Index

Chapter: System Reference Document 5.1
Section: Legal
Page: Open Game License

Section: Races
Page: Races - Overview
Page: Dwarf
Page: Elf
Page: Halfling
Page: Human
Page: Dragonborn
Page: Gnome
Page: Half-Elf
Page: Half-Orc
Page: Tiefling

Section: Classes
Page: Barbarian
Page: Bard
Page: Cleric
Page: Druid
Page: Fighter
Page: Monk
Page: Paladin
Page: Ranger
Page: Rogue
Page: Sorcerer
Page: Warlock
Page: Wizard

Section: Beyond 1st Level
Page: Beyond 1st Level
Page: Multiclassing
Page: Alignment
Page: Languages
Page: Inspiration
Page: Backgrounds

Section: Equipment
Page: Equipment
Page: Selling Treasure
Page: Armor
Page: Donning and Doffing Armor
Page: Weapons
Page: Adventuring Gear
Page: Tools
Page: Mounts and Vehicles
Page: Trade Goods
Page: Expenses

Section: Feats
Page: Feats

Section: Ability Scores
Page: Using Ability Scores
Page: Advantage and Disadvantage
Page: Proficiency Bonus
Page: Ability Checks
Page: Using Strength
Page: Using Dexterity
Page: Using Constitution
Page: Using Intelligence
Page: Using Wisdom
Page: Using Charisma
Page: Saving Throws

Section: Time
Page: Time
Page: Movement
Page: Speed

Section: Environment
Page: The Environment
Page: Falling
Page: Suffocating
Page: Vision and Light
Page: Food and Water
Page: Interacting with Objects
Page: Resting

Section: Between Adventures
Page: Between Adventures

Section: Combat
Page: Order of Combat
Page: Surprise
Page: Initiative
Page: Your Turn
Page: Movement and Position
Page: Interacting with Objects Around You

Section: Actions in Combat
Page: Actions in Combat

Section: Making an Attack
Page: Making an Attack
Page: Cover
Page: Damage and Healing
Page: Mounted Combat
Page: Underwater Combat

Section: Spellcasting
Page: Spellcasting
Page: Casting a Spell
Page: Schools of Magic

