisonexhaustion, petrified, poisoneddarkvision 60 ft.10Terran2SourceMonster Manual, p. 140False AppearanceWhile the gargoyle remains motion less, it is indistinguishable from an inanimate statue.MultiattackThe gargoyle makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.Claws|4|1d6+2underdark, urbanGas SporeLplantunaligned51 (1d10-4)0 ft., fly 10 ft. (hover)513111poisonblinded, deafened, frightened, paralyzed, poisoned, proneblindsight 30 ft. (blind beyond this radius)51/2SourceMonster Manual, p. 138Death BurstThe 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||3d6Eerie ResemblanceThe 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.TouchMelee 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||1underdarkGelatinous CubeLoozeunaligned684 (8d10+40)15 ft.14320161blinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)82SourceMonster Manual, p. 242Ooze CubeThe cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.TransparentEven when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.PseudopodMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.Pseudopod|4|3d6EngulfThe cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.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.underdarkGhastMundeadchaotic evil1336 (8d8)30 ft.16171011108necroticpoisoneddarkvision 60 ft.10Common2SourceMonster Manual, p. 148StenchAny 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 DefianceThe ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.Bite|3|2d8+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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+3swamp, underdark, urbanGhostMundeadany alignment1145 (10d8)0 ft., fly 40 ft. (hover)71310101217acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attackscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.11any languages it knew in life4SourceMonster Manual, p. 147Ethereal SightThe ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.Incorporeal MovementThe ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Withering TouchMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.|5|4d6+3EtherealnessThe ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.Horrifying VisageEach non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.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, urbanGhoulMundeadchaotic evil1222 (5d8)30 ft.1315107106poisoneddarkvision 60 ft.10Common1SourceMonster Manual, p. 148BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.Bite|2|2d6+2ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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+2swamp, underdark, urbanGiant ApeHbeastunaligned12157 (15d12+60)40 ft., climb 40 ft.2314187127Athletics +9, Perception +4147SourceMonster Manual, p. 323MultiattackThe ape makes two fist attacks.FistMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.Fist|9|3d10+6RockRanged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage.Rock|9|7d6+6forestGiant BadgerMbeastunaligned1013 (2d8+4)30 ft., burrow 10 ft.1310152125darkvision 30 ft.111/4SourceMonster Manual, p. 323Keen SmellThe badger has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe badger makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.Bite|3|1d6+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.Claws|3|2d4+1forestGiant BatLbeastunaligned1322 (4d10)10 ft., fly 60 ft.1516112126blindsight 60 ft.111/4SourceMonster Manual, p. 323EcholocationThe bat can't use its blindsight while deafened.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2forest, underdarkGiant BoarLbeastunaligned12 (natural armor)42 (5d10+5)40 ft.17101627582SourceMonster Manual, p. 323ChargeIf 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||2d6Relentless (Recharges after a Short or Long Rest)If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.TuskMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Tusk|5|2d6+3forest, grassland, hillGiant CentipedeSbeastunaligned13 (natural armor)4 (1d6+1)30 ft., climb 30 ft.51412173blindsight 30 ft.81/4SourceMonster Manual, p. 323BiteBite. 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+2underdark, urbanGiant Constrictor SnakeHbeastunaligned1260 (8d12+8)30 ft., swim 30 ft.1914121103Perception +2blindsight 10 ft.122SourceMonster Manual, p. 324BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.Bite|6|2d6+4ConstrictMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.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+4desert, forest, swamp, underdark, underwaterGiant CrabMbeastunaligned15 (natural armor)13 (3d8)30 ft., swim 30 ft.131511193Stealth +4blindsight 30 ft.91/8SourceMonster Manual, p. 324AmphibiousThe crab can breathe air and water.ClawMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.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+1coastalGiant CrocodileHbeastunaligned14 (natural armor)85 (9d12+27)30 ft., swim 50 ft.219172107Stealth +5105SourceMonster Manual, p. 324Hold BreathThe crocodile can hold its breath for 30 minutes.MultiattackThe crocodile makes two attacks: one with its bite and one with its tail.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.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+5TailMelee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.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+5swampGiant EagleLbeastneutral good1326 (4d10+4)10 ft., fly 80 ft.16171381410Perception +414Giant Eagle, understands Common and Auran but can't speak1SourceMonster Manual, p. 324Player's Handbook, p. 306Keen SightThe eagle has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe eagle makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Beak|5|1d6+3TalonsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Talons|5|2d6+3coastal, grassland, hill, mountainGiant ElkHbeastunaligned15 (natural armor)42 (5d12+10)60 ft.19161471410Perception +414Giant Elk, understands Common, Elvish, and Sylvan but can't speak2SourceMonster Manual, p. 325ChargeIf 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||2d6RamMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Ram|6|2d6+4HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage.Hooves|6|4d8+4forest, grassland, hill, mountainGiant Fire BeetleSbeastunaligned13 (natural armor)4 (1d6+1)30 ft.81012173blindsight 30 ft.80SourceMonster Manual, p. 325IlluminationThe beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) slashing damage.Bite|1|1d6-1underdarkGiant FlyLbeastunaligned1119 (3d10+3)30 ft., fly 60 ft.1413132103darkvision 60 ft.100SourceDungeon Master's Guide, p. 169Giant FrogMbeastunaligned1118 (4d8)30 ft., swim 30 ft.1213112103Perception +2, Stealth +3darkvision 30 ft.121/4SourceMonster Manual, p. 325AmphibiousThe frog can breathe air and waterStanding LeapThe frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.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+1SwallowThe frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.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, swampGiant GoatLbeastunaligned11 (natural armor)19 (3d10+3)40 ft.1711123126111/2SourceMonster Manual, p. 326ChargeIf 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||2d4Sure-FootedThe goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.RamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.Ram|5|2d4+3grassland, hill, mountainGiant HyenaLbeastunaligned1245 (6d10+12)50 ft.1614142127Perception +3131SourceMonster Manual, p. 326RampageWhen the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Bite|5|1d6+3desert, forest, grassland, hillGiant LizardLbeastunaligned12 (natural armor)19 (3d10+3)30 ft., climb 30 ft.1512132105darkvision 30 ft.101/4SourceMonster Manual, p. 326Variant: Hold BreathThe lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)Variant: Spider ClimbThe lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.Bite|4|1d8+2coastal, desert, forest, swamp, underdarkGiant OctopusLbeastunaligned1152 (8d10+8)10 ft., swim 60 ft.1713134104Perception +4, Stealth +5darkvision 60 ft.141SourceMonster Manual, p. 326Hold BreathWhile out of water, the octopus can hold its breath for 1 hour.Underwater CamouflageThe octopus has advantage on Dexterity (Stealth) checks made while underwater.Water BreathingThe octopus can breathe only underwater.TentaclesMelee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.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+3Ink Cloud (Recharges after a Short or Long Rest)A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.underwaterGiant OwlLbeastneutral1219 (3d10+3)5 ft., fly 60 ft.13151281310Perception +5, Stealth +4darkvision 120 ft.15Giant Owl, understands Common, Elvish, and Sylvan but can't speak1/4SourceMonster Manual, p. 327FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.TalonsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage.Talons|3|2d6+1arctic, forest, hillGiant Poisonous SnakeMbeastunaligned1411 (2d8+2)30 ft., swim 30 ft.1018132103Perception +2blindsight 10 ft.121/4SourceMonster Manual, p. 327BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.Bite|6|1d4+4desert, forest, grassland, swamp, underdark, urbanGiant RatSbeastunaligned127 (2d6)30 ft.715112104darkvision 60 ft.101/8SourceMonster Manual, p. 327Keen SmellThe rat has advantage on Wisdom (Perception) checks that rely on smell.Pack TacticsThe rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|4|1d4+2forest, swamp, underdark, urbanGiant Rat (Diseased)Sbeastunaligned127 (2d6)30 ft.715112104darkvision 60 ft.101/8SourceMonster Manual, p. 327BiteMelee 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+2Giant ScorpionLbeastunaligned15 (natural armor)52 (7d10+14)40 ft.151315193blindsight 60 ft.93SourceMonster Manual, p. 327ClawMelee 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+2MultiattackThe scorpion makes three attacks: two with its claws and one with its sting.StingMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.Sting|4|1d10+2desertGiant Sea HorseLbeastunaligned13 (natural armor)16 (3d10)0 ft., swim 40 ft.1215112125111/2SourceMonster Manual, p. 328ChargeIf 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||2d6Water BreathingThe sea horse can breathe only underwater.RamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.|3|1d6+1underwaterGiant SharkHbeastunaligned13 (natural armor)126 (11d12+55)swim 50 ft.2311211105Perception +3blindsight 60 ft.135SourceMonster Manual, p. 328Blood FrenzyThe shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water BreathingThe shark can breathe only underwater.BiteWeapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage.Bite|9|3d10+6underwaterGiant SpiderLbeastunaligned14 (natural armor)26 (4d10+4)30 ft., climb 30 ft.1416122114Stealth +7blindsight 10 ft., darkvision 60 ft.101SourceMonster Manual, p. 328Player's Handbook, p. 306Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.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+3Web (Recharge 5-6)Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).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|0desert, forest, swamp, underdark, urbanGiant ToadLbeastunaligned1139 (6d10+6)20 ft., swim 40 ft.1513132103darkvision 30 ft.101SourceMonster Manual, p. 329AmphibiousThe toad can breathe air and waterStanding LeapThe toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.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+2SwallowThe toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.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, underdarkGiant VultureLbeastneutral evil1022 (3d10+6)10 ft., fly 60 ft.1510156127Perception +313understands Common but can't speak1SourceMonster Manual, p. 329Keen Sight and SmellThe vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.Pack TacticsThe vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.MultiattackThe vulture makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.Beak|4|2d4+2TalonsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.Talons|4|2d6+2desert, grasslandGiant WaspMbeastunaligned1213 (3d8)10 ft., fly 50 ft., swim 50 ft.1014101103101/2SourceMonster Manual, p. 329StingSting. 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+2forest, grassland, urbanGiant WeaselMbeastunaligned139 (2d8)40 ft.1116104125Perception +3, Stealth +5darkvision 60 ft.131/8SourceMonster Manual, p. 329Keen Hearing and SmellThe weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.Bite|5|1d4+3forest, grassland, hillGiant Wolf SpiderMbeastunaligned1311 (2d8+2)40 ft., climb 40 ft.1216133124Perception +3, Stealth +7blindsight 10 ft., darkvision 60 ft.131/4SourceMonster Manual, p. 330Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteWeapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.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+1coastal, desert, forest, grassland, hillGibbering MoutherMaberrationneutral967 (9d8+27)10 ft., swim 10 ft.108163106pronedarkvision 60 ft.102SourceMonster Manual, p. 157Aberrant GroundThe ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.GibberingThe mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.MultiattackThe gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.BitesMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.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|5d6Blinding Spittle (Recharge 5-6)The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.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.underdarkGithyanki WarriorMhumanoid (gith)lawful evil17 (half plate)49 (9d8+9)30 ft.151412131310Con +3, Int +3, Wis +311Gith3SourceMonster Manual, p. 160Innate 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)MultiattackThe githyanki makes two greatsword attacks.GreatswordMelee 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+2d6mage hand, jump, misty step, nondetectionGithzerai MonkMhumanoid (gith)lawful neutral1438 (7d8+7)30 ft.121512131410Str +3, Dex +4, Int +3, Wis +4Insight +4, Perception +414Gith2SourceMonster Manual, p. 161Innate 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, shieldPsychic DefenseWhile the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.MultiattackThe githzerai makes two unarmed strikes.Unarmed StrikeMelee 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+2d8mage hand, feather fall, jump, see invisibility, shieldGithzerai ZerthMhumanoid (gith)lawful neutral1784 (13d8+26)30 ft.131815161712Str +4, Dex +7, Int +6, Wis +6Arcana +6, Insight +6, Perception +616Gith6SourceMonster Manual, p. 161Innate 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, shieldPsychic DefenseWhile the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.MultiattackThe githzerai makes two unarmed strikes.Unarmed StrikeMelee 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+3d8mage hand, feather fall, jump, see invisibility, shieldGlabrezuLfiend (demon)chaotic evil17 (natural armor)157 (15d10+75)40 ft.201521191716Str +9, Con +9, Wis +7, Cha +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.9SourceMonster Manual, p. 58Innate SpellcastingThe glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic 1/day each: confusion, fly, power word stunMagic ResistanceThe glabrezu has advantage on saving throws against spells and other magical effects.MultiattackThe glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.PincerMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.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+5FistMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.Fist|9|2d4+2Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.darkness, detect magic, dispel magic, confusion, fly, power word stunGladiatorMhumanoid (any race)any alignment16 (studded leather, shield)112 (15d8+45)30 ft.181516101215Str +7, Dex +5, Con +6Athletics +10, Intimidation +511any one language (usually Common)5SourceMonster Manual, p. 346BraveThe gladiator has advantage on saving throws against being frightened.BruteA melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).MultiattackThe gladiator makes three melee attacks or two ranged attacks.SpearMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.One Handed|7|2d6+4Two Handed|7|2d8+4Shield BashMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.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+4ParryThe gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.urbanGnollMhumanoid (gnoll)chaotic evil15 (hide armor, shield)22 (5d8)30 ft.1412116107darkvision 60 ft.10Gnoll1/2SourceMonster Manual, p. 163RampageWhen the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.|4|1d4+2SpearMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.|4|1d6+2LongbowRanged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1desert, forest, grassland, hillGnoll Fang of YeenoghuMhumanoid (gnoll)chaotic evil14 (hide armor)65 (10d8+20)30 ft.171515101113Con +4, Wis +2, Cha +3darkvision 60 ft.10Abyssal, Gnoll4SourceMonster Manual, p. 163RampageWhen 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.MultiattackThe gnoll makes three attacks: one with its bite and two with its claws.BiteMelee 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+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.Claw|5|1d8+3desert, forest, grassland, hillGnoll Pack LordMhumanoid (gnoll)chaotic evil15 (chain shirt)49 (9d8+9)30 ft.1614138119darkvision 60 ft.10Gnoll2SourceMonster Manual, p. 163RampageWhen 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.MultiattackThe gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage.Bite|5|1d10+3GlaiveMelee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage.Glaive|5|1d10+3LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.Longbow|4|1d8+2Incite 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, hillGoatMbeastunaligned104 (1d8)40 ft.1210112105100SourceMonster Manual, p. 330ChargeIf 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||1d4Sure-FootedThe goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.RamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.Ram|3|1d4+1grassland, hill, mountain, urbanGoblinShumanoid (goblinoid)neutral evil15 (leather armor, shield)7 (2d6)30 ft.814101088Stealth +6darkvision 60 ft.9Common, Goblin1/4SourceMonster Manual, p. 166Nimble EscapeThe goblin can take the Disengage or Hide action as a bonus action on each of its turns.ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2forest, grassland, hill, underdarkGoblin BossShumanoid (goblinoid)neutral evil17 (chain shirt, shield)21 (6d6)30 ft.10141010810Stealth +6darkvision 60 ft.9Common, Goblin1SourceMonster Manual, p. 166Nimble EscapeThe goblin can take the Disengage or Hide action as a bonus action on each of its turns.MultiattackThe goblin makes two attacks with its scimitar. The second attack has disadvantage.ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.Scimitar|4|1d6+2JavelinMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.Javelin|2|1d6Redirect AttackWhen 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, underdarkGold Dragon WyrmlingMdragonlawful good17 (natural armor)60 (8d8+24)30 ft., fly 60 ft., swim 30 ft.191417141116Dex +4, Con +5, Wis +2, Cha +5Perception +4, Stealth +4fireblindsight 10 ft., darkvision 60 ft.14Draconic3SourceMonster Manual, p. 115AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.Bite|6|1d10+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fire Breath||4d10GorgonLmonstrosityunaligned19 (natural armor)114 (12d10+48)40 ft.2011182127Perception +4petrifieddarkvision 60 ft.145SourceMonster Manual, p. 171Trampling ChargeIf the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.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.GoreMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage.Gore|8|2d12+5HoovesMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.Hooves|8|2d10+5Petrifying Breath (Recharge 5-6)The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.