Section: Spell Lists
Page: Spell Lists

Section: Spell Descriptions
Page: Acid Arrow
Page: Acid Splash
Page: Aid
Page: Alarm
Page: Alter Self
Page: Animal Friendship
Page: Animal Messenger
Page: Animal Shapes
Page: Animate Dead
Page: Animate Objects
Page: Antilife Shell
Page: Antimagic Field
Page: Antipathy/Sympathy
Page: Arcane Eye
Page: Arcane Hand
Page: Arcane Lock
Page: Arcane Sword
Page: Arcanists Magic Aura
Page: Astral Projection
Page: Augury
Page: Awaken
Page: Name
Page: Bane
Page: Banishment
Page: Barkskin
Page: Beacon of Hope
Page: Bestow Curse
Page: Black Tentacles
Page: Blade Barrier
Page: Bless
Page: Blight
Page: Blindness/Deafness
Page: Blink
Page: Blur
Page: Branding Smite
Page: Burning Hands
Page: Call Lightning
Page: Calm Emotions
Page: Chain Lightning
Page: Charm Person
Page: Chill Touch
Page: Circle of Death
Page: Clairvoyance
Page: Clone
Page: Cloudkill
Page: Color Spray
Page: Command
Page: Commune
Page: Commune with Nature
Page: Comprehend Languages
Page: Compulsion
Page: Cone of Cold
Page: Confusion
Page: Conjure Animals
Page: Conjure Celestial
Page: Conjure Elemental
Page: Conjure Fey
Page: Conjure Minor Elementals
Page: Conjure Woodland Beings
Page: Contact Other Plane
Page: Contagion
Page: Contingency
Page: Continual Flame
Page: Control Water
Page: Control Weather
Page: Counterspell
Page: Create Food and Water
Page: Create or Destroy Water
Page: Create Undead
Page: Creation
Page: Dancing Lights
Page: Darkness
Page: Darkvision
Page: Daylight
Page: Death Ward
Page: Delayed Blast Fireball
Page: Demiplane
Page: Detect Evil and Good
Page: Detect Magic
Page: Detect Poison and Disease
Page: Detect Thoughts
Page: Dimension Door
Page: Disguise Self
Page: Disintegrate
Page: Dispel Evil and Good
Page: Dispel Magic
Page: Divination
Page: Divine Favor
Page: Divine Word
Page: Dominate Beast
Page: Dominate Monster
Page: Dominate Person
Page: Dream
Page: Druidcraft
Page: Earthquake
Page: Eldritch Blast
Page: Enhance Ability
Page: Enlarge/Reduce
Page: Entangle
Page: Enthrall
Page: Etherealness
Page: Expeditious Retreat
Page: Eyebite
Page: Fabricate
Page: Faerie Fire
Page: Faithful Hound
Page: False Life
Page: Fear
Page: Feather Fall
Page: Feeblemind
Page: Find Familiar
Page: Find Steed
Page: Find the Path
Page: Find Traps
Page: Finger of Death
Page: Fireball
Page: Fire Bolt
Page: Fire Shield
Page: Fire Storm
Page: Flame Blade
Page: Flame Strike
Page: Flaming Sphere
Page: Flesh to Stone
Page: Floating Disk
Page: Fly
Page: Fog Cloud
Page: Forbiddance
Page: Forcecage
Page: Foresight
Page: Freedom of Movement
Page: Freezing Sphere
Page: Gaseous Form
Page: Gate
Page: Geas
Page: Gentle Repose
Page: Giant Insect
Page: Glibness
Page: Globe of Invulnerability
Page: Glyph of Warding
Page: Goodberry
Page: Grease
Page: Greater Invisibility
Page: Greater Restoration
Page: Guardian of Faith
Page: Guards and Wards
Page: Guidance
Page: Guiding Bolt
Page: Gust of Wind
Page: Hallow
Page: Hallucinatory Terrain
Page: Harm
Page: Haste
Page: Heal
Page: Healing Word
Page: Heat Metal
Page: Hellish Rebuke
Page: Feast
Page: Heroism
Page: Hideous Laughter
Page: Hold Monster
Page: Hold Person
Page: Holy Aura
Page: Hunters Mark
Page: Hypnotic Pattern
Page: Ice Storm
Page: Identify
Page: Illusory Script
Page: Imprisonment
Page: Incendiary Cloud
Page: Inflict Wounds
Page: Insect Plague
Page: Instant Summons
Page: Invisibility
Page: Irresistible Dance
Page: Jump
Page: Knock
Page: Legend Lore
Page: Lesser Restoration
Page: Levitate
Page: Light
Page: Lightning Bolt
Page: Locate Animals or Plants
Page: Locate Creature
Page: Locate Object
Page: Longstrider
Page: Mage Armor
Page: Mage Hand
Page: Magic Circle
Page: Magic Jar
Page: Magic Missile
Page: Magic Mouth
Page: Magic Weapon
Page: Magnificent Mansion
Page: Major Image
Page: Mass Cure Wounds
Page: Mass Heal
Page: Mass Healing Word
Page: Mass Suggestion
Page: Maze
Page: Meld into Stone
Page: Mending
Page: Message
Page: Meteor Swarm
Page: Mind Blank
Page: Minor Illusion
Page: Mirage Arcane
Page: Mirror Image
Page: Mislead
Page: Misty Step
Page: Modify Memory
Page: Moonbeam
Page: Move Earth
Page: Nondetection
Page: Pass without Trace
Page: Passwall
Page: Phantasmal Killer
Page: Phantom Steed
Page: Planar Ally
Page: Planar Binding
Page: Plane Shift
Page: Plant Growth
Page: Poison Spray
Page: Polymorph
Page: Power Word Kill
Page: Power Word Stun
Page: Prayer of Healing
Page: Prestidigitation
Page: Prismatic Spray
Page: Prismatic Wall
Page: Private Sanctum
Page: Produce Flame
Page: Programmed Illusion
Page: Project Image
Page: Protection from Energy
Page: Protection from Evil and Good
Page: Protection from Poison
Page: Purify Food and Drink
Page: Raise Dead
Page: Ray of Enfeeblement
Page: Ray of Frost
Page: Regenerate
Page: Reincarnate
Page: Remove Curse
Page: Resilient Sphere
Page: Resistance
Page: Resurrection
Page: Reverse Gravity
Page: Revivify
Page: Rope Trick
Page: Sacred Flame
Page: Sanctuary
Page: Scorching Ray
Page: Scrying
Page: Secret Chest
Page: See Invisibility
Page: Seeming
Page: Sending
Page: Sequester
Page: Shapechange
Page: Shatter
Page: Shield
Page: Shield of Faith
Page: Shillelagh
Page: Shocking Grasp
Page: Silence
Page: Silent Image
Page: Simulacrum
Page: Sleep
Page: Sleet Storm
Page: Slow
Page: Spare the Dying
Page: Speak with Animals
Page: Speak with Dead
Page: Speak with Plants
Page: Spider Climb
Page: Spike Growth
Page: Spirit Guardians
Page: Spiritual Weapon
Page: Stinking Cloud
Page: Stone Shape
Page: Stoneskin>
Page: Storm of Vengeance
Page: Suggestion
Page: Sunbeam
Page: Sunburst
Page: Symbol
Page: Telekinesis
Page: Telepathic Bond
Page: Teleport
Page: Teleportation Circle
Page: Thaumaturgy
Page: Thunderwave
Page: Time Stop
Page: Tiny Hut
Page: Tongues
Page: Transport via Plants
Page: Tree Stride
Page: True Polymorph
Page: True Resurrection
Page: True Seeing
Page: True Strike
Page: Unseen Servant
Page: Vampiric Touch
Page: Vicious Mockery
Page: Wall of Fire
Page: Wall of Force
Page: Wall of Ice
Page: Wall of Stone
Page: Wall of Thorns
Page: Warding Bond
Page: Water Breathing
Page: Water Walk
Page: Web
Page: Weird
Page: Wind Walk
Page: Wind Wall
Page: Wish
Page: Word of Recall
Page: Zone of Truth