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, hillGoristroHfiend (demon)chaotic evil19 (natural armor)310 (23d12+161)40 ft.25111561314Str +13, Dex +6, Con +13, Wis +7Perception +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisoneddarkvision 120 ft.17Abyssal17SourceMonster Manual, p. 59ChargeIf 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||7d10Labyrinthine RecallThe goristro can perfectly recall any path it has traveled.Magic ResistanceThe goristro has advantage on saving throws against spells and other magical effects.Siege MonsterThe goristro deals double damage to objects and structures.MultiattackThe goristro makes three attacks: two with its fists and one with its hoof.FistMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.Fist|13|3d8+7HoofMelee 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+7GoreMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage.Gore|13|7d10+7Gray OozeMoozeunaligned822 (3d8+9)10 ft., climb 10 ft.12616162Stealth +2acid, cold, fireblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)81/2SourceMonster Manual, p. 243AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Corrode MetalAny nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.False AppearanceWhile the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.PseudopodMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.|3|1d6+1underdarkGray Ooze (Psychic)Moozeunaligned822 (3d8+9)10 ft., climb 10 ft.12616662Stealth +2acid, cold, fireblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)81/2SourceMonster Manual, p. 243AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Corrode MetalAny nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.False AppearanceWhile the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.PseudopodMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.|3|1d6+1Psychic 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 SlaadMaberration (shapechanger)chaotic neutral18 (natural armor)127 (17d8+51)30 ft.17171613814Arcana +5, Perception +6acid, cold, fire, lightning, thunderblindsight 60 ft., darkvision 60 ft.16Slaad, telepathy 60 ft.9SourceMonster Manual, p. 277ShapechangerThe 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 SpellcastingThe 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 ResistanceThe slaad has advantage on saving throws against spells and other magical effectsMagic WeaponsThe slaad's weapon attacks are magical.RegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe 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+3Claws (Slaad Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.Claws|7|1d10+3GreatswordMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Greatsword|7|2d6+3detect magic, detect thoughts, invisibility, mage hand, major image, fear, fly, fireball, tongues, plane shifturbanGreen Dragon WyrmlingMdragonlawful evil17 (natural armor)38 (7d8+7)30 ft., fly 60 ft., swim 30 ft.151213141113Dex +3, Con +3, Wis +2, Cha +3Perception +4, Stealth +3poisonpoisonedblindsight 10 ft., darkvision 60 ft.14Draconic2SourceMonster Manual, p. 95AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) poison damage.Bite|4|1d10+3+1d6Poison Breath (Recharge 5-6)The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.Poison Breath||6d6Green HagMfeyneutral evil17 (natural armor)82 (11d8+33)30 ft.181216131414Arcana +3, Deception +4, Perception +4, Stealth +3darkvision 60 ft.14Common, Draconic, Sylvan3SourceMonster Manual, p. 177AmphibiousThe hag can breathe air and water.Innate SpellcastingThe hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockeryMimicryThe hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Hag CovenWhen 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 CovenFor a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): false life, inflict wounds2nd level (3 slots): gentle repose, ray of enfeeblement3rd level (3 slots): animate dead, revivify, speak with dead4th level (3 slots): blight, death ward5th level (2 slots): contagion, raise dead6th level (1 slot): circle of deathVariant: Nature CovenFor a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): entangle, speak with animals2nd level (3 slots): flaming sphere, moonbeam, spike growth3rd level (3 slots): call lightning, plant growth4th level (3 slots): dominate beast, grasping vine5th level (2 slots): insect plague, tree stride6th level (1 slot): wall of thornsVariant: Prophecy CovenFor a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): bane, bless2nd level (3 slots): augury, detect thoughts3rd level (3 slots): clairvoyance, dispel magic, nondetection4th level (3 slots): arcane eye, locate creature5th level (2 slots): geas, legend lore6th level (1 slot): true seeingClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claws|6|2d8+4Illusory AppearanceThe hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.Invisible PassageThe hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.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, eyebiteforest, hill, swampGreen SlaadLaberration (shapechanger)chaotic neutral16 (natural armor)127 (15d10+45)30 ft.18151611812Arcana +3, Perception +2acid, cold, fire, lightning, thunderblindsight 30 ft., darkvision 60 ft.12Slaad, telepathy 60 ft.8SourceMonster Manual, p. 277ShapechangerThe 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 SpellcastingThe 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: fireballMagic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsRegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe 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+4Claw (Slaad Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.Claw|7|1d6+4StaffMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Staff|7|2d6+4Hurl FlameRanged 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|3d6detect magic, detect thoughts, mage hand, fear, invisibility, fireballGrellMaberrationneutral evil1255 (10d8+10)10 ft., fly 30 ft. (hover)15141312119Perception +4, Stealth +6lightningblinded, proneblindsight 60 ft. (blind beyond this radius)14Grell3SourceMonster Manual, p. 172MultiattackThe grell makes two attacks: one with its tentacles and one with its beak.TentaclesMelee 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+2BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) piercing damage.Beak|4|2d4+2underdarkGrickMmonstrosityneutral14 (natural armor)27 (6d8)30 ft., climb 30 ft.1414113145bludgeoning, piercing, and slashing damage from nonmagical attacksdarkvision 60 ft.122SourceMonster Manual, p. 173Stone CamouflageThe grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.MultiattackThe grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.TentaclesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.|4|2d6+2BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2forest, underdarkGrick AlphaLmonstrosityneutral18 (natural armor)75 (10d10+20)30 ft., climb 30 ft.1816154149bludgeoning, piercing, and slashing damage from nonmagical attacksdarkvision 60 ft.127SourceMonster Manual, p. 173Stone CamouflageThe grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.MultiattackThe 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.TailMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Tail|7|2d6+4TentaclesMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) slashing damage.Tentacles|7|4d8+4BeakMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage.Beak|7|2d8+4forest, underdarkGriffonLmonstrosityunaligned1259 (7d10+21)30 ft., fly 80 ft.1815162138Perception +5darkvision 60 ft.152SourceMonster Manual, p. 174Keen SightThe griffon has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe griffon makes two attacks: one with its beak and one with its claws.BeakMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.|6|1d8+4ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.|6|2d6+4arctic, coastal, grassland, hill, mountainGrimlockMhumanoid (grimlock)neutral evil1111 (2d8+2)30 ft.161212986Athletics +5, Perception +3, Stealth +3blindedblindsight 30 ft. or 10 ft. while deafened (blind beyond this radius)13Undercommon1/4SourceMonster Manual, p. 175Blind SensesThe grimlock can't use its blindsight while deafened and unable to smell.Keen Hearing and SmellThe grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.Stone CamouflageThe grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Spiked Bone ClubMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage.Spiked Bone Club|5|1d4+5+1d4underdarkGuardMhumanoid (any race)any alignment16 (chain shirt, shield)11 (2d8+2)30 ft.131212101110Perception +212any one language (usually Common)1/8SourceMonster Manual, p. 347SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.One Handed|3|1d6+1Two Handed|3|1d8+1coastal, desert, forest, grassland, hill, mountain, urbanGuardian NagaLmonstrositylawful good18 (natural armor)127 (15d10+45)40 ft.191816161918Dex +8, Con +7, Int +7, Wis +8, Cha +8poisoncharmed, poisoneddarkvision 60 ft.14Celestial, Common10SourceMonster Manual, p. 234RejuvenationIf it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.SpellcastingThe naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: • 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 seeingBiteMelee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Bite|8|1d8+4Spit PoisonRanged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Spit Poison|8|10d8mending, sacred flame, thaumaturgy, command, cure wounds, shield of faith, calm emotions, hold person, bestow curse, clairvoyance, banishment, freedom of movement, flame strike, geas, true seeing4, 3, 3, 3, 2, 1desert, forestGynosphinxLmonstrositylawful neutral17 (natural armor)136 (16d10+48)40 ft., fly 60 ft.181516181818Arcana +12, History +12, Perception +8, Religion +8bludgeoning, piercing, and slashing from nonmagical attackspsychiccharmed, frightenedtruesight 120 ft.18Common, Sphinx11SourceMonster Manual, p. 282InscrutableThe sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.Magic WeaponsThe sphinx's weapon attacks are magical.SpellcastingThe sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: • 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 loreMultiattackThe sphinx makes two claw attacks.ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claw|8|2d8+4Legendary 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 AttackThe sphinx makes one claw attack.Teleport (Costs 2 Actions)The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Cast a Spell (Costs 3 Actions)The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore4, 3, 3, 3, 1desertHalf-Ogre (Ogrillon)Lgiantany chaotic alignment12 (hide armor)30 (4d10+8)30 ft.1710147910darkvision 60 ft.9Common, Giant1SourceMonster Manual, p. 238BattleaxeMelee 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+3Two Handed|5|2d10+3JavelinMelee 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+3Half-Red Dragon VeteranMhumanoid (human)any alignment18 (plate)65 (10d8+20)30 ft.161314101110Str +5, Con +4Athletics +5, Perception +2fireblindsight 10 ft., darkvision 60 ft.12Common, Draconic5SourceMonster Manual, p. 180MultiattackThe veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.LongswordWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.One Handed|5|1d8+3Two Handed|5|1d10+3ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortsword|5|1d6+3Heavy CrossbowRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.Heavy Crossbow|3|1d10+1Fire Breath (Recharge 5-6)The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.Fire Breath||7d6ParryThe veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon.HarpyMmonstrositychaotic evil1138 (7d8+7)20 ft., fly 40 ft.1213127101310Common1SourceMonster Manual, p. 181MultiattackThe harpy makes two attacks: one with its claws and one with its club.ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.|3|2d4+1ClubMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.|3|1d4+1Luring SongThe harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target 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, mountainHawkTbeastunaligned131 (1d4-1)10 ft., fly 60 ft.51682146Perception +4140SourceMonster Manual, p. 330Player's Handbook, p. 306Keen SightThe hawk has advantage on Wisdom (Perception) checks that rely on sight.TalonsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Talons|5|1Hell HoundMfiendlawful evil15 (natural armor)45 (7d8+14)50 ft.1712146136Perception +5firedarkvision 60 ft.15understands Infernal but can't speak it3SourceMonster Manual, p. 182Keen Hearing and SmellThe hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.|5|1d8+3Fire Breath (Recharge 5-6)The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.||6d6mountain, underdarkHelmed HorrorMconstructunaligned20 (plate, shield)60 (8d8+24)30 ft., fly 30 ft.181316101010Perception +4bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantineforce, necrotic, poisonblinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunnedblindsight 60 ft. (blind beyond this radius)14understands the languages of its creator but can't speak4SourceMonster Manual, p. 183Magic ResistanceThe helmed horror has advantage on saving throws against spells and other magical effects.Spell ImmunityThe helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.MultiattackThe helmed horror makes two longsword attacks.LongswordMelee 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+4HezrouLfiend (demon)chaotic evil16 (natural armor)136 (13d10+65)30 ft.19172051213Str +7, Con +8, Wis +4cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisoneddarkvision 120 ft.11Abyssal, telepathy 120 ft.8SourceMonster Manual, p. 60Magic ResistanceThe hezrou has advantage on saving throws against spells and other magical effects.StenchAny creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.MultiattackThe hezrou makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|7|2d10+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.Hill GiantHgiantchaotic evil13 (natural armor)105 (10d12+40)40 ft.21819596Perception +212Giant5SourceMonster Manual, p. 155MultiattackThe giant makes two greatclub attacks.Greatclub Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.Greatclub|8|3d8+5RockRanged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.|8|3d10+5Variant: SquashMelee 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. 246Squash|8|6d6+5hillHippogriffLmonstrosityunaligned1119 (3d10+3)40 ft, fly 60 ft.1713132128Perception +5151SourceMonster Manual, p. 184Keen SightThe hippogriff has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe hippogriff makes two attacks: one with its beak and one with its claws.BeakMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.|5|1d10+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.|5|2d6+3grassland, hill, mountainHobgoblinMhumanoid (goblinoid)lawful evil18 (chain mail, shield)11 (2d8+2)30 ft.13121210109darkvision 60 ft.10Common, Goblin1/2SourceMonster Manual, p. 186Martial AdvantageOnce per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.Martial Advantage||2d6LongswordMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.|3|1d8+1LongbowRanged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1desert, forest, grassland, hill, underdarkHobgoblin CaptainMhumanoid (goblinoid)lawful evil17 (half plate)39 (6d8+12)30 ft.151414121013darkvision 60 ft.10Common, Goblin3SourceMonster Manual, p. 186Martial AdvantageOnce 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||3d6MultiattackThe hobgoblin makes two greatsword attacks.GreatswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.|4|2d6+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Leadership (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, underdarkHobgoblin WarlordMhumanoid (goblinoid)lawful evil20 (plate, shield)97 (13d8+39)30 ft.161416141115Int +5, Wis +3, Cha +5darkvision 60 ft.10Common, Goblin6SourceMonster Manual, p. 187Martial AdvantageOnce 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||4d6MultiattackThe hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.LongswordMelee 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+3Two Handed|9|1d10+3Shield BashMelee 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+3JavelinMelee 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+3Leadership (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.ParryThe 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, underdarkHomunculusTconstructneutral13 (natural armor)5 (2d4)20 ft., fly 40 ft.4151110107poisoncharmed, poisoneddarkvision 60 ft.10understands the languages of its creator but can't speak0SourceMonster Manual, p. 188Telepathic BondWhile the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.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|1Hook HorrorLmonstrosityneutral15 (natural armor)75 (10d10+20)30 ft., climb 30 ft.1810156127Perception +3blindsight 60 ft., darkvision 10 ft.13Hook Horror3SourceMonster Manual, p. 189EcholocationThe hook horror can't use its blindsight while deafened.Keen HearingThe hook horror has advantage on Wisdom (Perception) checks that rely on hearing.MultiattackThe hook horror makes two hook attacks.HookMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage.Hook|6|2d6+4underdarkHorned DevilLfiend (devil)lawful evil18 (natural armor)148 (17d10+55)20 ft., fly 60 ft.221721121617Str +10, Dex +7, Wis +7, Cha +7cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.13Infernal, telepathy 120 ft.11SourceMonster Manual, p. 74Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.ForkMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage.Fork|10|2d8+6TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Tail|10|1d8+6Hurl FlameRanged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.Flame|7|4d6Hunter SharkLbeastunaligned12 (natural armor)45 (6d10+12)swim 40 ft.1813151104Perception +2darkvision 30 ft.122SourceMonster Manual, p. 330Blood FrenzyThe shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water BreathingThe shark can breathe only underwater.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.Bite|6|2d8+4underwaterHydraHmonstrosityunaligned15 (natural armor)172 (15d12+75)30 ft., swim 30 ft.2012202107Perception +6darkvision 60 ft.168SourceMonster Manual, p. 190Hold BreathThe hydra can hold its breath for 1 hour.Multiple HeadsThe hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.Reactive HeadsFor each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.WakefulWhile the hydra sleeps, at least one of its heads is awake.MultiattackThe hydra makes as many bite attacks as it has heads.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.|8|1d10+5swampHyenaMbeastunaligned115 (1d8+1)50 ft.1113122125Perception +3130SourceMonster Manual, p. 331Pack TacticsThe hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteWeapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.Bite|2|1d6desert, forest, grassland, hillIce DevilLfiend (devil)lawful evil18 (natural armor)180 (19d10+76)40 ft.211418181518Dex +7, Con +9, Wis +7, Cha +9bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisonedblindsight 60 ft., darkvision 120 ft.12Infernal, telepathy 120 ft.14SourceMonster Manual, p. 75Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three attacks: one with its bite, one with its claws, and one with its tail.BiteMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.Bite|10|2d6+5+3d6ClawsMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.Claws|10|2d4+5+3d6TailMelee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.Tail|10|2d6+5+3d6Wall of IceThe devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.Ice Devil SpearLfiend (devil)lawful evil18 (natural armor)180 (19d10+76)40 ft.211418181518Dex +7, Con +9, Wis +7, Cha +9bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisonedblindsight 60 ft., darkvision 120 ft.12Infernal, telepathy 120 ft.14SourceMonster Manual, p. 75Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes two attacks: one with its spear and one with its tail.Ice SpearMelee 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+3d6BiteMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.Bite|10|2d6+5+3d6ClawsMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.Claws|10|2d4+5+3d6TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.Tail|10|2d6+5+3d6Wall of IceThe devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.Ice MephitSelementalneutral evil1121 (6d6)30 ft., fly 30 ft.7131091112Perception +2, Stealth +3bludgeoning, firecold, poisonpoisoneddarkvision 60 ft.12Aquan, Auran1/2SourceMonster Manual, p. 215Death BurstWhen the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.Death Burst||1d8False AppearanceWhile the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.Innate Spellcasting (1/Day)The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage.Claws|3|1d4+1Frost Breath (Recharge 6)The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.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 cloudarcticImpTfiend (devil)lawful evil1310 (3d4+3)20 ft., fly 40 ft.61713111214Deception +4, Insight +3, Persuasion +4, Stealth +5cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weaponsfire, poisonpoisoneddarkvision 120 ft.11Infernal, Common1SourceMonster Manual, p. 76Player's Handbook, p. 306ShapechangerThe imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Devil's SightMagical darkness doesn't impede the imp's darkvision.Magic ResistanceThe imp has advantage on saving throws against spells and other magical effects.Variant: FamiliarThe imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.Sting (Bite in Beast Form)Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.Sting/Bite|5|1d4+3InvisibilityThe imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.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 DevourerTaberrationlawful evil1221 (6d4+6)40 ft.61413121110Perception +2, Stealth +4bludgeoning, piercing, and slashing from nonmagical attacksblindedblindsight 60 ft. (blind beyond this radius)12understands Deep Speech but can't speak, telepathy 60 ft.2SourceMonster Manual, p. 191Detect SentienceThe 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.MultiattackThe intellect devourer makes one attack with its claws and uses Devour Intellect.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.Claws|4|2d4+2Devour IntellectThe 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 ThiefThe 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.underdarkInvisible StalkerMelementalneutral14104 (16d8+32)50 ft., fly 50 ft. (hover)161914101511Perception +8, Stealth +10bludgeoning, piercing, and slashing from nonmagical attackspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.18Auran, understands Common but doesn't speak it6SourceMonster Manual, p. 192InvisibilityThe 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 TrackerThe stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.MultiattackThe stalker makes two slam attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.Slam|6|2d6+3urbanIron GolemLconstructunaligned20 (natural armor)210 (20d10+100)30 ft.249203111fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 120 ft.10understands the languages of its creator but can't speak16SourceMonster Manual, p. 170Fire AbsorptionWhenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two melee attacks.SlamMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.Slam|13|3d8+7SwordMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage.Sword|13|3d10+7Poison Breath (Recharge 5-6)The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.Poison Breath||10d8JackalSbeastunaligned123 (1d6)40 ft.815113126Perception +3130SourceMonster Manual, p. 331Keen Hearing and SmellThe jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage.Bite|1|1d4-1desert, grasslandJackalwereMhumanoid (shapechanger)chaotic evil1218 (4d8)40 ft.111511131110Deception +4, Perception +2, Stealth +4bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered12Common (can't speak in jackal form)1/2SourceMonster Manual, p. 193ShapechangerThe 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 SmellThe jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe 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+2Scimitar (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+2Sleep GazeThe 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, grasslandKenkuMhumanoid (kenku)chaotic neutral1313 (3d8)30 ft.101610111010Deception +4, Perception +2, Stealth +512understands Auran and Common but speaks only through the use of its Mimicry trait1/4SourceMonster Manual, p. 194AmbusherThe kenku has advantage on attack rolls against any creature it has surprised.MimicryThe 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.ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortsword|5|1d6+3ShortbowRanged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortbow|5|1d6+3forest, urbanKiller WhaleHbeastunaligned12 (natural armor)90 (12d12+12)swim 60 ft.1910133127Perception +3blindsight 120 ft.133SourceMonster Manual, p. 331EcholocationThe whale can't use its blindsight while deafened.Hold BreathThe whale can hold its breath for 30 minutesKeen HearingThe whale has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage.Bite|6|5d6+4underwaterKnightMhumanoid (any race)any alignment18 (plate)52 (8d8+16)30 ft.161114111115Con +4, Wis +210any one language (usually Common)3SourceMonster Manual, p. 347BraveThe knight has advantage on saving throws against being frightened.MultiattackThe knight makes two melee attacks.GreatswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.|5|2d6+3Heavy CrossbowRanged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.|2|1d10Leadership (Recharges after a Short or Long Rest)For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.ParryThe 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.urbanKoboldShumanoid (kobold)lawful evil125 (2d6-2)30 ft.7159878darkvision 60 ft.8Common, Draconic1/8SourceMonster Manual, p. 195Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Pack TacticsThe kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.DaggerMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.|4|1d4+2SlingRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.|4|1d4+2arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urbanKrakenGmonstrosity (titan)chaotic evil18 (natural armor)472 (27d20+189)20 ft., swim 60 ft.301125221820Str +17, Dex +7, Con +14, Int +13, Wis +11lightning; bludgeoning, piercing, and slashing from nonmagical attacksfrightened, paralyzedtruesight 120 ft.14understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.23SourceMonster Manual, p. 197AmphibiousThe kraken can breathe air and water.Freedom of MovementThe kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Siege MonsterThe kraken deals double damage to objects and structures.MultiattackThe kraken makes three tentacle attacks, each of which it can replace with one use of Fling.BiteMelee Weapon Attack: +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+10TentacleMelee 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+10FlingOne Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.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 StormThe kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.Lightning Storm||4d10Legendary 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 FlingThe kraken makes one tentacle attack or uses its Fling.Lightning Storm (Costs 2 Actions)The kraken uses Lightning Storm.Ink Cloud (Costs 3 Actions)While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.underwaterKuo-ToaMhumanoid (kuo-toa)neutral evil13 (natural armor, shield)18 (4d8)30 ft., swim 30 ft.13101111108Perception +4darkvision 120 ft.14Undercommon1/4SourceMonster Manual, p. 199AmphibiousThe kuo-toa can breathe air and water.Otherworldly PerceptionThe 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.SlipperyThe kuo-toa has advantage on ability checks and saving throws made to escape a grapple.Sunlight SensitivityWhile in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.Bite|3|1d4+1SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.One Handed|3|1d6+1Two Handed|3|1d8+1NetRanged 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|0Sticky ShieldWhen 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.underdarkKuo-Toa ArchpriestMhumanoid (kuo-toa)neutral evil13 (natural armor)97 (13d8+39)31 ft., swim 30 ft.161416131614Perception +9, Religion +6darkvision 120 ft.19Undercommon6SourceMonster Manual, p. 200AmphibiousThe kuo-toa can breathe air and water.Otherworldly PerceptionThe 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.SlipperyThe kuo-toa has advantage on ability checks and saving throws made to escape a grapple.Sunlight SensitivityWhile in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.SpellcastingThe 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, scryingMultiattackThe kuo-toa makes two melee attacks.ScepterMelee 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+4d6Unarmed StrikeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.Unarmed Strike|6|1d4+3guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying4, 3, 3, 3, 2underdarkKuo-Toa MonitorMhumanoid (kuo-toa)neutral evil13 (natural armor, unarmored defense)65 (10d8+20)33 ft., swim 30 ft.141014121411Perception +6, Religion +4darkvision 120 ft.16Undercommon2SourceMonster Manual, p. 198AmphibiousThe kuo-toa can breathe air and water.Otherworldly PerceptionThe 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.SlipperyThe kuo-toa has advantage on ability checks and saving throws made to escape a grapple.Sunlight SensitivityWhile in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Unarmored DefenseThe kuo-toa adds its Wisdom modifier to its armor class.MultiattackThe kuo-toa makes one bite attack and two unarmed strikes.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|6|1d4+2Unarmed StrikeMelee 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+1d6Kuo-Toa WhipMhumanoid (kuo-toa)neutral evil11 (natural armor)65 (10d8+20)32 ft., swim 30 ft.141014121411Perception +6, Religion +4darkvision 120 ft.16Undercommon1SourceMonster Manual, p. 200AmphibiousThe kuo-toa can breathe air and water.Otherworldly PerceptionThe 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.SlipperyThe kuo-toa has advantage on ability checks and saving throws made to escape a grapple.Sunlight SensitivityWhile in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.SpellcastingThe 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 faithMultiattackThe kuo-toa makes two attacks: one with its bite and one with its pincer staff.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|4|1d4+2Pincer StaffMelee 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+2sacred flame, thaumaturgy, bane, shield of faith3underdarkLamiaLmonstrositychaotic evil13 (natural armor)97 (13d10+26)30 ft.161315141516Deception +7, Insight +4, Stealth +3darkvision 60 ft.12Abyssal, Common4SourceMonster Manual, p. 201Innate SpellcastingThe lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geasMultiattackThe lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.Claws|5|2d10+3DaggerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.Dagger|5|1d4+3Intoxicating TouchMelee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.Intoxicating Touch|5|disguise self, major image, charm person, mirror image, scrying, suggestion, geasdesertLemureMfiend (devil)lawful evil713 (3d8)15 ft.105111113coldfire, poisoncharmed, frightened, poisoneddarkvision 120 ft.10understands infernal but can't speak0SourceMonster Manual, p. 76Devil's SightMagical darkness doesn't impede the lemure's darkvision.Hellish RejuvenationA lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.LichMundeadany evil alignment17 (natural armor)135 (18d8+54)30 ft.111616201416Con +10, Int +12, Wis +9Arcana +18, History +12, Insight +9, Perception +9cold, lightning, necroticpoison; bludgeoning, piercing, and slashing from nonmagical attackscharmed, exhaustion, frightened, paralyzed, poisonedtruesight 120 ft.19Common plus up to five other languages21SourceMonster Manual, p. 202Legendary Resistance (3/Day)If the lich fails a saving throw, it can choose to succeed instead.RejuvenationIf it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.SpellcastingThe lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: • 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 killTurn ResistanceThe lich has advantage on saving throws against any effect that turns undead.Paralyzing TouchMelee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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|3d6Legendary 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.CantripThe 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|6d6mage 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 kill4, 3, 3, 3, 3, 1, 1, 1, 1LionLbeastunaligned1226 (4d10+4)50 ft.1715133128Perception +3, Stealth +6131SourceMonster Manual, p. 331Player's Handbook, p. 307Keen SmellThe lion has advantage on Wisdom (Perception) checks that rely on smell.Pack TacticsThe 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.PounceIf 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 LeapWith a 10-foot running start, the lion can long jump up to 25 ft..BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.Bite|5|1d8+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|5|1d6+3desert, grassland, hill, mountainLizardTbeastunaligned102 (1d4)20 ft., climb 20 ft.21110183darkvision 30 ft.90SourceMonster Manual, p. 332BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite||1Lizard King/QueenMhumanoid (lizardfolk)chaotic evil15 (natural armor)78 (12d8+24)30 ft., swim 30 ft.171215111115Con +4, Wis +2Perception +4, Stealth +5, Survival +4frighteneddarkvision 60 ft.14Abyssal, Draconic4SourceMonster Manual, p. 205Hold BreathThe lizardfolk can hold its breath for 15 minutes.SkewerOnce 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.MultiattackThe lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Bite|5|1d6+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.Claws|5|1d4+3TridentMelee 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+3Two Handed|5|1d8+3LizardfolkMhumanoid (lizardfolk)neutral15 (natural armor, shield)22 (4d8+4)30 ft., swim 30 ft.1510137127Perception +3, Stealth +4, Survival +513Draconic1/2SourceMonster Manual, p. 204Hold BreathThe lizardfolk can hold its breath for 15 minutes.MultiattackThe lizardfolk makes two melee attacks, each one with a different weapon.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Heavy ClubMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.|4|1d6+2JavelinMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Spiked ShieldMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2forest, swampLizardfolk ShamanMhumanoid (lizardfolk)neutral13 (natural armor)27 (5d8+5)30 ft., swim 30 ft.15101310158Perception +4, Stealth +4, Survival +614Draconic2SourceMonster Manual, p. 205Hold BreathThe 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 growthMultiattack (Lizardfolk Form Only)The lizardfolk makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, 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+2Crocodile Form|4|1d10+2Claws (Lizardfolk Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.Claws|4|1d4+2Change 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 growth4, 3, 2forest, swampMageMhumanoid (any race)any alignment12 (15 with mage armor)40 (9d8)30 ft.91411171211Int +6, Wis +4Arcana +6, History +611any four languages6SourceMonster Manual, p. 347SpellcastingThe 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 coldDaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.|5|1d4+2fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold4, 3, 3, 3, 1urbanMagma MephitSelementalneutral evil1122 (5d6+5)30 ft., fly 30 ft.8121271010Stealth +3coldfire, poisonpoisoneddarkvision 60 ft.10Ignan, Terran1/2SourceMonster Manual, p. 216Death BurstWhen the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.Death Burst||2d6False AppearanceWhile the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.Innate Spellcasting (1/Day)The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.ClawsMelee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.Claws|3|1d4+1Fire Breath (Recharge 6)The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.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 metalunderdarkMagminSelementalchaotic neutral14 (natural armor)9 (2d6+2)30 ft.7151281110bludgeoning, piercing, and slashing from nonmagical attacksfiredarkvision 60 ft.10Ignan1/2SourceMonster Manual, p. 212Death BurstWhen the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.Death Burst||2d6Ignited IlluminationAs a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.TouchMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.Touch|4|2d6MammothHbeastunaligned13 (natural armor)126 (11d12+55)40 ft.249213116106SourceMonster Manual, p. 332Trampling ChargeIf the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.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.GoreMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage.Gore|10|4d8+7StompMelee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.Stomp|10|4d10+7arcticManesSfiend (demon)chaotic evil9 (natural armor)9 (2d6+2)20 ft.10913384cold, fire, lightningpoisoncharmed, frightened, poisoneddarkvision 60 ft.9understands Abyssal but can't speak1/8SourceMonster Manual, p. 60ClawsMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.Claws|2|2d4ManticoreLmonstrositylawful evil14 (natural armor)68 (8d10+24)30 ft., fly 50 ft.1716177128darkvision 60 ft.113SourceMonster Manual, p. 213Tail Spike RegrowthThe manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.MultiattackThe manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.|5|1d8+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.|5|1d6+3Tail SpikeRanged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage.|5|1d8+3arctic, coastal, grassland, hill, mountainMaridLelementalchaotic neutral17 (natural armor)229 (17d10+136)30 ft., fly 60 ft., swim 90 ft.221226181718Dex +5, Wis +7, Cha +8acid, cold, lightningblindsight 30 ft., darkvision 120 ft.13Aquan11SourceMonster Manual, p. 146AmphibiousThe marid can breathe air and water.Elemental DemiseIf the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the dao was wearing or carrying.Innate SpellcastingThe 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 shiftVariant: Genie PowersGenies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.MultiattackThe marid makes two trident attacks.TridentMelee 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+6Two Handed|10|2d8+6Water JetThe 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||6d6create 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 shiftcoastal, underwaterMarilithLfiend (demon)chaotic evil18 (natural armor)189 (18d10+90)40 ft.182020181620Str +9, Con +10, Wis +8, Cha +10cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.16SourceMonster Manual, p. 61Magic ResistanceThe marilith has advantage on saving throws against spells and other magical effects.Magic WeaponsThe marilith's weapon attacks are magical.ReactiveThe marilith can take one reaction on every turn in combat.MultiattackThe marilith can make seven attacks: six with its longswords and one with its tail.LongswordMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Longsword|9|2d8+4TailMelee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.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+4TeleportThe marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Variant: Summon Demon (1/Day)The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.ParryThe 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.MastiffMbeastunaligned125 (1d8+1)40 ft.1314123127Perception +3131/8SourceMonster Manual, p. 332Player's Handbook, p. 307Keen Hearing and SmellThe mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.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+1forest, hill, urbanMedusaMmonstrositylawful evil15 (natural armor)127 (17d8+51)30 ft.101516121315Deception +5, Insight +4, Perception +4, Stealth +5darkvision 60 ft.14Common6SourceMonster Manual, p. 214Petrifying GazeWhen a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.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.MultiattackThe medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.Snake HairMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.|5|1d4+2ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|5|1d6+2LongbowRanged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.