Section: Traps
Page: Traps
Page: Traps in Play
Page: Sample Traps

Section: Diseases
Page: Diseases
Page: Sample Diseases

Section: Madness
Page: Madness

Section: Objects
Page: Objects

Section: Poisons
Page: Poisons

Section: Magic Items
Page: Magic Items
Page: Adamantine Armor 
Page: Ammunition, +1, +2, or +3
Page: Amulet of Health
Page: Amulet of Proof against Detection and Location
Page: Amulet of the Planes
Page: Animated Shield
Page: Apparatus of the Crab
Page: Armor, +1, +2, or +3
Page: Armor of Invulnerability
Page: Armor of Resistance
Page: Armor of Vulnerability
Page: Arrow-Catching Shield
Page: Arrow of Slaying
Page: Bag of Beans
Page: Bag of Devouring
Page: Bag of Holding
Page: Bag of Tricks
Page: Bead of Force
Page: Belt of Dwarvenkind
Page: Belt of Giant Strength
Page: Berserker Axe
Page: Boots of Elvenkind
Page: Boots of Levitation
Page: Boots of Speed
Page: Boots of Striding and Springing
Page: Boots of the Winterlands
Page: Bowl of Commanding Water Elementals
Page: Bracers of Archery
Page: Bracers of Defense
Page: Brazier of Commanding Fire Elementals
Page: Brooch of Shielding
Page: Broom of Flying
Page: Candle of Invocation
Page: Cape of the Mountebank
Page: Carpet of Flying
Page: Censer of Controlling Air Elementals
Page: Chime of Opening
Page: Circlet of Blasting
Page: Cloak of Arachnida
Page: Cloak of Displacement
Page: Cloak of Elvenkind
Page: Cloak of Protection
Page: Cloak of the Bat
Page: Cloak of the Manta Ray
Page: Crystal Ball
Page: Cube of Force
Page: Cubic Gate
Page: Dagger of Venom
Page: Dancing Sword
Page: Decanter of Endless Water
Page: Deck of Illusions
Page: Deck of Many Things
Page: Defender
Page: Demon Armor
Page: Dimensional Shackles
Page: Dragon Scale Mail
Page: Dragon Slayer
Page: Dust of Disappearance
Page: Dust of Dryness
Page: Dust of Sneezing and Choking
Page: Dwarven Plate
Page: Dwarven Thrower
Page: Efficient Quiver
Page: Efreeti Bottle
Page: Elemental Gem
Page: Elven Chain
Page: Eversmoking Bottle
Page: Eyes of Charming
Page: Eyes of Minute Seeing
Page: Eyes of the Eagle
Page: Feather Token
Page: Figurine of Wondrous Power
Page: Flame Tongue
Page: Folding Boat
Page: Frost Brand
Page: Gauntlets of Ogre Power
Page: Gem of Brightness
Page: Gem of Seeing
Page: Giant Slayer
Page: Glamoured Studded Leather
Page: Gloves of Missile Snaring
Page: Gloves of Swimming and Climbing
Page: Goggles of Night
Page: Hammer of Thunderbolts
Page: Handy Haversack
Page: Hat of Disguise
Page: Headband of Intellect
Page: Helm of Brilliance
Page: Helm of Comprehending Languages
Page: Helm of Telepathy
Page: Helm of Teleportation
Page: Holy Avenger
Page: Horn of Blasting
Page: Horn of Valhalla
Page: Horseshoes of a Zephyr
Page: Horseshoes of Speed
Page: Immovable Rod
Page: Instant Fortress
Page: Magic Stone from a Forgotten Time
Page: Iron Bands of Binding
Page: Iron Flask
Page: Javelin of Lightning
Page: Lantern of Revealing
Page: Luck Blade
Page: Mace of Disruption
Page: Mace of Smiting
Page: Mace of Terror
Page: Mantle of Spell Resistance
Page: Manual of Bodily Health
Page: Manual of Gainful Exercise
Page: Manual of Golems
Page: Manual of Quickness of Action
Page: Marvelous Pigments
Page: Medallion of Thoughts
Page: Mirror of Life Trapping
Page: Mithral Armor
Page: Necklace of Adaptation
Page: Necklace of Fireballs
Page: Necklace of Prayer Beads
Page: Nine Lives Stealer
Page: Oathbow
Page: Oil of Etherealness
Page: Oil of Sharpness
Page: Oil of Slipperiness
Page: Pearl of Power
Page: Periapt of Health
Page: Periapt of Proof against Poison
Page: Periapt of Wound Closure
Page: Philter of Love
Page: Pipes of Haunting
Page: Pipes of the Sewers
Page: Plate Armor of Etherealness
Page: Portable Hole
Page: Potion of Animal Friendship
Page: Potion of Clairvoyance
Page: Potion of Climbing
Page: Potion of Diminution
Page: Potion of Flying
Page: Potion of Gaseous Form
Page: Potion of Giant Strength
Page: Potion of Growth
Page: Potion of Healing
Page: Potion of Heroism
Page: Potion of Invisibility
Page: Potion of Mind Reading
Page: Potion of Poison
Page: Potion of Resistance
Page: Potion of Speed
Page: Potion of Water Breathing
Page: Restorative Ointment
Page: Ring of Animal Influence
Page: Ring of Djinni Summoning
Page: Ring of Elemental Command
Page: Ring of Evasion
Page: Ring of Feather Falling
Page: Ring of Free Action
Page: Ring of Invisibility
Page: Ring of Jumping
Page: Ring of Mind Shielding
Page: Ring of Protection
Page: Ring of Regeneration
Page: Ring of Resistance
Page: Ring of Shooting Stars
Page: Ring of Spell Storing
Page: Ring of Spell Turning
Page: Ring of Swimming
Page: Ring of Telekinesis
Page: Ring of the Ram
Page: Ring of Three Wishes
Page: Ring of Warmth
Page: Ring of Water Walking
Page: Ring of X-ray Vision
Page: Robe of Eyes
Page: Robe of Scintillating Colors
Page: Robe of Stars
Page: Robe of the Archmagi
Page: Robe of Useful Items
Page: Rod of Absorption
Page: Rod of Alertness
Page: Rod of Lordly Might
Page: Rod of Rulership
Page: Rod of Security
Page: Rope of Climbing
Page: Rope of Entanglement
Page: Scarab of Protection
Page: Scimitar of Speed
Page: Shield, +1, +2, or +3
Page: Shield of Missile Attraction
Page: Slippers of Spider Climbing
Page: Sovereign Glue
Page: Spell Scroll
Page: Spellguard Shield
Page: Sphere of Annihilation
Page: Staff of Charming
Page: Staff of Fire
Page: Staff of Frost
Page: Staff of Healing
Page: Staff of Power
Page: Staff of Striking
Page: Staff of Swarming Insects
Page: Staff of the Magi
Page: Staff of the Python
Page: Staff of the Woodlands
Page: Staff of Thunder and Lightning
Page: Staff of Withering
Page: Stone of Controlling Earth Elementals
Page: Stone of Good Luck (Luckstone)
Page: Sun Blade
Page: Sword of Life Stealing
Page: Sword of Sharpness
Page: Sword of Wounding
Page: Talisman of Pure Good
Page: Talisman of the Sphere
Page: Talisman of Ultimate Evil
Page: Tome of Clear Thought
Page: Tome of Leadership and Influence
Page: Tome of Understanding
Page: Trident of Fish Command
Page: Universal Solvent
Page: Vicious Weapon
Page: Vorpal Sword
Page: Wand of Binding
Page: Wand of Enemy Detection
Page: Wand of Fear
Page: Wand of Fireballs
Page: Wand of Lightning Bolts
Page: Wand of Magic Detection
Page: Wand of Magic Missiles
Page: Wand of Paralysis
Page: Wand of Polymorph
Page: Wand of Secrets
Page: Wand of the War Mage, +1, +2, or +3
Page: Wand of Web
Page: Wand of Wonder
Page: Weapon, +1, +2, or +3
Page: Well of Many Worlds
Page: Wind Fan
Page: Winged Boots
Page: Wings of Flying
Page: Sentient Magic Items
Page: Orb of Dragonkind

Section: Monsters
Page: Monsters
Page: Aboleth
Page: Angels Deva
Page: Planetar
Page: Solar
Page: Animated Armor
Page: Flying Sword
Page: Rug of Smothering
Page: Ankheg
Page: Azer
Page: Basilisk
Page: Behir
Page: Bugbear
Page: Bulette
Page: Centaur
Page: Chimera
Page: Chuul
Page: Cloaker
Page: Cockatrice
Page: Couatl
Page: Darkmantle
Page: Demons Balor
Page: Dretch
Page: Glabrezu
Page: Hezrou
Page: Marilith
Page: Nalfeshnee
Page: Quasit
Page: Vrock
Page: Devils Barbed Devi
Page: Bearded Devil
Page: Bone Devil
Page: Chain Devil
Page: Erinyes
Page: Horned Devil
Page: Ice Devil
Page: Imp
Page: Lemure
Page: Pit Fiend
Page: Plesiosaurus
Page: Triceratops
Page: Tyrannosaurus Rex
Page: Doppelganger
Page: Ancient Black Dragon
Page: Adult Black Dragon
Page: Young Black Dragon
Page: Black Dragon Wyrmling
Page: Ancient Blue Dragon
Page: Adult Blue Dragon
Page: Young Blue Dragon
Page: Blue Dragon Wyrmling
Page: Ancient Green Dragon
Page: Adult Green Dragon
Page: Young Green Dragon
Page: Green Dragon Wyrmling
Page: Ancient Red Dragon
Page: Adult Red Dragon
Page: Young Red Dragon
Page: Red Dragon Wyrmling
Page: Ancient White Dragon
Page: Adult White Dragon
Page: Young White Dragon
Page: White Dragon Wyrmling
Page: Ancient Brass Dragon
Page: Adult Brass Dragon
Page: Young Brass Dragon
Page: Brass Dragon Wyrmling
Page: Ancient Bronze Dragon
Page: Adult Bronze Dragon
Page: Young Bronze Dragon
Page: Bronze Dragon Wyrmling
Page: Ancient Copper Dragon
Page: Adult Copper Dragon
Page: Young Copper Dragon
Page: Copper Dragon Wyrmling
Page: Ancient Gold Dragon
Page: Adult Gold Dragon
Page: Young Gold Dragon
Page: Gold Dragon Wyrmling
Page: Ancient Silver Dragon
Page: Adult Silver Dragon
Page: Young Silver Dragon
Page: Silver Dragon Wyrmling
Page: Dragon Turtle
Page: Drider
Page: Dryad
Page: Duergar
Page: Elementals Air Elemental
Page: Earth Elemental
Page: Fire Elemental
Page: Water Elemental
Page: Elf, Drow
Page: Ettercap
Page: Ettin
Page: Shrieker
Page: Violet Fungus
Page: Gargoyle
Page: Djinni
Page: Efreeti
Page: Ghost
Page: Ghast
Page: Ghoul
Page: Cloud Giant
Page: Fire Giant
Page: Frost Giant
Page: Hill Giant
Page: Stone Giant
Page: Storm Giant
Page: Gibbering Mouther
Page: Gnoll
Page: Gnome, Deep (Svirfneblin)
Page: Goblin
Page: Clay Golem
Page: Flesh Golem
Page: Iron Golem
Page: Stone Golem
Page: Gorgon
Page: Grick
Page: Griffon
Page: Grimlock
Page: Green Hag
Page: Night Hag
Page: Sea Hag
Page: Half-Dragon Template
Page: Half-Red Dragon Veteran
Page: Harpy
Page: Hell Hound
Page: Hippogriff
Page: Hobgoblin
Page: Homunculus
Page: Hydra
Page: Invisible Stalker
Page: Kobold
Page: Kraken
Page: Lamia
Page: Lich
Page: Lizardfolk
Page: Werebear
Page: Wereboar
Page: Wererat
Page: Weretiger
Page: Werewolf
Page: Magmin
Page: Manticore
Page: Medusa
Page: Dust Mephit
Page: Ice Mephit
Page: Magma Mephit
Page: Steam Mephit
Page: Merfolk
Page: Merrow
Page: Mimic
Page: Minotaur
Page: Mummies Mummy
Page: Mummy Lord
Page: Guardian Naga
Page: Spirit Naga
Page: Nightmare
Page: Ogre
Page: Oni
Page: Black Pudding
Page: Gelatinous Cube
Page: Gray Ooze
Page: Ochre Jelly
Page: Orc
Page: Otyugh
Page: Owlbear
Page: Pegasus
Page: Pseudodragon
Page: Purple Worm
Page: Rakshasa
Page: Remorhaz
Page: Roc
Page: Roper
Page: Rust Monster
Page: Sahuagin
Page: Salamander
Page: Satyr
Page: Shadow
Page: Shambling Mound
Page: Shield Guardian
Page: Skeleton
Page: Minotaur Skeleton
Page: Warhorse Skeleton
Page: Specter
Page: Androsphinx
Page: Gynosphinx
Page: Sprite
Page: Stirge
Page: Succubus/Incubus
Page: Tarrasque
Page: Treant
Page: Troll
Page: Unicorn
Page: Vampire
Page: Vampire Spawn
Page: Wight
Page: Will-o'-Wisp
Page: Wraith
Page: Wyvern
Page: Xorn
Page: Zombie
Page: Ogre Zombie