|5|2d6desertMerfolkMhumanoid (merfolk)neutral1111 (2d8+2)10 ft., swim 40 ft.101312111112Perception +212Aquan, Common1/8SourceMonster Manual, p. 218AmphibiousThe merfolk can breathe air and water.SpearMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.|2|1d6coastal, underwaterMerrowLmonstrositychaotic evil13 (natural armor)45 (6d10+12)10 ft., swim 40 ft.1810158109darkvision 60 ft.10Abyssal, Aquan2SourceMonster Manual, p. 219AmphibiousThe merrow can breathe air and water.MultiattackThe merrow makes two attacks: one with its bite and one with its claws or harpoon.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.Bite|6|1d8+4ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.Claws|6|2d4+4HarpoonMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.Harpoon|6|2d6+4coastal, underwaterMezzolothMfiend (yugoloth)neutral evil18 (natural armor)75 (10d8+30)40 ft.18111671011Perception +3cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksacid, poisonpoisonedblindsight 60 ft., darkvision 60 ft.13Abyssal, Infernal, telepathy 60 ft.5SourceMonster Manual, p. 313Innate SpellcastingThe 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: cloudkillMagic ResistanceThe mezzoloth has advantage on saving throws against spells and other magical effects.Magic WeaponsThe mezzoloth's weapon attacks are magical.MultiattackThe mezzoloth makes two attacks: one with its claws and one with its trident.ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.Claws|7|2d4+4TridentMelee 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+4Two Handed|7|1d8+4TeleportThe 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, cloudkillMimicMmonstrosity (shapechanger)neutral12 (natural armor)58 (9d8+18)15 ft.1712155138Stealth +5acidpronedarkvision 60 ft.112SourceMonster Manual, p. 220ShapechangerThe 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.GrapplerThe mimic has advantage on attack rolls against any creature grappled by it.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.Pseudopod|5|1d8+3BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.Bite|5|1d8+3+1d8underdark, urbanMind FlayerMaberrationlawful evil15 (breastplate)71 (13d8+13)30 ft.111212191717Int +7, Wis +6, Cha +6Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4darkvision 120 ft.16Deep Speech, Undercommon, telepathy 120 ft.7SourceMonster Manual, p. 222Magic ResistanceThe 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)TentaclesMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+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+4Extract BrainMelee 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|10d10Mind 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+4detect thoughts, levitate, dominate monster, plane shiftunderdarkMind Flayer ArcanistMaberrationlawful evil15 (breastplate)71 (13d8+13)30 ft.111212191717Int +7, Wis +6, Cha +6Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4darkvision 120 ft.16Deep Speech, Undercommon, telepathy 120 ft.8SourceMonster Manual, p. 222Magic ResistanceThe 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)SpellcastingThe 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 forceTentaclesMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+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+4Extract BrainMelee 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|10d10Mind 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+4detect 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 force4, 3, 3, 3, 2underdarkMinotaurLmonstrositychaotic evil14 (natural armor)76 (9d10+27)40 ft.1811166169Perception +7darkvision 60 ft.17Abyssal3SourceMonster Manual, p. 223ChargeIf 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||2d8Labyrinthine RecallThe minotaur can perfectly recall any path it has traveled.RecklessAt the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.GreataxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.|6|2d12+4GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.|6|2d8+4underdarkMinotaur SkeletonLundeadlawful evil12 (natural armor)67 (9d10+18)40 ft.181115685bludgeoningpoisonexhaustion, poisoneddarkvision 60 ft.9understands Abyssal but can't speak2SourceMonster Manual, p. 273ChargeIf 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||2d8GreataxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.Greataxe|6|2d12+4GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.Gore|6|2d8+4underdarkMonodroneMconstructconstruct15 (natural armor)5 (1d8+1)30 ft., fly 30 ft.1013124105truesight 120 ft.10Modron1/8SourceMonster Manual, p. 224Axiomatic MindThe monodrone can't be compelled to act in a manner contrary to its nature or its instructions.DisintegrationIf the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.DaggerMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.Dagger|3|1d4+1JavelinMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.Javelin|2|1d6Mud MephitSelementalneutral evil1127 (6d6+6)20 ft., fly 20 ft., swim 20 ft.812129117Stealth +3poisonpoisoneddarkvision 60 ft.10Aquan, Terran1/4SourceMonster Manual, p. 216Death BurstWhen 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 AppearanceWhile the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.FistsMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage.Fists|3|1d6+1Mud 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.swampMuleMbeastunaligned1011 (2d8+2)40 ft.1410132105101/8SourceMonster Manual, p. 333Player's Handbook, p. 307Beast of BurdenThe mule is considered to be a Large animal for the purpose of determining its carrying capacity.Sure-FootedThe mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.HoovesMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.Hooves|4|1d4+2desert, hill, urbanMummyMundeadlawful evil11 (natural armor)58 (9d8+18)20 ft.1681561012Wis +2bludgeoning, piercing, and slashing from nonmagical attacksfirenecrotic, poisoncharmed, exhaustion, frightened, paralyzed, poisoneddarkvision 60 ft.10the languages it knew in life3SourceMonster Manual, p. 228MultiattackThe mummy can use its Dreadful Glare and makes one attack with its rotting fist.Rotting FistMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.Rotting Fist|5|2d6+3Dreadful GlareThe mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.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.desertMummy LordMundeadlawful evil17 (natural armor)97 (13d8+39)20 ft.181017111816Con +8, Int +5, Wis +9, Cha +8History +5, Religion +5bludgeoningnecrotic, poison; bludgeoning, piercing, and slashing from nonmagical attackscharmed, exhaustion, frightened, paralyzed, poisoneddarkvision 60 ft.14the languages it knew in life15SourceMonster Manual, p. 229Magic ResistanceThe mummy lord has advantage on saving throws against spells and other magical effects.RejuvenationA destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.SpellcastingThe mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: • 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): harmMultiattackThe mummy can use its Dreadful Glare and makes one attack with its rotting fist.Rotting FistMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.Rotting Fist|9|3d6+4+6d6Dreadful GlareThe mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.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.AttackThe mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.Blinding DustBlinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.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, harm4, 3, 3, 3, 2, 1desertMyconid AdultMplantlawful neutral12 (natural armor)22 (4d8+4)20 ft.10101210137darkvision 120 ft.111/2SourceMonster Manual, p. 232Distress SporesWhen the myconid takes damage, all other myconids within 240 feet of it can sense its pain.Sun SicknessWhile 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.FistMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.Fist|2|2d4+2d4Pacifying 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 SporesA 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.underdarkMyconid SovereignLplantlawful neutral13 (natural armor)60 (8d10+16)30 ft.121014131510darkvision 120 ft.122SourceMonster Manual, p. 232Distress SporesWhen the myconid takes damage, all other myconids within 240 feet of it can sense its pain.Sun SicknessWhile 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.MultiattackThe myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.FistMelee 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+3d4Animating SporesThe 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 SporesThe 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 SporesThe 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 SporesA 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 SproutSplantlawful neutral107 (2d6)10 ft.810108115darkvision 120 ft.100SourceMonster Manual, p. 230Distress SporesWhen the myconid takes damage, all other myconids within 240 feet of it can sense its pain.Sun SicknessWhile 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.FistMelee 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+1d4Rapport 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.underdarkNalfeshneeLfiend (demon)chaotic evil18 (natural armor)184 (16d10+96)20 ft., fly 30 ft.211022191215Con +11, Int +9, Wis +6, Cha +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisonedtruesight 120 ft.11Abyssal, telepathy 120 ft.13SourceMonster Manual, p. 62Magic ResistanceThe nalfeshnee has advantage on saving throws against spells and other magical effects.MultiattackThe nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage.Bite|10|5d10+5ClawMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage.Claw|10|3d6+5Horror Nimbus (Recharge 5-6)The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.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.TeleportThe 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.Needle BlightMplantneutral evil12 (natural armor)11 (2d8+2)30 ft.121213483blinded, deafenedblindsight 60 ft. (blind beyond this radius)9understands Common but can't speak1/4SourceMonster Manual, p. 32ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage.Claws|3|2d4+1NeedlesRanged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage.Needles|3|2d6+1forestNight HagMfiendneutral evil17 (natural armor)112 (15d8+45)30 ft.181516161416Deception +7, Insight +6, Perception +6, Stealth +6cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredcharmeddarkvision 120 ft.16Abyssal, Common, Infernal, Primordial5SourceMonster Manual, p. 178Innate SpellcastingThe 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, sleepMagic ResistanceThe hag has advantage on saving throws against spells and other magical effects.Night Hag ItemsA 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 CovenWhen 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 CovenFor a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): false life, inflict wounds2nd level (3 slots): gentle repose, ray of enfeeblement3rd level (3 slots): animate dead, revivify, speak with dead4th level (3 slots): blight, death ward5th level (2 slots): contagion, raise dead6th level (1 slot): circle of deathVariant: Nature CovenFor a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): entangle, speak with animals2nd level (3 slots): flaming sphere, moonbeam, spike growth3rd level (3 slots): call lightning, plant growth4th level (3 slots): dominate beast, grasping vine5th level (2 slots): insect plague, tree stride6th level (1 slot): wall of thornsVariant: Prophecy CovenFor a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): bane, bless2nd level (3 slots): augury, detect thoughts3rd level (3 slots): clairvoyance, dispel magic, nondetection4th level (3 slots): arcane eye, locate creature5th level (2 slots): geas, legend lore6th level (1 slot): true seeingClaws (Hag Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claws|7|2d8+4Change ShapeThe hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.EtherealnessThe hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.Nightmare Haunting (1/Day)While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.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, eyebiteNightmareLfiendneutral evil13 (natural armor)68 (8d10+24)60 ft., fly 90 ft.181516101315fire11understands Abyssal, Common, and Infernal but can't speak3SourceMonster Manual, p. 235Confer Fire ResistanceThe nightmare can grant resistance to fire damage to anyone riding it.IlluminationThe nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.Hooves|6|2d8+4+2d6Ethereal StrideThe nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.NobleMhumanoid (any race)any alignment15 (breastplate)9 (2d8)30 ft.111211121416Deception +5, Insight +4, Persuasion +512any two languages1/8SourceMonster Manual, p. 348RapierMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.|3|1d8+1ParryThe noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.forest, urbanNothicMaberrationneutral evil15 (natural armor)45 (6d8+18)30 ft.14161613108Arcana +3, Insight +4, Perception +2, Stealth +5truesight 120 ft.12Undercommon2SourceMonster Manual, p. 236Keen SightThe nothic has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe nothic makes two claw attacks.ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.|4|1d6+3Rotting GazeThe 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.||3d6Weird InsightThe 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.underdarkNycalothLfiend (yugoloth)neutral evil18 (natural armor)123 (13d10+52)40 ft., fly 60 ft.201119121015Intimidation +6, Perception +4, Stealth +4cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksacid, poisonpoisonedblindsight 60 ft., darkvision 60 ft.14Abyssal, Infernal, telepathy 60 ft.9SourceMonster Manual, p. 314Innate SpellcastingThe 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 imageMagic ResistanceThe nycaloth has advantage on saving throws against spells and other magical effects.Magic WeaponsThe nycaloth's weapon attacks are magical.MultiattackThe nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.ClawMelee 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+5GreataxeMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage.Greataxe|9|2d12+5TeleportThe 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 imageOchre JellyLoozeunaligned845 (6d10+12)10 ft., climb 10 ft.15614261acidlightning, slashingblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)82SourceMonster Manual, p. 243AmorphousThe jelly can move through a space as narrow as 1 inch wide without squeezing.Spider ClimbThe jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.|4|2d6+2SplitWhen a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.underdarkOctopusSbeastunaligned123 (1d6)5 ft., swim 30 ft.415113104Perception +2, Stealth +4darkvision 30 ft.120SourceMonster Manual, p. 333Hold BreathWhile out of water, the octopus can hold its breath for 30 minutes.Underwater CamouflageThe octopus has advantage on Dexterity (Stealth) checks made while underwater.Water BreathingThe octopus can breathe only underwater.TentaclesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.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|1Ink Cloud (Recharges after a Short or Long Rest)A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.OgreLgiantchaotic evil11 (hide armor)59 (7d10+21)40 ft.19816577darkvision 60 ft.8Common, Giant2SourceMonster Manual, p. 237GreatclubMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.|6|2d8+4JavelinMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.|6|2d6+4arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdarkOgre ZombieLundeadneutral evil885 (9d10+36)30 ft.19618365Wis +0poisonpoisoneddarkvision 60 ft.8understands Common and Giant but can't speak2SourceMonster Manual, p. 316Undead FortitudeIf damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.MorningstarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.Morningstar|6|2d8+4OniLgiantlawful evil16 (chain mail)110 (13d10+39)30 ft., fly 30 ft.191116141215Dex +3, Con +6, Wis +4, Cha +5Arcana +5, Deception +8, Perception +4darkvision 60 ft.14Common, Giant7SourceMonster Manual, p. 239Innate SpellcastingThe oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleepMagic WeaponsThe oni's weapon attacks are magical.RegenerationThe oni regains 10 hit points at the start of its turn if it has at least 1 hit point.MultiattackThe oni makes two attacks, either with its claws or its glaive.Claw (Oni Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.Claw|7|1d8+4GlaiveMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.Large Form|7|2d10+4Small or Medium Form|7|1d10+4Change ShapeThe oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.darkness, invisibility, charm person, cone of cold, gaseous form, sleepforest, urbanOrcMhumanoid (orc)chaotic evil13 (hide armor)15 (2d8+6)30 ft.16121671110Intimidation +2darkvision 60 ft.10Common, Orc1/2SourceMonster Manual, p. 246AggressiveAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.GreataxeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.|5|1d12+3JavelinMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.|5|1d6+3arctic, forest, grassland, hill, mountain, swamp, underdarkOrc Eye of GruumshMhumanoid (orc)chaotic evil16 (ring mail, shield)45 (6d8+18)30 ft.16121791312Intimidation +3, Religion +1darkvision 60 ft.11Common, Orc2SourceMonster Manual, p. 247AggressiveAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.Gruumsh's FuryThe orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).SpellcastingThe 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)SpearMelee 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+1d8Two Handed|5|2d8+3guidance, resistance, thaumaturgy, bless, command, augury, spiritual weapon4, 2arctic, forest, grassland, hill, mountain, swamp, underdarkOrc War ChiefMhumanoid (orc)chaotic evil16 (chain mail)93 (11d8+44)30 ft.181218111116Str +6, Con +6, Wis +2Intimidation +5darkvision 60 ft.10Common, Orc4SourceMonster Manual, p. 246AggressiveAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.Gruumsh's FuryThe orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).MultiattackThe orc makes two attacks with its greataxe or its spear.GreataxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage.Greataxe|6|1d12+4+1d8SpearMelee 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+1d8Two Handed|6|2d8+4Battle 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.OrogMhumanoid (orc)chaotic evil18 (plate)42 (5d8+20)30 ft.181218121112Intimidation +5, Survival +2darkvision 60 ft.10Common, Orc2SourceMonster Manual, p. 247AggressiveAs a bonus action, the orog can move up to its speed toward a hostile creature that it can see.MultiattackThe orog makes two greataxe attacks.GreataxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d102+4) slashing damage.Greataxe|6|1d12+4JavelinMelee 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+4arctic, forest, grassland, hill, mountain, underdarkOtyughLaberrationneutral14 (natural armor)114 (12d10+48)30 ft.1611196136Con +7darkvision 120 ft.11Otyugh5SourceMonster Manual, p. 248Limited TelepathyThe otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.MultiattackThe otyugh makes three attacks: one with its bite and two with its tentacles.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.|6|2d8+3TentacleMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.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+3Tentacle SlamThe 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.underdarkOwlTbeastunaligned111 (1d4-1)5 ft., fly 60 ft.31382127Perception +3, Stealth +3darkvision 120 ft.130SourceMonster Manual, p. 333Player's Handbook, p. 308FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.TalonsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Talons|3|1arctic, forestOwlbearLmonstrosityunaligned13 (natural armor)59 (7d10+21)40 ft.2012173127Perception +3darkvision 60 ft.133SourceMonster Manual, p. 249Keen Sight and SmellThe owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.MultiattackThe owlbear makes two attacks: one with its beak and one with its claws.BeakMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage.|7|1d10+5ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.|7|2d8+5forestPantherMbeastunaligned1213 (3d8)50 ft., climb 40 ft.1415103147Perception +4, Stealth +6141/4SourceMonster Manual, p. 333Player's Handbook, p. 308Keen SmellThe panther has advantage on Wisdom (Perception) checks that rely on smell.PounceIf 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.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Bite|4|1d6+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.Claw|4|1d4+2forest, grassland, hillPegasusLcelestialchaotic good1259 (7d10+21)60 ft., fly 90 ft.181516101513Dex +4, Wis +4, Cha +3Perception +616understands Celestial, Common, Elvish, and Sylvan but can't speak2SourceMonster Manual, p. 250HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Hooves|6|2d6+4forest, grassland, hillPentadroneMconstructconstruct16 (natural armor)32 (5d10+5)40 ft.151412101013Perception +4truesight 120 ft.14Modron2SourceMonster Manual, p. 226Axiomatic MindThe pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.DisintegrationIf the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.MultiattackThe pentadrone makes five arm attacks.ArmMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.Arm|4|1d6+2Paralysis 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.PerytonMmonstrositychaotic evil13 (natural armor)33 (6d8+6)20 ft., fly 60 ft.16121391210Perception +5bludgeoning, piercing, and slashing from nonmagical attacks15understands Common and Elvish but can't speak2SourceMonster Manual, p. 251Dive AttackIf 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.FlybyThe peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.Keen Sight and SmellThe peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.MultiattackThe peryton makes one gore attack and one talon attack.GoreMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.|5|1d8+3TalonsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage.|5|2d4+3hill, mountainPhase SpiderLmonstrosityunaligned13 (natural armor)32 (5d10+5)30 ft., climb 30 ft.1515126106Stealth +6darkvision 60 ft.103SourceMonster Manual, p. 334Ethereal JauntAs a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.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+2Poison||4d8desert, forest, grassland, hill, underdark, urbanPiercerLmonstrosityunaligned15 (natural armor)22 (3d8+9)5 ft., climb 5 ft.101316173Stealth +5blindsight 30 ft., darkvision 60 ft.81/2SourceMonster Manual, p. 252False AppearanceWhile the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.Spider ClimbThe piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.DropMelee 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|1d6underdarkPit FiendLfiend (devil)lawful evil19 (natural armor)300 (24d10+168)30 ft., fly 60 ft.261424221824Dex +8, Con +13, Wis +10cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisonedtruesight 120 ft.14Infernal, telepathy 120 ft.20SourceMonster Manual, p. 77Fear AuraAny creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.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 ResistanceThe pit fiend has advantage on saving throws against spells and other magical effects.Magic WeaponsThe pit fiend's weapon attacks are magical.Innate SpellcastingThe pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: hold monster, wall of fireMultiattackThe pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.BiteMelee 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+8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Claw|14|2d8+8MaceMelee 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+6d6TailMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.Tail|14|3d10+8detect magic, fireball, hold monster, wall of firePixieTfeyneutral good151 (1d4-1)10 ft., fly 30 ft.2208101415Perception +4, Stealth +714Sylvan1/4SourceMonster Manual, p. 253Magic ResistanceThe pixie has advantage on saving throws against spells and other magical effects.Innate SpellcastingThe 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, sleepSuperior InvisibilityThe 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, sleepforestPlanetarLcelestiallawful good19 (natural armor)200 (16d10+112)40 ft., fly 120 ft.242024192225Con +12, Wis +11, Cha +12Perception +11radiant; bludgeoning, piercing, and slashing from nonmagical attackscharmed, exhaustion, frightenedtruesight 120 ft.21all, telepathy 120 ft.16SourceMonster Manual, p. 17Angelic WeaponsThe planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).Divine AwarenessThe planetar knows if it hears a lie.Innate SpellcastingThe planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plagueMagic ResistanceThe planetar has advantage on saving throws against spells and other magical effects.MultiattackThe planetar makes two melee attacks.GreatswordMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage.Greatsword|12|4d6+7+5d8Healing Touch (4/Day)The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plaguePlesiosaurusLbeastunaligned13 (natural armor)68 (8d10+24)20 ft., swim 40 ft.1815162125Perception +3, Stealth +4132SourceMonster Manual, p. 80Hold BreathThe plesiosaurus can hold its breath for 1 hour.BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage.Bite|6|3d6+4coastal, underwaterPoisonous SnakeTbeastunaligned132 (1d4)30 ft., swim 30 ft.216111103blindsight 10 ft.101/8SourceMonster Manual, p. 334Player's Handbook, p. 308BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.Bite|5|1coastal, desert, forest, grassland, hill, swampPolar BearLbeastunaligned12 (natural armor)42 (5d10+15)40 ft., swim 30 ft.2010162137Perception +3132SourceMonster Manual, p. 334Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.Bite|7|1d8+5ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claws|7|2d6+5arctic, underdarkPoltergeistMundeadchaotic evil1222 (5d8)0 ft., fly 50 ft. (hover)11411101011acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacksnecrotic, poisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10understands all languages it knew in life but can't speak2SourceMonster Manual, p. 279Incorporeal MovementThe 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 SensitivityWhile in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.InvisibilityThe 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 SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.Slam|4|3d6Telekinetic ThrustThe 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|2d4PonyMbeastunaligned1011 (2d8+2)40 ft.1510132117101/8SourceMonster Manual, p. 335HoovesMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.Hooves|4|2d4+2urbanPriestMhumanoid (any race)any alignment13 (chain shirt)27 (5d8+5)25 ft.101012131613Medicine +7, Persuasion +3, Religion +413any two languages2SourceMonster Manual, p. 348Divine EminenceAs a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.Divine Eminence||3d6SpellcastingThe priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: • 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 guardiansMaceMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.|2|1d6light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians4, 3, 2urbanPseudodragonTdragonneutral good137 (2d4+2)15 ft., fly 60 ft.61513101210Perception +3, Stealth +4blindsight 10 ft., darkvision 60 ft.13understands Common and Draconic but can't speak1/4SourceMonster Manual, p. 254Player's Handbook, p. 308Keen SensesThe pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.Magic ResistanceThe pseudodragon has advantage on saving throws against spells and other magical effects.Limited TelepathyThe pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.Variant: FamiliarThe pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|4|1d4+2StingMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.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+2coastal, desert, forest, hill, mountain, urbanPteranodonMbeastunaligned13 (natural armor)13 (3d8)10 ft., fly 60 ft.121510295Perception +1111/4SourceMonster Manual, p. 80FlybyThe pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damageBite|3|2d4+1coastal, grassland, mountainPurple WormGmonstrosityunaligned18 (natural armor)247 (15d20+90)50 ft., burrow 30 ft.28722184Con +11, Wis +4blindsight 30 ft., tremorsense 60 ft.915SourceMonster Manual, p. 255TunnelerThe worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.MultiattackThe worm makes two attacks: one with its bite and one with its stinger.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.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+9Tail StingerMelee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.Tail Stinger|9|3d6+9desert, underdarkQuadroneMconstructconstruct16 (natural armor)22 (4d8+4)30 ft., fly 30 ft.121412101011Perception +2truesight 120 ft.12Modron1SourceMonster Manual, p. 226Axiomatic MindThe quadrone can't be compelled to act in a manner contrary to its nature or its instructions.DisintegrationIf the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.MultiattackThe quadrone makes two fist attacks or four shortbow attacks.FistMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.Fist|3|1d4+1ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortbow|4|1d6+2QuaggothMhumanoid (quaggoth)chaotic neutral13 (natural armor)45 (6d8+18)30 ft., climb 30 ft.1712166127Athletics +5poisonpoisoneddarkvision 120 ft.11Undercommon2SourceMonster Manual, p. 256Wounded FuryWhile 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||2d6MultiattackThe quaggoth makes two claw attacks.ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|5|1d6+3underdarkQuaggoth Spore ServantMplantunaligned13 (natural armor)45 (6d8+18)20 ft., climb 20 ft.171216261poisonblinded, charmed, frightened, paralyzed, poisonedblindsight 30 ft. (blind beyond this radius)81SourceMonster Manual, p. 230MultiattackThe spore servant makes two claw attacks.ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|5|1d6+3underdarkQuaggoth ThonotMhumanoid (quaggoth)chaotic neutral13 (natural armor)45 (6d8+18)30 ft., climb 30 ft.1712166127Athletics +5poisonpoisoneddarkvision 120 ft.10Undercommon3SourceMonster Manual, p. 256Wounded FuryWhile 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||2d6Innate 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 MultiattackThe quaggoth makes two claw attacks.ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|5|1d6+3feather fall, mage hand, cure wounds, enlarge/reduce, heat metal, mirror image underdarkQuasitTfiend (demon)chaotic evil137 (3d4)40 ft.5171071010Stealth +5cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisoneddarkvision 120 ft.10Abyssal, Common1SourceMonster Manual, p. 63Player's Handbook, p. 309ShapechangerThe quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.Magic ResistanceThe quasit has advantage on saving throws against spells and other magical effects.Variant: FamiliarThe quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.Claw (Bite in Beast Form)Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poisoned:• A poisoned creature has disadvantage on attack rolls and ability checks.Claw/Bite|4|1d4+3Scare (1/day)One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.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.InvisibilityThe 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.QuipperTbeastunaligned131 (1d4-1)swim 40 ft.2169172darkvision 60 ft.80SourceMonster Manual, p. 335Blood FrenzyThe quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water BreathingThe quipper can breathe only underwater.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite|5|1underwaterRakshasaMfiendlawful evil16 (natural armor)110 (13d8+52)40 ft.141718131620Deception +10, Insight +8piercing from magic weapons wielded by good creaturesbludgeoning, piercing, and slashing from nonmagical attacksdarkvision 60 ft.13Common, Infernal13SourceMonster Manual, p. 257Limited Magic ImmunityThe 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 SpellcastingThe rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeingMultiattackThe rakshasa makes two claw attacksClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.Claw|7|2d6+2detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeingurbanRatTbeastunaligned101 (1d4-1)20 ft.21192104darkvision 30 ft.100SourceMonster Manual, p. 335Player's Handbook, p. 309Keen SmellThe rat has advantage on Wisdom (Perception) checks that rely on smell.BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite||1swamp, urbanRavenTbeastunaligned121 (1d4-1)10 ft., fly 50 ft.21482126Perception +3130SourceMonster Manual, p. 335Player's Handbook, p. 309MimicryThe raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Beak|4|1hill, swamp, urbanRed Dragon WyrmlingMdragonchaotic evil17 (natural armor)75 (10d8+30)30 ft., climb 30 ft., fly 60 ft.191017121115Dex +2, Con +5, Wis +2, Cha +4Perception +4, Stealth +2fireblindsight 10 ft., darkvision 60 ft.14Draconic4SourceMonster Manual, p. 98BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage.Bite|6|1d10+4+1d6Fire Breath (Recharge 5-6)The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.Fire Breath||7d6Red SlaadLaberrationchaotic neutral14 (natural armor)93 (11d10+33)30 ft.161216667Perception +1acid, cold, fire, lightning, thunderdarkvision 60 ft.11Slaad, telepathy 60 ft.5SourceMonster Manual, p. 276Magic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsRegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe slaad makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage.Bite|6|2d4+3ClawMelee 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+3Reef SharkMbeastunaligned12 (natural armor)22 (4d8+4)swim 40 ft.1413131104Perception +2blindsight 30 ft.121/2SourceMonster Manual, p. 336Player's Handbook, p. 309Pack TacticsThe shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.Water BreathingThe shark can breathe only underwater.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.Bite|4|1d8+2underwaterRemorhazHmonstrosityunaligned17 (natural armor)195 (17d12+85)30 ft., burrow 20 ft.2413214105cold, firedarkvision 60 ft., tremorsense 60 ft.1011SourceMonster Manual, p. 258Heated BodyA creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.Heated Body||3d6BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.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+3d6SwallowThe remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.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.arcticRevenantMundeadneutral13 (leather armor)136 (16d8+64)30 ft.181418131618Str +7, Con +7, Wis +6, Cha +7necrotic, psychicpoisoncharmed, exhaustion, frightened, paralyzed, poisoned, stunneddarkvision 60 ft.13the languages it knew in life5SourceMonster Manual, p. 259RegenerationThe 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.RejuvenationWhen 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 ImmunityThe revenant is immune to effects that turn undead.Vengeful TrackerThe 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.MultiattackThe revenant makes two fist attacks.FistMelee 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+4Vengeful GlareThe 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, urbanRhinocerosLbeastunaligned11 (natural armor)45 (6d10+12)40 ft.218152126112SourceMonster Manual, p. 336ChargeIf 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||2d8GoreMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.Gore|7|2d8+5grasslandRiding HorseLbeastunaligned1013 (2d10+2)60 ft.1610122117101/4SourceMonster Manual, p. 336Player's Handbook, p. 310HoovesMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.Hooves|5|2d4+3grassland, urbanRocGmonstrosityunaligned15 (natural armor)248 (16d20+80)20 ft., fly 120 ft.2810203109Dex +4, Con +9, Wis +4, Cha +3Perception +41411SourceMonster Manual, p. 260Keen SightThe roc has advantage on Wisdom (Perception) checks that rely on sight.MultiattackThe roc makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage.Beak|13|4d8+9TalonsMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.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+9arctic, coastal, desert, hill, mountainRoperLmonstrosityneutral evil20 (natural armor)93 (11d10+33)10 ft., climb 10 ft.188177166Perception +6, Stealth +5darkvision 60 ft.165SourceMonster Manual, p. 261False AppearanceWhile the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.Grasping TendrilsThe roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.Spider ClimbThe roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage.|7|4d8+4TendrilMelee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.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|ReelThe roper pulls each creature grappled by it up to 25 ft. straight toward it.underdarkRug of SmotheringLconstructunaligned1233 (6d10)10 ft.171410131poison, psychicblinded, charmed, deafened, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)62SourceMonster Manual, p. 20Antimagic SusceptibilityThe rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.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 TransferWhile it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.False AppearanceWhile the rug remains motionless, it is indistinguishable from a normal rug.SmotherMelee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage.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+3Rust MonsterMmonstrosityunaligned14 (natural armor)27 (5d8+5)40 ft.1312132136darkvision 60 ft.111/2SourceMonster Manual, p. 262Iron ScentThe rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.Rust MetalAny nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.Bite|3|1d8+1AntennaeThe rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.underdarkSaber-Toothed TigerLbeastunaligned1252 (7d10+14)40 ft.1814153128Perception +3, Stealth +6132SourceMonster Manual, p. 336Keen SmellThe tiger has advantage on Wisdom (Perception) checks that rely on smell.PounceIf the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.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.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.Bite|6|1d10+5ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claw|6|2d6+5arctic, mountainSahuaginMhumanoid (sahuagin)lawful evil12 (natural armor)22 (4d8+4)30 ft., swim 40 ft.13111212139Perception +5darkvision 120 ft.15Sahuagin1/2SourceMonster Manual, p. 263Blood FrenzyThe sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.Limited AmphibiousnessThe sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Shark TelepathyThe sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.MultiattackThe sahuagin makes two melee attacks: one with its bite and one with its claws or spear.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.Bite|3|1d4+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.Claws|3|1d4+1SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.One Handed|3|1d6+1Two Handed|3|1d8+1coastal, underwaterSahuagin BaronMhumanoid (sahuagin)lawful evil16 (breastplate)76 (9d10+27)30 ft., swim 50 ft.191516141317Dex +5, Con +6, Int +5, Wis +4Perception +7darkvision 120 ft.17Sahuagin5SourceMonster Manual, p. 264Blood FrenzyThe sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.Limited AmphibiousnessThe sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Shark TelepathyThe sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.MultiattackThe sahuagin makes three attacks: one with his bite and two with his claws or trident.