Section: Appendix A Conditions
Page: Appendix A Conditions

Section: Appendix B Pantheons
Page: Appendix B Pantheons

Section: Appendix C Planes of Existence
Page: Appendix C Planes of Existence

Section: Miscellaneous Creatures
Page: Ape
Page: Awakened Shrub
Page: Awakened Tree
Page: Axe Beak
Page: Baboon
Page: Badger
Page: Bat
Page: Black Bear
Page: Blink Dog
Page: Blood Hawk
Page: Boar
Page: Brown Bear
Page: Camel
Page: Cat
Page: Constrictor Snake
Page: Crab
Page: Crocodile
Page: Death Dog
Page: Deer
Page: Dire Wolf
Page: Draft Horse
Page: Eagle
Page: Elephant
Page: Elk
Page: Flying Snake
Page: Frog
Page: Giant Ape
Page: Giant Badger
Page: Giant Bat
Page: Giant Boar
Page: Giant Centipede
Page: Giant Constrictor Snake
Page: Giant Crab
Page: Giant Crocodile
Page: Giant Eagle
Page: Giant Elk
Page: Giant Fire Beetle
Page: Giant Frog
Page: Giant Goat
Page: Giant Hyena
Page: Giant Lizard
Page: Giant Octopus
Page: Giant Owl
Page: Giant Poisonous Snake
Page: Giant Rat
Page: Giant Scorpion
Page: Giant Sea Horse
Page: Giant Shark
Page: Giant Spider
Page: Giant Toad
Page: Giant Vulture
Page: Giant Wasp
Page: Giant Weasel
Page: Giant Wolf Spider
Page: Goat
Page: Hawk
Page: Hunter Shark
Page: Hyena
Page: Jackal
Page: Killer Whale
Page: Lion
Page: Lizard
Page: Mammoth
Page: Mastiff
Page: Mule
Page: Octopus
Page: Owl
Page: Panther
Page: Phase Spider
Page: Poisonous Snake
Page: Polar Bear
Page: Pony
Page: Quipper
Page: Rat
Page: Raven
Page: Reef Shark
Page: Rhinoceros
Page: Riding Horse
Page: Saber-Toothed Tiger
Page: Scorpion
Page: Sea Horse
Page: Spider
Page: Swarm of Bats
Page: Swarm of Insects
Page: Swarm of Poisonous Snakes
Page: Swarm of Quippers
Page: Swarm of Rats
Page: Swarm of Ravens
Page: Insect Swarms
Page: Tiger
Page: Vulture
Page: Warhorse
Page: Weasel
Page: Winter Wolf
Page: Wolf
Page: Worg

Section: Nonplayer Characters
Page: Nonplayer Characters
Page: Acolyte
Page: Archmage
Page: Assassin
Page: Bandit
Page: Bandit Captain
Page: Berserker
Page: Commoner
Page: Cultist
Page: Cult Fanatic
Page: Druid
Page: Gladiator
Page: Guard
Page: Knight
Page: Mage
Page: Noble
Page: Priest
Page: Scout
Page: Spy
Page: Thug
Page: Tribal Warrior
Page: Veteran

Pages

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15. COPYRIGHT NOTICE 
Open Game License v.1.0a Copyright 2000, Wizards of the Coast, LLC. 
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Stever Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
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Races - Overview

 
Racial Traits
 
The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. 
  Ability Score Increase   
Every race increases one or more of a character's ability scores. 
  Age   
The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. 
  Alignment   
Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. 
  Size   
Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in "Equipment." 
  Speed   
Your speed determines how far you can move when traveling ("Adventuring") and fighting ("Combat"). 
  Languages   
By virtue of your race, your character can speak, read, and write certain languages. 
  Subraces   
Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. 

Dwarf

 
Dwarf Traits
 
 Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.  
  Ability Score Increase.  Your Constitution score increases by 2. 
  Age.  Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. 
  Alignment.  Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. 
  Size.  Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. 
  Speed.  Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. 
  Darkvision.  Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 
  Dwarven Resilience.  You have advantage on saving throws against poison and have resistance against poison damage. 
  Dwarven Combat Training.  You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. 
  Tool Proficiency.  You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. 
  Stonecunning.  Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. 
  Languages.  You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. 
 Subraces  
Hill Dwarf
 
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. 
  Ability Score Increase.  Your Wisdom score increases by 1. 
  Dwarven Toughness.  Your hit point maximum increases by 1, and it increases by 1 ever time you gain a level. 

Elf

 
Elf Traits
 
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. 
  Ability Score Increase.  Your Dexterity score increases by 2. 
  Age.  Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. 
  Alignment.  Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect other's freedom as well as their own, and they are more often good than not. 
  Size.  Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. 
  Speed.  Your base walking speed is 30 feet. 
  Darkvision.  Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 
  Keen Senses.  You have proficiency in the Perception skill. 
  Fey Ancestry.  You have advantage on saving throws against being charmed, and magic can't put you to sleep. 
  Trance.  Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. 
  Languages.  You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. 
 Elf Subraces  
High Elf
 
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. 
  Ability Score Increase.  Your Intelligence score increases by 1. 
  Elf Weapon Training.  You have proficiency with the longsword, shortsword, shortbow, and longbow. 
  Cantrip.  You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. 
  Extra Language.  You can speak, read, and write one extra language of your choice. 