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage.Bite|7|2d4+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claws|7|2d6+4TridentMelee 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+4Two Handed|7|2d8+4coastal, underwaterSahuagin PriestessMhumanoid (sahuagin)lawful evil12 (natural armor)33 (6d8+6)30 ft., swim 40 ft.131112121413Perception +6, Religion +3darkvision 120 ft.16Sahuagin2SourceMonster Manual, p. 264Blood FrenzyThe sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.Limited AmphibiousnessThe sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Shark TelepathyThe sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.SpellcastingThe 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, tonguesMultiattackThe sahuagin makes two melee attacks: one with her bite and one with her claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.Bite|3|1d4+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.Claws|3|1d4+1guidance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues4, 3, 3coastal, underwaterSalamanderLelementalneutral evil15 (natural armor)90 (12d10+24)30 ft.181415111012bludgeoning, piercing, and slashing from nonmagical attackscoldfiredarkvision 60 ft.10Ignan5SourceMonster Manual, p. 266Heated BodyA creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.Heated Body||2d6Heated WeaponsAny metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).MultiattackThe salamander makes two attacks: one with its spear and one with its tail.SpearMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.Spear|7|2d6+4TailMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.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+2d6underdarkSatyrMfeychaotic neutral14 (leather armor)31 (7d8)40 ft.121611121014Perception +2, Performance +6, Stealth +512Common, Elvish, Sylvan1/2SourceMonster Manual, p. 267Magic ResistanceThe satyr has advantage on saving throws against spells and other magical effects.RamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage.Ram|3|2d4+1ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6+3) piercing damage.Shortsword|5|1d6+3ShortbowRanged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.Shortbow|5|1d6+3Variant: PanpipesThe satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. Charming Melody: The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. Frightening Strain: The creature is frightened for 1 minute. Gentle Lullaby: The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.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.forestScarecrowMconstructchaotic evil1136 (8d8)30 ft.111311101013bludgeoning, piercing, and slashing from nonmagical attacksfirepoisoncharmed, exhaustion, frightened, paralyzed, poisoned, unconsciousdarkvision 60 ft.10understands the languages of its creator but can't speak1SourceMonster Manual, p. 268False AppearanceWhile the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.MultiattackThe scarecrow makes two claw attacks.ClawMelee 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+1Terrifying GlareThe 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.grasslandScorpionTbeastunaligned11 (natural armor)1 (1d4-1)10 ft.2118182blindsight 10 ft.90SourceMonster Manual, p. 337StingMelee 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|1desertScoutMhumanoid (any race)any alignment13 (leather armor)16 (3d8+3)30 ft.111412111311Nature +4, Perception +5, Stealth +6, Survival +515any one language (usually Common)1/2SourceMonster Manual, p. 349Keen Hearing and SightThe scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.MultiattackThe scout makes two melee attacks or two ranged attacks.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2LongbowRanged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.|4|1d8+2arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdarkSea HagMfeychaotic evil14 (natural armor)52 (7d8+21)30 ft., swim 40 ft.161316121213darkvision 60 ft.11Aquan, Common, Giant2SourceMonster Manual, p. 179AmphibiousThe hag can breathe air and water.Horrific AppearanceAny humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.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 CovenWhen 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 CovenFor a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): false life, inflict wounds2nd level (3 slots): gentle repose, ray of enfeeblement3rd level (3 slots): animate dead, revivify, speak with dead4th level (3 slots): blight, death ward5th level (2 slots): contagion, raise dead6th level (1 slot): circle of deathVariant: Nature CovenFor a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): entangle, speak with animals2nd level (3 slots): flaming sphere, moonbeam, spike growth3rd level (3 slots): call lightning, plant growth4th level (3 slots): dominate beast, grasping vine5th level (2 slots): insect plague, tree stride6th level (1 slot): wall of thornsVariant: Prophecy CovenFor a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:1st level (4 slots): bane, bless2nd level (3 slots): augury, detect thoughts3rd level (3 slots): clairvoyance, dispel magic, nondetection4th level (3 slots): arcane eye, locate creature5th level (2 slots): geas, legend lore6th level (1 slot): true seeingClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.Claws|5|2d6+3Death GlareThe hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.Illusory AppearanceThe hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebitecoastal, underwaterSea HorseTbeastunaligned111 (1d4-1)swim 20 ft.11281102100SourceMonster Manual, p. 337Water BreathingThe sea horse can breathe only underwater.ShadowMundeadchaotic evil1216 (3d8+3)40 ft.614136108Stealth +4acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacksradiantnecrotic, poisonexhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.101/2SourceMonster Manual, p. 269AmorphousThe shadow can move through a space as narrow as 1 inch wide without squeezing.Shadow StealthWhile in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.Sunlight WeaknessWhile in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength DrainMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.Strength Drain|4|2d6+2underdark, urbanShadow DemonMfiend (demon)chaotic evil1366 (12d8+12)30 ft., fly 30 ft.11712141314Dex +5, Cha +4Stealth +7acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacksradiantcold, lightning, poisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 120 ft.11Abyssal, telepathy 120 ft.4SourceMonster Manual, p. 64Incorporeal MovementThe 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 SensitivityWhile in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Shadow StealthWhile in dim light or darkness, the demon can take the Hide action as a bonus action.ClawsMelee 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+3with Advantage|5|4d6+3Shambling MoundLplantunaligned15 (natural armor)136 (16d10+48)20 ft., swim 20 ft.188165105Stealth +2cold, firelightningblinded, deafened, exhaustionblindsight 60 ft. (blind beyond this radius)105SourceMonster Manual, p. 270Lightning AbsorptionWhenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.MultiattackThe shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.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.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.|7|2d8+4EngulfThe shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.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, swampShield GuardianLconstructunaligned17 (natural armor)142 (15d10+60)30 ft.188187103poisoncharmed, exhaustion, frightened, paralyzed, poisonedblindsight 10 ft., darkvision 60 ft.10understands commands given in any language but can't speak7SourceMonster Manual, p. 271BoundThe shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.RegenerationThe shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.Spell StoringA spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.MultiattackThe guardian makes two fist attacks.FistMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Fist|7|2d6+4ShieldWhen a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.urbanShriekerMplantunaligned513 (3d8)0 ft.1110131blinded, deafened, frightenedblindsight 30 ft. (blind beyond this radius)60SourceMonster Manual, p. 138False AppearanceWhile the shrieker remains motionless, it is indistinguishable from an ordinary fungus.ShriekWhen bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterwardunderdarkSilver Dragon WyrmlingMdragonlawful good17 (natural armor)45 (6d8+18)30 ft., fly 60 ft.191017121115Dex +2, Con +5, Wis +2, Cha +4Perception +4, Stealth +2coldblindsight 10 ft., darkvision 60 ft.14Draconic2SourceMonster Manual, p. 118BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.Bite|6|1d10+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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||4d8SkeletonMundeadlawful evil13 (armor scraps)13 (2d8+4)30 ft.101415685bludgeoningpoisoneddarkvision 60 ft.9understands all languages it spoke in life but can't speak1/4SourceMonster Manual, p. 272Player's Handbook, p. 310ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortsword|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortbow|4|1d6+2urbanSlaad TadpoleTaberrationchaotic neutral1210 (4d4)30 ft.71510353Stealth +4acid, cold, fire, lightning, thunderdarkvision 60 ft.7understands Slaad but can't speak1/8SourceMonster Manual, p. 276Magic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsBiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Bite|4|1d4+2Smoke MephitSelementalneutral evil1222 (5d6+5)30 ft., fly 30 ft.61412101011Perception +2, Stealth +4fire, poisonpoisoneddarkvision 60 ft.12Auran, Ignan1/4SourceMonster Manual, p. 217Death BurstWhen 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.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.Claws|4|1d4+2Cinder 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 lightsurbanSolarLcelestiallawful good21 (natural armor)243 (18d10+144)50 ft., fly 150 ft.262226252530Int +14, Wis +14, Cha +17Perception +14radiant; bludgeoning, piercing, and slashing from nonmagical attacksnecrotic, poisoncharmed, exhaustion, frightened, poisonedtruesight 120 ft.24all, telepathy 120 ft.21SourceMonster Manual, p. 18Angelic WeaponsThe solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).Divine AwarenessThe solar knows if it hears a lie.Innate SpellcastingThe solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weatherMagic ResistanceThe solar has advantage on saving throws against spells and other magical effects.MultiattackThe solar makes two greatsword attacks.GreatswordMelee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.Greatsword|15|4d6+8+6d8Slaying LongbowRanged Weapon Attack: +13 to hit, range 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+6d8Flying SwordThe solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.Healing Touch (4/Day)The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.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.TeleportThe 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 weatherSpectatorMaberrationlawful neutral14 (natural armor)39 (6d8+12)0 ft., fly 30 ft. (hover)81414131411Perception +6pronedarkvision 120 ft.16Deep Speech, Undercommon, telepathy 120 ft.3SourceMonster Manual, p. 30BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) piercing damage.|1|1d6-1Eye RaysThe 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 WaterThe spectator magically creates enough food and water to sustain itself for 24 hours.Spell ReflectionIf 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.underdarkSpecterMundeadchaotic evil1222 (5d8)0 ft., fly 50 ft. (hover)11411101011acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacksnecrotic, poisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10understands all languages it knew in life but can't speak1SourceMonster Manual, p. 279Incorporeal MovementThe specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight SensitivityWhile in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Life DrainMelee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.|4|3d6underdark, urbanSpiderTbeastunaligned121 (1d4-1)20 ft., climb 20 ft.21481102Stealth +4darkvision 30 ft.120SourceMonster Manual, p. 337Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.Bite|4|1Spined DevilSfiend (devil)lawful evil13 (natural armor)22 (5d6+5)20 ft., fly 40 ft.10151211148cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredfire, poisonpoisoneddarkvision 120 ft.12Infernal, telepathy 120 ft.2SourceMonster Manual, p. 78Devil's SightMagical darkness doesn't impede the devil's darkvision.FlybyThe devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.Limited SpinesThe devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.Spirit NagaLmonstrositychaotic evil15 (natural armor)75 (10d10+20)40 ft.181714161516Dex +6, Con +5, Wis +5, Cha +6poisoncharmed, poisoneddarkvision 60 ft.12Abyssal, Common8SourceMonster Manual, p. 234RejuvenationIf it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.SpellcastingThe naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: • 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 personBiteMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.Bite|7|1d6+4mage hand, minor illusion, ray of frost, charm person, detect magic, sleep, detect thoughts, hold person, lightning bolt, water breathing, blight, dimension door, dominate person4, 3, 3, 3, 2underdarkSpriteTfeyneutral good15 (leather armor)2 (1d4)10 ft., fly 40 ft.31810141311Perception +3, Stealth +813Common, Elvish, Sylvan1/4SourceMonster Manual, p. 283Player's Handbook, p. 310LongswordMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Longsword|2|1ShortbowRanged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.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|1Heart SightThe sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.InvisibilityThe sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.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.forestSpyMhumanoid (any race)any alignment1227 (6d8)30 ft.101510121416Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +416any two languages1SourceMonster Manual, p. 349Cunning ActionOn each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.Sneak Attack (1/Turn)The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.Sneak Attack||2d6MultiattackThe spy makes two melee attacks.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2Hand CrossbowRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.|4|1d6+2urbanSteam MephitSelementalneutral evil1021 (6d6)30 ft., fly 30 ft.51110111012fire, poisonpoisoneddarkvision 60 ft.10Aquan, Ignan1/4SourceMonster Manual, p. 217Death BurstWhen the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.Death Burst||1d8Innate Spellcasting (1/Day)The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.ClawsMelee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.Claws|2|2d4Steam Breath (Recharge 6)The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.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.blurunderwaterStirgeTbeastunaligned14 (natural armor)2 (1d4)10 ft., fly 40 ft.41611286darkvision 60 ft.91/8SourceMonster Manual, p. 284Blood DrainMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.Blood Drain|5|1d4+3coastal, desert, forest, grassland, hill, mountain, swamp, underdark, urbanStone GiantHgiantneutral17 (natural armor)126 (11d12+55)40 ft.23152010129Dex +5, Con +8, Wis +4Athletics +12, Perception +4darkvision 60 ft.14Giant7SourceMonster Manual, p. 156Stone CamouflageThe giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.MultiattackThe giant makes two greatclub attacks.GreatclubMelee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.|9|3d8+6RockRanged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.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+6Variant: FlingThe 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. 246Variant: Rolling RockThe 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. 246Rolling Rock||3d10+6Rock CatchingIf a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.hill, mountain, underdarkStone GolemLconstructunaligned17 (natural armor)178 (17d10+85)30 ft.229203111poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 120 ft.10understands the languages of its creator but can't speak10SourceMonster Manual, p. 170Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.|10|3d8+6Slow (Recharge 5-6)The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Storm GiantHgiantchaotic good16 (scale mail)230 (20d12+100)50 ft., swim 50 ft.291420161818Str +14, Con +10, Wis +9, Cha +9Arcana +8, Athletics +14, History +8, Perception +9coldlightning, thunder19Common, Giant13SourceMonster Manual, p. 156AmphibiousThe giant can breathe air and water.Innate SpellcastingThe giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathingMultiattackThe giant makes two greatsword attacks.GreatswordMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.Greatsword|14|6d6+9RockRanged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.Rock|14|4d12+9Lightning Strike (Recharge 5-6)The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.Lightning Strike||12d8Variant: 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. 246Thunderous Clap||6d10detect magic, feather fall, levitate, light, control weather, water breathingcoastalSuccubus/IncubusMfiend (shapechanger)neutral evil15 (natural armor)66 (12d8+12)30 ft., fly 60 ft.81713151220Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacksdarkvision 60 ft.15Abyssal, Common, Infernal, telepathy 60 ft.4SourceMonster Manual, p. 285Telepathic BondThe fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.ShapechangerThe fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Claw (Fiend Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|5|1d6+3CharmOne humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.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 KissThe fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Draining Kiss||5d10+5EtherealnessThe fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.Swarm of BatsMswarm of Tiny beastsunaligned1222 (5d8)0 ft., fly 30 ft.515102124bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 60 ft.111/4SourceMonster Manual, p. 337EcholocationThe swarm can't use its blindsight while deafened.Keen HearingThe swarm has advantage on Wisdom (Perception) checks that rely on hearing.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.Full|4|2d4Half|4|1d4hill, mountain, underdark, urbanSwarm of BeetlesMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., burrow 5 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SourceMonster Manual, p. 338SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4Swarm of CentipedesMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SourceMonster Manual, p. 338SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.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|4d4Half|3|2d4Swarm of InsectsMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SourceMonster Manual, p. 338SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4desert, forest, grassland, hill, swamp, underdark, urbanSwarm of Poisonous SnakesMswarm of Tiny beastsunaligned1436 (8d8)30 ft., swim 30 ft.818111103bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.102SourceMonster Manual, p. 338SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.Full|6|2d6Half|6|1d6forest, swampSwarm of QuippersMswarm of Tiny beastsunaligned1328 (8d8-8)0 ft., swim 40 ft.13169172bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunneddarkvision 60 ft.81SourceMonster Manual, p. 338Blood FrenzyThe swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.Water BreathingThe swarm can breathe only underwater.BitesMelee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.Full|5|4d6Half|5|2d6underwaterSwarm of RatsMswarm of Tiny beastsunaligned1024 (7d8-7)30 ft.91192103bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunneddarkvision 30 ft.101/4SourceMonster Manual, p. 339Keen SmellThe swarm has advantage on Wisdom (Perception) checks that rely on smell.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.Full|2|2d6Half|2|1d6swamp, urbanSwarm of RavensMswarm of Tiny beastsunaligned1224 (7d8-7)10 ft., fly 50 ft.61483126bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned151/4SourceMonster Manual, p. 339SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.BeaksMelee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.Full|4|2d6Half|4|1d6forest, hill, swamp, urbanSwarm of SpidersMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)20 ft., climb 20 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SourceMonster Manual, p. 338SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.Spider ClimbThe swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.Web WalkerThe swarm ignores movement restrictions caused by webbing.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4Swarm of WaspsMswarm of Tiny beastsunaligned12 (natural armor)22 (5d8)5 ft., fly 30 ft.31310171bludgeoning, piercing, slashingcharmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedblindsight 10 ft.81/2SourceMonster Manual, p. 338SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.BitesMelee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.Full|3|4d4Half|3|2d4TarrasqueGmonstrosity (titan)unaligned25 (natural armor)676 (33d20+330)40 ft.30113031111Int +5, Wis +9, Cha +9fire, poison; bludgeoning, piercing, and slashing from nonmagical attackscharmed, frightened, paralyzed, poisonedblindsight 120 ft.1030SourceMonster Manual, p. 286Legendary Resistance (3/Day)If the tarrasque fails a saving throw, it can choose to succeed instead.Magic ResistanceThe tarrasque has advantage on saving throws against spells and other magical effects.Reflective CarapaceAny time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.Siege MonsterThe tarrasque deals double damage to objects and structures.MultiattackThe tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.BiteMelee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.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+10ClawMelee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage.Claw|19|4d8+10HornsMelee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing damage.Horns|19|4d10+10TailMelee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.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+10Frightful PresenceEach creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.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.SwallowThe tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.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.AttackThe tarrasque makes one claw attack or tail attack.MoveThe tarrasque moves up to half its speed.Chomp (Costs 2 Actions)The tarrasque makes one bite attack or uses its Swallow.urbanThri-kreenMhumanoid (thri-kreen)chaotic neutral15 (natural armor)33 (6d8+6)40 ft.1215138127Perception +3, Stealth +4, Survival +3darkvision 60 ft.13Thri-kreen1SourceMonster Manual, p. 288Chameleon CarapaceThe 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 LeapThe 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.MultiattackThe thri-kreen makes two attacks: one with its bite and one with its claws.BiteMelee 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+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.Claws|3|2d4+1Variant: Weapons MultiattackThe thri-kreen makes two gythka attacks or two chatkcha attacks.Variant: GythkaMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.Gythka|3|1d8+1Variant: ChatkchaRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage.Chatkcha|4|1d6+2desert, grasslandThri-kreen (Psionic)Mhumanoid (thri-kreen)chaotic neutral15 (natural armor)33 (6d8+6)40 ft.1215138127Perception +3, Stealth +4, Survival +3darkvision 60 ft.13Thri-kreen, telepathy 60 ft.1SourceMonster Manual, p. 288Chameleon CarapaceThe 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 LeapThe 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)MultiattackThe thri-kreen makes two attacks: one with its bite and one with its claws.BiteMelee 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+1ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.Claws|3|2d4+1Variant: Weapons MultiattackThe thri-kreen makes two gythka attacks or two chatkcha attacks.Variant: GythkaMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.Gythka|3|1d8+1Variant: ChatkchaRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage.Chatkcha|4|1d6+2mage hand, blur, magic weapon, invisibilityThugMhumanoid (any race)any non-good alignment11 (leather armor)32 (5d8+10)30 ft.151114101011Intimidation +210any one language (usually Common)1/2SourceMonster Manual, p. 350Pack TacticsThe thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.MultiattackThe thug makes two melee attacks.MaceMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.|4|1d6+2Heavy CrossbowRanged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.|2|1d10urbanTigerLbeastunaligned1237 (5d10+10)40 ft.1715143128Perception +3, Stealth +6darkvision 60 ft.131SourceMonster Manual, p. 339Player's Handbook, p. 311Keen SmellThe tiger has advantage on Wisdom (Perception) checks that rely on smell.PounceIf the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.Bite|5|1d10+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.Claw|5|1d8+3forest, grasslandTreantHplantchaotic good16 (natural armor)138 (12d12+60)30 ft.23821121612bludgeoning, piercingfire13Common, Druidic, Elvish, Sylvan9SourceMonster Manual, p. 289False AppearanceWhile the treant remains motionless, it is indistinguishable from a normal tree.Siege MonsterThe treant deals double damage to objects and structures.MultiattackThe treant makes two slam attacks.SlamMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage.Slam|10|3d6+6RockRanged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.Rock|10|4d10+6Animate Trees (1/Day)The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.forestTribal WarriorMhumanoid (any race)any alignment12 (hide armor)11 (2d8+2)30 ft.131112811810any one language1/8SourceMonster Manual, p. 350Pack TacticsThe warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.One Handed|3|1d6+1Two Handed|3|1d8+1arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdarkTriceratopsHbeastunaligned13 (natural armor)95 (10d12+30)50 ft.229172115105SourceMonster Manual, p. 80Trampling ChargeIf the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.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.GoreMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage.Gore|9|4d8+6StompMelee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damageStomp|9|3d10+6grasslandTridroneMconstructconstruct15 (natural armor)16 (3d8+3)30 ft.1213129109truesight 120 ft.10Modron1/2SourceMonster Manual, p. 225Axiomatic MindThe tridrone can't be compelled to act in a manner contrary to its nature or its instructions.DisintegrationIf the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.MultiattackThe tridrone makes three fist attacks or three javelin attacks.FistMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.Fist|3|1d4+1JavelinMelee 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+1TroglodyteMhumanoid (troglodyte)chaotic evil11 (natural armor)13 (2d8+4)30 ft.1410146106Stealth +2darkvision 60 ft.10Troglodyte1/4SourceMonster Manual, p. 290Chameleon SkinThe troglodyte has advantage on Dexterity (Stealth) checks made to hide.StenchAny 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 SensitivityWhile in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe troglodyte makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.|4|1d4+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.|4|1d4+2underdarkTrollLgiantchaotic evil15 (natural armor)84 (8d10+40)30 ft.181320797Perception +2darkvision 60 ft.12Giant5SourceMonster Manual, p. 291Keen SmellThe troll has advantage on Wisdom (Perception) checks that rely on smell.RegenerationThe troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.Variant: Loathsome LimbsWhenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: 1-10: Nothing else happens. 11-14: One leg is severed from the troll if it has any legs left. 15- 18: One arm is severed from the troll if it has any arms left. 19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.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.MultiattackThe troll makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.|7|1d6+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.|7|2d6+4arctic, forest, hill, mountain, swamp, underdarkTwig BlightSplantneutral evil13 (natural armor)4 (1d6+1)20 ft.61312483Stealth +3fireblinded, deafenedblindsight 60 ft. (blind beyond this radius)9understands Common but can't speak1/8SourceMonster Manual, p. 32False AppearanceWhile the blight remains motionless, it is indistinguishable from a dead shrub.ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.|3|1d4+1forestTyrannosaurus RexHbeastunaligned13 (natural armor)136 (13d12+52)50 ft.2510192129Perception +4148SourceMonster Manual, p. 80MultiattackThe tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.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+7TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.Tail|10|3d8+7grasslandUltrolothMfiend (yugoloth)neutral evil19 (natural armor)153 (18d8+72)30 ft., fly 60 ft.161618181519Intimidation +9, Perception +7, Stealth +8cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksacid, poisoncharmed, frightened, poisonedtruesight 120 ft.17Abyssal, Infernal, telepathy 120 ft.13SourceMonster Manual, p. 314Innate SpellcastingThe 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 suggestionMagic ResistanceThe ultroloth has advantage on saving throws against spells and other magical effects.Magic WeaponsThe ultroloth's weapon attacks are magical.MultiattackThe ultroloth can use its Hypnotic Gaze and makes three melee attacks.LongswordMelee 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+3Two Handed|8|1d10+3Hypnotic GazeThe 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.TeleportThe 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 suggestionUmber HulkLmonstrositychaotic evil18 (natural armor)93 (11d10+33)30 ft., burrow 20 ft.20131691010darkvision 120 ft., tremorsense 60 ft.10Umber Hulk5SourceMonster Manual, p. 292Confusing GazeWhen 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.TunnelerThe 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.MultiattackThe umber hulk makes three attacks: two with its claws and one with its mandibles.ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.Claw|8|1d8+5MandiblesMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.Mandibles|8|2d8+5underdarkUnicornLcelestiallawful good1267 (9d10+18)50 ft.181415111716poisoncharmed, paralyzed, poisoneddarkvision 60 ft.13Celestial, Elvish, Sylvan, telepathy 60 ft.5SourceMonster Manual, p. 294ChargeIf 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||2d8Innate SpellcastingThe unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangleMagic ResistanceThe unicorn has advantage on saving throws against spells and other magical effects.Magic WeaponsThe unicorn's weapon attacks are magical.MultiattackThe unicorn makes two attacks: one with its hooves and one with its horn.HoovesMelee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6+4) bludgeoning damage.Hooves|7|2d6+4HornMelee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8+4) piercing damage.Horn|7|1d8+4Healing Touch (3/Day)The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.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.HoovesThe 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, entangleforestVampireMundead (shapechanger)lawful evil16 (natural armor)144 (17d8+68)30 ft.181818171518Dex +9, Wis +7, Cha +9Perception +7, Stealth +9necrotic; bludgeoning, piercing, and slashing from nonmagical attacksdarkvision 120 ft.17the languages it knew in life13SourceMonster Manual, p. 297ShapechangerIf 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 EscapeWhen it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.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.RegenerationThe vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire has the following flaws. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.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+4Bite (Bat or Vampire Form Only)Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.|9|1d6+4+3d6CharmThe vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.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.MoveThe vampire moves up to its speed without provoking opportunity attacks.Unarmed StrikeThe vampire makes one unarmed strike.Bite (Costs 2 Actions)The vampire makes one bite attack.urbanVampire SpawnMundeadneutral evil15 (natural armor)82 (11d8+33)30 ft.161616111012Dex +6, Wis +3Perception +3, Stealth +6necrotic; bludgeoning, piercing, and slashing from nonmagical attacksdarkvision 60 ft.13the languages it knew in life5SourceMonster Manual, p. 298RegenerationThe vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire has the following flaws. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.MultiattackThe vampire makes two attacks, only one of which can be a bite attack.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.|61|ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).|6|2d4+3underdark, urbanVampire SpellcasterMundead (shapechanger)lawful evil16 (natural armor)144 (17d8+68)30 ft.181818171518Dex +9, Wis +7, Cha +9Perception +7, Stealth +9necrotic; bludgeoning, piercing, and slashing from nonmagical attacksdarkvision 120 ft.17the languages it knew in life15SourceMonster Manual, p. 298ShapechangerIf 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 EscapeWhen it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.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.RegenerationThe vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire has the following flaws. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.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.SpellcastingThe 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 personMultiattack (Vampire Form Only)The vampire makes two attacks, only one of which can be a bite attack.Unarmed Strike (Vampire Form Only)Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).|9|1d8+4Bite (Bat or Vampire Form Only)Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.|9|1d6+4+3d6CharmThe vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.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 person4, 3, 3, 3, 1Vampire WarriorMundead (shapechanger)lawful evil18 (plate)144 (17d8+68)30 ft.181818171518Dex +9, Wis +7, Cha +9Perception +7, Stealth +9necrotic; bludgeoning, piercing, and slashing from nonmagical attacksdarkvision 120 ft.17the languages it knew in life15SourceMonster Manual, p. 298ShapechangerIf 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 EscapeWhen it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.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.RegenerationThe vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider ClimbThe vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire has the following flaws. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.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+4Bite (Bat or Vampire Form Only)Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.|9|1d6+4+3d6CharmThe vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.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.GreatswordMelee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage.Greatsword|9|2d6+4VeteranMhumanoid (any race)any alignment17 (splint)58 (9d8+18)30 ft.161314101110Athletics +5, Perception +212any one language (usually Common)
3SourceMonster Manual, p. 350MultiattackThe veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.LongswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.|5|1d8+3ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.|5|1d6+3Heavy CrossbowRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.|3|1d10+1arctic, coastal, forest, grassland, hill, mountain, underdark, urbanVine BlightMplantneutral evil12 (natural armor)26 (4d8+4)10 ft.158145103Stealth +1blinded, deafenedblindsight 60 ft. (blind beyond this radius)10Common1/2SourceMonster Manual, p. 32False AppearanceWhile the blight remains motionless, it is indistinguishable from a tangle of vines.ConstrictMelee 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+2Entangling 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.forestViolet FungusMplantunaligned518 (4d8)5 ft.3110131blinded, deafened, frightenedblindsight 30 ft. (blind beyond this radius)61/4SourceMonster Manual, p. 138False AppearanceWhile the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.MultiattackThe fungus makes 1d4 Rotting Touch attacks.Rotting TouchMelee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.|2|1d8underdarkVrockLfiend (demon)chaotic evil15 (natural armor)104 (11d10+44)40 ft., fly 60 ft.1715188138Dex +5, Wis +4, Cha +2cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisoneddarkvision 120 ft.11Abyssal, telepathy 120 ft.6SourceMonster Manual, p. 64Magic ResistanceThe vrock has advantage on saving throws against spells and other magical effects.MultiattackThe vrock makes two attacks: one with its beak and one with its talons.BeakMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Beak|6|2d6+3TalonsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.Talons|6|2d10+3Spores (Recharge 6)A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.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.VultureMbeastunaligned105 (1d8+1)10 ft., fly 50 ft.710132124Perception +3130SourceMonster Manual, p. 339Keen Sight and SmellThe vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.Pack TacticsThe vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.BeakMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.Beak|2|1d4desert, grassland, hillWarhorseLbeastunaligned1119 (3d10+3)60 ft.1812132127111/2SourceMonster Manual, p. 340Player's Handbook, p. 311Trampling ChargeIf the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.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.HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.|6|2d6+4urbanWarhorse SkeletonLundeadlawful evil13 (barding scraps)22 (3d10+6)60 ft.181215285bludgeoningpoisonexhaustion, poisoneddarkvision 60 ft.91/2SourceMonster Manual, p. 273HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.Hooves|6|2d6+4Water ElementalLelementalneutral14 (natural armor)114 (12d10+48)30 ft., swim 90 ft.1814185108acid; bludgeoning, piercing, and slashing from nonmagical attackspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Aquan5SourceMonster Manual, p. 125Water FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.FreezeIf the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.Slam|7|2d8+4Whelm (Recharge 4-6)Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength 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, underwaterWater WeirdLelementalneutral1358 (9d10+9)0 ft., swim 60 ft.171613111010fire; bludgeoning, piercing, and slashing from nonmagical attackspoisonexhaustion, grappled, paralyzed, poisoned, restrained, prone, unconsciousblindsight 30 ft.10understands Aquan but doesn't speak3SourceMonster Manual, p. 299Invisible in WaterThe 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 BoundThe water weird dies if it leaves the water to which it is bound or if that water is destroyed.ConstrictMelee 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+3underdark, urbanWeaselTbeastunaligned131 (1d4-1)30 ft.31682123Perception +3, Stealth +5130SourceMonster Manual, p. 340Keen Hearing and SmellThe weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite|5|1WerebearMhumanoid (human, shapechanger)neutral good10 (in humanoid form, 11 in bear and hybrid forms )135 (18d8+54)30 ft. (40 ft., climb 30 ft. in bear or hybrid form)191017111212Perception +7bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered17Common (can't speak in bear form)5SourceMonster Manual, p. 208ShapechangerThe werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen SmellThe werebear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackIn bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.Bite (Bear or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.Bite|7|2d10+4Claw (Bear or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Claw|7|2d8+4Greataxe (Humanoid or Hybrid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.Greataxe|7|1d12+4arctic, forest, hillWereboarMhumanoid (human, shapechanger)neutral evil10 (in humanoid form, 11 in boar and hybrid forms )78 (12d8+24)30 ft. (40 ft. in boar form)17101510118Perception +2bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered12Common (can't speak in boar form)4SourceMonster Manual, p. 209ShapechangerThe 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||2d6Relentless (Recharges after a Short or Long Rest)If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.