Halfling

 
Halfling Traits
 
Your halfling character has a number of traits in common with all other halflings. 
  Ability Score Increase.  Your Dexterity score increases by 2. 
  Age.  A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. 
  Alignment.  Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. 
  Size.  Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. 
  Speed.  Your base walking speed is 25 feet. 
  Lucky.  When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. 
  Brave.  You have advantage on saving throws against being frightened. 
  Halfling Nimbleness.  You can move through the space of any creature that is of a size larger than yours. 
  Languages.  You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. 
 Subraces.  
Lightfoot
 
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. 
Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic Life. 
  Ability Score Increase.  Your Charisma score increases by 1. 
  Naturally Stealthy.  You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. 

Human

 
Human Traits
 
It's hard to make generalizations about humans, but your human character has these traits. 
  Ability Score Increase.  Your ability scores each increase by 1. 
  Age.  Humans reach adulthood in their late teens and live less than a century. 
  Alignment.  Humans tend toward no particular alignment. The best and the worst are found among them. 
  Size.  Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. 
  Speed.  Your base walking speed is 30 feet. 
  Languages.  You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. 

Dragonborn

 
Dragonborn Traits
 
Your draconic heritage manifests in a variety of traits you share with other dragonborn. 
  Ability Score Increase.  Your Strength score increases by 2, and your Charisma score increases by 1. 
  Age.  Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. 
  Alignment.  Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. 
  Size.  Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. 
  Speed.  Your base walking speed is 30 feet. 
Draconic Ancestry

 Dragon 	
 Damage Type 	
 Breath Weapon 	

Black	
Acid	
5 by 30 ft. line (Dex. save)	

Blue	
Lightning	
5 by 30 ft. line (Dex. save)	

Brass	
Fire	
5 by 30 ft. line (Dex. save)	

Bronze	
Lightning	
5 by 30 ft. line (Dex. save)	

Copper	
Acid	
5 by 30 ft. line (Dex. save)	

Gold	
Fire	
15 ft. cone (Dex. save)	

Green	
Poison	
15 ft. cone (Con. save)	

Red	
Fire	
15 ft. cone (Dex. save)	

Silver	
Cold	
15 ft. cone (Con. save)	

White	
Cold	
15 ft. cone (Con. save)	

 
  Draconic Ancestry.  You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. 
  Breath Weapon.  You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. 
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. 
After you use your breath weapon, you can't use it again until you complete a short or long rest. 
  Damage Resistance.  You have resistance to the damage type associated with your draconic ancestry. 
  Languages.  You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. 

Gnome

 
Gnome Traits
 
Your gnome character has certain characteristics in common with all other gnomes. 
  Ability Score Increase.  Your Intelligence score increases by 2. 
  Age.  Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. 
  Alignment.  Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. 
  Size.  Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. 
  Speed.  Your base walking speed is 25 feet. 
  Darkvision.  Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 
  Gnome Cunning.  You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. 
  Languages.  You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. 
 Subraces  
Rock Gnome
 
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. 
  Ability Score Increase.  Your Constitution score increases by 1. 
  Artificer's Lore.  Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. 
  Tinker.  You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 GP worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing the device to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. 
When you create a device, choose one of the following options:   
1•	 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.

1•	 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.

1•	 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.

Half-Elf

 
Half-Elf Traits
 
Your half-elf character has some qualities in common with elves and some that are unique to half-elves. 
  Ability Score Increase.  Your Charisma score increases by 2, and two other ability scores of your choice increases by 1. 
  Age.  Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. 
  Alignment.  Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. 
  Size.  Half-elves are about the same size as humans ranging from 5 to 6 feet tall. Your size is Medium. 
  Speed.  Your base walking speed is 30 feet. 
  Darkvision.  Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 
  Fey Ancestry.  You have advantage on saving throws against being charmed, and magic can't put you to sleep. 
  Skill Versatility.  You gain proficiency in two skills of your choice. 
  Languages.  You can speak, read, and write Common, Elvish, and one extra language of your choice. 

Half-Orc

 
Half-Orc Traits
 
Your half-orc character has certain traits deriving from your orc ancestry. 
  Ability Score Increase.  Your Strength score increases by 2, and your Constitution score increases by 1. 
  Age.  Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. 
  Alignment.  Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. 
  Size.  Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. 
  Speed.  Your base walking speed is 30 feet. 
  Darkvision.  Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 
  Menacing.  You gain proficiency in the Intimidation skill. 
  Relentless Endurance.  When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. 
  Savage Attacks.  When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage to the critical hit. 
  Languages.  You can speak, read, and write Common and Orc Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. 

Tiefling

 
Tiefling Traits
 
Tieflings share certain racial traits as a result of their infernal descent. 
  Ability Score Increase.  Your Intelligence score increases by 1, and your Charisma score increases by 2. 
  Age.  Tieflings mature at the same rate as humans but live a few years longer. 
  Alignment.  Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. 
  Size.  Tieflings are about the same size and build as humans. Your size is Medium. 
  Speed.  Your base walking speed is 30 feet. 
  Darkvision.  Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray. 
  Hellish resistance.  You have resistance to fire damage. 
  Infernal Legacy.  You know the thaumaturgy cantrip. When you reach 3rd level, you can cast hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. 
  Languages.  You can speak, read, and write Common and Infernal. 