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+3Tusks (Boar or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.Tusks|5|2d6+3forest, grassland, hillWereratMhumanoid (human, shapechanger)lawful evil1233 (6d8+6)30 ft.10151211108Perception +2, Stealth +4bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvereddarkvision 60 ft. (rat form only)12Common (can't speak in rat form)2SourceMonster Manual, p. 209ShapechangerThe wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen SmellThe wererat has advantage on Wisdom (Perception) checks that rely on smell.Multiattack (Humanoid or Hybrid Form Only)The wererat makes two attacks, only one of which can be a bite.Bite (Rat or Hybrid Form Only).Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.Bite|4|1d4+2Shortsword (Humanoid or Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortsword|4|1d6+2Hand Crossbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.Hand Crossbow|4|1d6+2forest, urbanWeretigerMhumanoid (human, shapechanger)neutral12120 (16d8+48)30 ft. (40 ft. in tiger form)171516101311Perception +5, Stealth +4bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvereddarkvision 60 ft.15Common (can't speak in tiger form)4SourceMonster Manual, p. 210ShapechangerThe weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen Hearing and SmellThe weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pounce (Tiger or Hybrid Form Only)If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.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+3Claw (Tiger or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.Claw|5|1d8+3Scimitar (Humanoid or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Scimitar|5|1d6+3Longbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.Longbow|4|1d8+2desert, forest, grasslandWerewolfMhumanoid (human, shapechanger)chaotic evil11 (in humanoid form, 12 in wolf or hybrid form)58 (9d8+18)30 ft. (40 ft. in wolf form)151314101110Perception +4bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered14Common (can't speak in wolf form)3SourceMonster Manual, p. 211ShapechangerThe werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Keen Hearing and SmellThe werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Multiattack (Humanoid or Hybrid Form Only)The werewolf makes two attacks: one with its bite and one with its claws or spear.Bite (Wolf or Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.|4|1d8+2Claws (Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage.|4|2d4+2Spear (Humanoid Form Only)Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.One-Handed|4|1d6+2Two-Handed|4|1d8+2forest, hillWhite Dragon WyrmlingMdragonchaotic evil16 (natural armor)32 (5d8+10)30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.14101451011Dex +2, Con +4, Wis +2, Cha +2Perception +4, Stealth +2coldblindsight 10 ft., darkvision 60 ft.14Draconic2SourceMonster Manual, p. 102BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage.Bite|4|1d10+2+1d4Cold Breath (Recharge 5-6)The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.Cold Breath||5d8WightMundeadneutral evil14 (studded leather)45 (6d8+18)30 ft.151416101315Perception +3, Stealth +4necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredpoisoneddarkvision 60 ft.13the languages it knew in life3SourceMonster Manual, p. 300Sunlight SensitivityWhile in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.Life DrainMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.Life Drain|4|1d6+2LongswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.Longsword|4|1d8+2LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.Longbow|4|1d8+2desert, swamp, underdark, urbanWill-o'-WispTundeadchaotic evil1922 (9d4)0 ft., fly 50 ft. (hover)12810131411acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attackslightning, poisonexhaustion, grappled, paralyzed, poisoned, prone, restrained, unconsciousdarkvision 120 ft.12the languages it knew in life2SourceMonster Manual, p. 301Consume LifeAs a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.EphemeralThe will-o'-wisp can't wear or carry anything.Incorporeal MovementThe will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Variable IlluminationThe will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.ShockMelee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.|4|2d8InvisibilityThe will-o'-wisp and its light magically become invisible until it attacks or uses its 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.Winged KoboldShumanoid (kobold)lawful evil137 (3d6-3)30 ft., fly 30 ft.7169878darkvision 60 ft.8Common, Draconic1/4SourceMonster Manual, p. 195Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Pack TacticsThe kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.DaggerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.|5|1d4+3Dropped RockRanged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6+3) bludgeoning damage.|5|1d6+3arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urbanWinter WolfLmonstrosityneutral evil13 (natural armor)75 (10d10+20)50 ft.1813147128Perception +5, Stealth +3cold15Common, Giant, Winter Wolf3SourceMonster Manual, p. 340Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.Snow CamouflageThe wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.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+4Cold Breath (Recharge 5-6)The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.||4d8arcticWolfMbeastunaligned13 (natural armor)11 (2d8+2)40 ft.1215123126Perception +3, Stealth +4131/4SourceMonster Manual, p. 341Player's Handbook, p. 311Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.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+2forest, grassland, hillWorgLmonstrosityneutral evil13 (natural armor)26 (4d10+4)50 ft.1613137118Perception +4darkvision 60 ft.14Goblin, Worg1/2SourceMonster Manual, p. 341Keen Hearing and SmellThe worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.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+3forest, grassland, hillWraithMundeadneutral evil1367 (9d8+27)0 ft., fly 60 ft. (hover)61616121415acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silverednecrotic, poisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.12the languages it knew in life5SourceMonster Manual, p. 302Incorporeal MovementThe wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight SensitivityWhile in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Life DrainMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Life Drain|6|4d8+3Create SpecterThe wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.underdarkWyvernLdragonunaligned13 (natural armor)110 (13d10+39)20 ft., fly 80 ft.1910165126Perception +4darkvision 60 ft.146SourceMonster Manual, p. 303MultiattackThe wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.|7|2d6+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.|7|2d8+4StingerMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.|7|2d6+4hill, mountainXornMelementalneutral19 (natural armor)73 (7d8+42)20 ft., burrow 20 ft.171022111011Perception +6, Stealth +3piercing and slashing from nonmagical attacks that aren't adamantinedarkvision 60 ft., tremorsense 60 ft.16Terran5SourceMonster Manual, p. 304Earth GlideThe xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.Stone CamouflageThe xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Treasure SenseThe xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.MultiattackThe xorn makes three claw attacks and one bite attack.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage.Bite|6|3d6+3ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Claw|6|1d6+3underdarkYetiLmonstrositychaotic evil12 (natural armor)51 (6d10+18)40 ft., climb 40 ft.1813168127Perception +3, Stealth +3colddarkvision 60 ft.13Yeti3SourceMonster Manual, p. 305Fear of FireIf the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.Keen SmellThe yeti has advantage on Wisdom (Perception) checks that rely on smell.Snow CamouflageThe yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.MultiattackThe yeti can use its Chilling Gaze and makes two claw attacks.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 3 (1d6) cold damage.|6|1d6+4+1d6Chilling GazeThe 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.arcticYochlolMfiend (demon)chaotic evil15 (natural armor)136 (16d8+64)30 ft., climb 30 ft.151418131515Dex +6, Int +5, Wis +6, Cha +6Deception +10, Insight +6cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attackspoisonpoisoneddarkvision 120 ft.12Abyssal, Elvish, Undercommon10SourceMonster Manual, p. 65ShapechangerThe 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 ResistanceThe yochlol has advantage on saving throws against spells and other magical effects.Spider ClimbThe yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Innate SpellcastingThe 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 personWeb WalkerThe yochlol ignores movement restrictions caused by webbing.MultiattackThe 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+6d6Mist FormThe 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 personYoung Black DragonLdragonchaotic evil18 (natural armor)127 (15d10+45)40 ft., fly 80 ft., swim 40 ft.191417121115Dex +5, Con +6, Wis +3, Cha +5Perception +6, Stealth +5acidblindsight 30 ft., darkvision 120 ft.16Common, Draconic7SourceMonster Manual, p. 88AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage.Bite|7|2d10+4+1d8ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Acid Breath (Recharge 5-6)The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.Acid Breath||11d8swampYoung Blue DragonLdragonlawful evil18 (natural armor)152 (16d10+64)40 ft., burrow 40 ft., fly 80 ft.211019141317Dex +4, Con +8, Wis +5, Cha +7Perception +9, Stealth +4lightningblindsight 30 ft., darkvision 120 ft.19Common, Draconic9SourceMonster Manual, p. 91MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage.Bite|9|2d10+5+1d10ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claw|9|2d6+5Lightning Breath (Recharge 5-6)The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.Lightning Breath||10d10coastal, desertYoung Brass DragonLdragonchaotic good17 (natural armor)110 (13d10+39)40 ft., burrow 20 ft., fly 80 ft.191017121115Dex +3, Con +6, Wis +3, Cha +5Perception +6, Persuasion +5, Stealth +3fireblindsight 30 ft., darkvision 120 ft.16Common, Draconic6SourceMonster Manual, p. 105MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|7|2d10+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. 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||12d6desertYoung Bronze DragonLdragonlawful good18 (natural armor)142 (15d10+60)40 ft., fly 80 ft., swim 40 ft.211019141317Dex +3, Con +7, Wis +4, Cha +6Insight +4, Perception +7, Stealth +3lightningblindsight 30 ft., darkvision 120 ft.17Common, Draconic8SourceMonster Manual, p. 108AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.Bite|8|2d10+5ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.Claw|8|2d6+5Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.Lightning Breath||10d10coastalYoung Copper DragonLdragonchaotic good17 (natural armor)119 (14d10+42)40 ft., climb 40 ft., fly 80 ft.191217161315Dex +4, Con +6, Wis +4, Cha +5Deception +5, Perception +7, Stealth +4acidblindsight 30 ft., darkvision 120 ft.17Common, Draconic7SourceMonster Manual, p. 111MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.Bite|7|2d10+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.Acid Breath||9d8hillYoung Gold DragonLdragonlawful good18 (natural armor)178 (17d10+85)40 ft., fly 80 ft., swim 40 ft.231421161320Dex +6, Con +9, Wis +5, Cha +9Insight +5, Perception +9, Persuasion +9, Stealth +6fireblindsight 30 ft., darkvision 120 ft.19Common, Draconic10SourceMonster Manual, p. 115AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|10|2d10+6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire Breath||10d10forest, grasslandYoung Green DragonLdragonlawful evil18 (natural armor)136 (16d10+48)40 ft., fly 80 ft., swim 40 ft.191217161315Dex +4, Con +6, Wis +4, Cha +5Deception +5, Perception +7, Stealth +4poisonpoisonedblindsight 30 ft., darkvision 120 ft.17Common, Draconic8SourceMonster Manual, p. 94AmphibiousThe dragon can breathe air and water.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.Bite|7|2d10+4+2d6ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Poison Breath (Recharge 5-6)The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.Poison Breath||12d6forestYoung Red DragonLdragonchaotic evil18 (natural armor)178 (17d10+85)40 ft., climb 40 ft., fly 80 ft.231021141119Dex +4, Con +9, Wis +4, Cha +8Perception +8, Stealth +4fireblindsight 30 ft., darkvision 120 ft.18Common, Draconic10SourceMonster Manual, p. 98MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.Bite|10|2d10+6+1d6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Fire Breath (Recharge 5-6)The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.Fire Breath||16d6hill, mountainYoung Red Shadow DragonLdragonchaotic evil18 (natural armor)178 (17d10+85)40 ft., climb 40 ft., fly 80 ft.231021141119Dex +4, Con +9, Wis +4, Cha +8Perception +8, Stealth +8necroticfireblindsight 30 ft., darkvision 120 ft.18Common, Draconic13SourceMonster Manual, p. 85Living ShadowWhile in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.Shadow StealthWhile in dim light or darkness, the dragon can take the Hide action as a bonus action.Sunlight SensitivityWhile in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) necrotic damage.Bite|10|2d10+6+1d6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Shadow 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||16d6underdarkYoung RemorhazLmonstrosityunaligned14 (natural armor)93 (11d10+33)30 ft., burrow 20 ft.1813173104cold, firedarkvision 60 ft., tremorsense 60 ft.105SourceMonster Manual, p. 258Heated BodyA 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||2d6BiteMelee 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+2d6arcticYoung Silver DragonLdragonlawful good18 (natural armor)168 (16d10+80)40 ft., fly 80 ft.231021141119Dex +4, Con +9, Wis +4, Cha +8Arcana +6, History +6, Perception +8, Stealth +4coldblindsight 30 ft., darkvision 120 ft.18Common, Draconic9SourceMonster Manual, p. 118MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.Bite|10|2d10+6ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.Claw|10|2d6+6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.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||12d8mountain, urbanYoung White DragonLdragonchaotic evil17 (natural armor)133 (14d10+56)40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.18101861112Dex +3, Con +7, Wis +3, Cha +4Perception +6, Stealth +3coldblindsight 30 ft., darkvision 120 ft.16Common, Draconic6SourceMonster Manual, p. 101Ice WalkThe dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.MultiattackThe dragon makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage.Bite|7|2d10+4+1d8ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Claw|7|2d6+4Cold Breath (Recharge 5-6)The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.Cold Breath||10d8arcticYuan-ti AbominationLmonstrosity (shapechanger, yuan-ti)neutral evil15 (natural armor)127 (15d10+45)40 ft.191617171518Perception +5, Stealth +6poisonpoisoneddarkvision 60 ft.15Abyssal, Common, Draconic7SourceMonster Manual, p. 308ShapechangerThe 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: fearMagic ResistanceThe yuan-ti has advantage on saving throws against spells and other magical effects.Variant: Acid SlimeAs 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 SkinThe 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.BiteMelee 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+3d6ConstrictMelee 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+4Scimitar (Abomination Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.Scimitar|7|2d6+4Longbow (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+3Variant: 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, feardesert, forest, swampYuan-ti Malison Type 1Mmonstrosity (shapechanger, yuan-ti)neutral evil1266 (12d8+12)30 ft.161413141216Deception +5, Stealth +4poisonpoisoneddarkvision 60 ft.11Abyssal, Common, Draconic3SourceMonster Manual, p. 309ShapechangerThe 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: suggestionMagic ResistanceThe yuan-ti has advantage on saving throws against spells and other magical effects.Malison TypeThe yuan-ti has a human body with snake head.Variant: Acid SlimeAs 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 SkinThe 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.|5|1d4+3+2d6Scimitar (Yuan-ti Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.|5|1d6+3Longbow (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+2Variant: 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, suggestionYuan-ti Malison Type 2Mmonstrosity (shapechanger, yuan-ti)neutral evil1266 (12d8+12)30 ft.161413141216Deception +5, Stealth +4poisonpoisoneddarkvision 60 ft.11Abyssal, Common, Draconic3SourceMonster Manual, p. 309ShapechangerThe 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: suggestionMagic ResistanceThe yuan-ti has advantage on saving throws against spells and other magical effects.Malison TypeThe yuan-ti has a human head and body with snakes for arms.Variant: Acid SlimeAs 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 SkinThe 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.|5|1d4+3+2d6Variant: 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, suggestionYuan-ti Malison Type 3Mmonstrosity (shapechanger, yuan-ti)neutral evil1266 (12d8+12)30 ft.161413141216Deception +5, Stealth +4poisonpoisoneddarkvision 60 ft.11Abyssal, Common, Draconic3SourceMonster Manual, p. 309ShapechangerThe 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: suggestionMagic ResistanceThe yuan-ti has advantage on saving throws against spells and other magical effects.Malison TypeThe yuan-ti has a human head and upper body with a serpentine lower body instead of legs.Variant: Acid SlimeAs 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 SkinThe 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+2d6ConstrictMelee 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+3Scimitar (Yuan-ti Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.|5|1d6+3Longbow (Yuan-ti Form Only)Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.|4|1d8+2Variant: 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, suggestionYuan-ti PurebloodMhumanoid (yuan-ti)neutral evil1140 (9d8)30 ft.111211131214Deception +6, Perception +3, Stealth +3poisonpoisoneddarkvision 60 ft.13Abyssal, Common, Draconic1SourceMonster Manual, p. 310Innate SpellcastingThe 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, suggestionMagic ResistanceThe yuan-ti has advantage on saving throws against spells and other magical effects.Variant: Chameleon SkinThe yuan-ti has advantage on Dexterity (Stealth) checks made to hide.Variant: ShapechangerThe 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.MultiattackThe yuan-ti makes two melee attacks.ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.|3|1d6+1ShortbowRanged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage plus 7 (2d6) poison damage.|3|1d6+1Variant: BiteMelee 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+1d6animal friendship, poison spray, suggestiondesert, forest, swamp, urbanZombieMundeadneutral evil822 (3d8+9)20 ft.13616365Wis +0poisoneddarkvision 60 ft.8understands all languages it spoke in life but can't speak1/4SourceMonster Manual, p. 316Player's Handbook, p. 311Undead FortitudeIf damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.SlamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.Slam|3|1d6+1urban