Barbarian

 
Class Features
 
As a barbarian, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d12 per barbarian level 
 Hit Points at 1st Level: 12 + your Constitution modifier 
 Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st. 
Proficiencies
 
 Armor: Light armor, medium armor, shields 
 Weapons: Simple weapons, martial weapons 
 Tools: None 
 Saving Throws: Strength, Constitution 
 Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a greataxe or (B) any martial melee weapon

1•	 (A) two handaxes or (B) any simple weapon

1•	An explorer's pack and four javelins

The Barbarian

 Level 	
 Proficiency Bonus 	
 Features 	
 Rages 	
 Rage Damage 	

1st	
+2	
Rage,Unarmored Defense	
2	
+2	

2nd	
+2	
Reckless Attack, Danger Sense	
2	
+2	

3rd	
+2	
Primal Path	
3	
+2	

4th	
+2	
Ability Score Improvement	
3	
+2	

5th	
+3	
Extra Attack, Fast Movement	
3	
+2	

6th	
+3	
Path Feature	
3	
+2	

7th	
+3	
Feral Instinct	
4	
+2	

8th	
+3	
Ability Score Improvement	
4	
+2	

9th	
+4	
Brutal Critical (1 die)	
4	
+3	

10th	
+4	
Path feature	
4	
+3	

11th	
+4	
Relentless	
4	
+3	

12th	
+4	
Ability Score Improvement	
5	
+3	

13th	
+5	
Brutal Critical (2 dice)	
5	
+3	

14th	
+5	
Path Feature	
5	
+3	

15th	
+5	
Persistent Rage	
5	
+3	

16th	
+5	
Ability Score Improvement	
5	
+4	

17th	
+6	
Brutal Critical (3 dice)	
6	
+4	

18th	
+6	
Indomitable Might	
6	
+4	

19th	
+6	
Ability Score Improvement	
6	
+4	

20th	
+6	
Primal Champion	
Unlimited	
+4	

 
Rage
 
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. 
While raging, you gain the following benefits if you aren't wearing heavy armor:   
1•	You have advantage on Strength checks and Strength saving throws.

1•	When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

1•	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 number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. 
Unarmored Defense
 
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. 
Reckless Attack
 
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. 
Danger Sense
 
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. 
Primal Path
 
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or another path as detailed by source content. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Extra Attack
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 
Fast Movement
 
Starting at 5th level, you speed increases by 10 feet while you aren't wearing heavy armor. 
Feral Instinct
 
By 7th level, your instincts are so honed that you have advantage on initiative rolls. 
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. 
Brutal Critical
 
Beginning at 9th level, you 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. 
Relentless Rage
 
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. 
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. 
Persistent Rage
 
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. 
Indomitable Might
 
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. 
Primal Champion
 
At 20th Level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. 
 Path of the Berserker 
 
For some barbarians, rage is a means to an end - that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well being. 
 Frenzy  
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A). 
 Mindless Rage  
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. 
 Intimidating Presence  
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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. 
 Retaliation  
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. 

Bard

 
Class Features
 
As a bard, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d8 per bard level 
 Hit Points at 1st Level: 8 + your Constitution modifier 
 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st 
Proficiencies
 
 Armor: Light armor 
 Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords 
 Tools: Three musical instruments of your choice 
 Saving Throws: Dexterity, Charisma 
 Skills: Choose any three 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a rapier, (B) a longsword, or (C) any simple weapon

1•	 (A) a diplomat's pack or (B) an entertainer's pack

1•	 (A) a lute or (B) any other musical instrument

1•	Leather armor and a dagger

The Bard

 Level 	
 Proficiency Bonus 	
 Features 	
 Cantrips Known 	
 Spells Known 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	
 6th 	
 7th 	
 8th 	
 9th 	

1st	
+2	
Spellcasting, Bardic Inspiration (d6)	
2	
4	
2	
-	
-	
-	
-	
-	
-	
-	
-	

2nd	
+2	
Jack of All Trades, Song of Rest (d6)	
2	
5	
3	
-	
-	
-	
-	
-	
-	
-	
-	

3rd	
+2	
Bard College, Expertise	
2	
6	
4	
2	
-	
-	
-	
-	
-	
-	
-	

4th	
+2	
Ability Score Improvement	
3	
7	
4	
3	
-	
-	
-	
-	
-	
-	
-	

5th	
+3	
Bardic Inspiration (d8), Font of Inspiration	
3	
8	
4	
3	
2	
-	
-	
-	
-	
-	
-	

6th	
+3	
Countercharm, Bard College feature	
3	
9	
4	
3	
3	
-	
-	
-	
-	
-	
-	

7th	
+3	
-	
3	
10	
4	
3	
3	
1	
-	
-	
-	
-	
-	

8th	
+3	
Ability Score Improvement	
3	
11	
4	
3	
3	
2	
-	
-	
-	
-	
-	

9th	
+4	
Song of Rest (d8)	
3	
12	
4	
3	
3	
3	
1	
-	
-	
-	
-	

10th	
+4	
Bardic Inspiration (d10), Expertise, Magical Secrets	
4	
14	
4	
3	
3	
3	
2	
-	
-	
-	
-	

11th	
+4	
-	
4	
15	
4	
3	
3	
3	
2	
1	
-	
-	
-	

12th	
+4	
Ability Score Improvement	
4	
15	
4	
3	
3	
3	
2	
1	
-	
-	
-	

13th	
+5	
Song of Rest (d10)	
4	
16	
4	
3	
3	
3	
2	
1	
1	
-	
-	

14th	
+5	
Magical Secrets, Bard College feature	
4	
18	
4	
3	
3	
3	
2	
1	
1	
-	
-	

15th	
+5	
Bardic Inspiration (d12)	
4	
19	
4	
3	
3	
3	
2	
1	
1	
1	
-	

16th	
+5	
Ability Score Improvement	
4	
19	
4	
3	
3	
3	
2	
1	
1	
1	
-	

17th	
+6	
Song of Rest (d12)	
4	
20	
4	
3	
3	
3	
2	
1	
1	
1	
1	

18th	
+6	
Magical Secrets	
4	
22	
4	
3	
3	
3	
3	
1	
1	
1	
1	

19th	
+6	
Ability Score Improvement	
4	
22	
4	
3	
3	
3	
3	
2	
1	
1	
1	

20th	
+6	
Superior Inspiration	
4	
22	
4	
3	
3	
3	
3	
2	
2	
1	
1	

 
Spellcasting
 
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. 
 Cantrips  
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. 
 Spell Slots  
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest. 
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. 
 Spells Known of 1st Level and Higher  
You know four 1st-level spells of your choice from the bard spell list. 
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. 
 Spellcasting Ability  
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.   
1•	 Spell save DC = 8 + your proficiency bonus + your Charisma modifier

1•	 Spell attack modifier = your proficiency bonus + your Charisma modifier

 Ritual Casting  
You can cast any bard spell you know as a ritual if that spell has the ritual tag. 
 Spellcasting Focus  
You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard spells. 
Bardic Inspiration
 
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. 
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use th Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. 
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. 
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 
Jack of All Trades
 
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. 
Song of Rest
 
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. 
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level to 1d10 at 13th level, and to 1d12 at 17th level. 
Bard College
 
At 3rd level, you delve into the advanced techniques of a bard college of your choice such as the College of Lore. your choice grants you features at 3rd level and again at 6th and 14th levels. 
Expertise
 
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. 
At 10th level, you can choose another two skill proficiencies to gain this benefit. 
Ability score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Font of Inspiration
 
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. 
Countercharm
 
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). 
Magical Secrets
 
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. 
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. 
You learn two additional spells from any class at 14th and again at 18th level. 
Superior Inspiration
 
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. 
College of Lore
 
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. 
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or adviser knows that the bard would rather be honest than politic. 
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. 
 Bonus Proficiencies  
When you join the College of Lore at 3rd Level, you gain proficiency with three skills of your choice. 
 Cutting Words  
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. 
 Additional Magical Secrets  
At 6th level, you learn two spells of your choice from any class. A spell you choose must be a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. 
 Peerless Skill  
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. 

Cleric

 
Class Features
 
As a cleric, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d8 per cleric level 
 Hit Points at 1st Level: 8 + your Constitution modifier 
 Hit Points at Higher levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st. 
Proficiencies
 
 Armor: Light armor, medium armor, shields 
 Weapons: Simple weapons 
 Tools: None 
 Saving Throws: Wisdom, Charisma 
 Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion 
Equipment
 
You start with he following equipment, in addition to the equipment granted by your background:   
1•	 (A) a mace or (B) a warhammer (if proficient)

1•	 (A) scale mail, (B) leather armor, or (C) chain mail (if proficient)

1•	 (A) a light crossbow and 20 bolts or (B) any simple weapon

1•	 (A) a priest's pack or (B) an explorer's pack

1•	A shield and a holy symbol

The Cleric

 Level 	
 Proficiency Bonus 	
 Features 	
 Cantrips Known 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	
 6th 	
 7th 	
 8th 	
 9th 	

1st	
+2	
Spellcasting, Divine Domain	
3	
2	
-	
-	
-	
-	
-	
-	
-	
-	

2nd	
+2	
Channel Divinity (1/rest), Divine Domain feature	
3	
3	
-	
-	
-	
-	
-	
-	
-	
-	

3rd	
+2	
-	
3	
4	
2	
-	
-	
-	
-	
-	
-	
-	

4th	
+2	
Ability Score Improvement	
4	
4	
3	
-	
-	
-	
-	
-	
-	
-	

5th	
+3	
Destroy Undead (CR 1/2)	
4	
4	
3	
2	
-	
-	
-	
-	
-	
-	

6th	
+3	
Channel Divinity (2/rest), Divine Domain feature	
4	
4	
3	
3	
-	
-	
-	
-	
-	
-	

7th	
+3	
-	
4	
4	
3	
3	
1	
-	
-	
-	
-	
-	

8th	
+3	
Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature	
4	
4	
3	
3	
2	
-	
-	
-	
-	
-	

9th	
+4	
-	
4	
4	
3	
3	
3	
1	
-	
-	
-	
-	

10th	
+4	
Divine Intervention	
5	
4	
3	
3	
3	
2	
-	
-	
-	
-	

11th	
+4	
Destroy Undead (CR 2)	
5	
4	
3	
3	
3	
2	
1	
-	
-	
-	

12th	
+4	
Ability Score Improvement	
5	
4	
3	
3	
3	
2	
1	
-	
-	
-	

13th	
+5	
-	
5	
4	
3	
3	
3	
2	
1	
1	
-	
-	

14th	
+5	
Destroy Undead (CR 3)	
5	
4	
3	
3	
3	
2	
1	
1	
-	
-	

15th	
+5	
-	
5	
4	
3	
3	
3	
2	
1	
1	
1	
-	

16th	
+5	
Ability Score Improvement	
5	
4	
3	
3	
3	
2	
1	
1	
1	
-	

17th	
+6	
Destroy Undead (CR 4), Divine Domain feature	
5	
4	
3	
3	
3	
2	
1	
1	
1	
1	

18th	
+6	
Channel Divinity (3/rest)	
5	
4	
3	
3	
3	
3	
1	
1	
1	
1	

19th	
+6	
Ability Score Improvement	
5	
4	
3	
3	
3	
3	
2	
1	
1	
1	

20th	
+6	
Divine Intervention improvement	
5	
4	
3	
3	
3	
3	
2	
2	
1	
1	

 
Spellcasting
 
As a conduit for divine power, you can cast cleric spells. 
 Cantrips  
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. 
 Preparing and Casting Spells  
The Cleric table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. 
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. 
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 
 Spellcasting Ability  
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you sue your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   
1•	 Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

1•	 Spell attack modifier = your proficiency bonus + your Wisdom modifier

 Ritual Casting  
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. 
 Spellcasting Focus  
You can use a holy symbol (see "Equipment") as a spellcasting focus for your cleric spells. 
Divine Domain
 
Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. 
 Domain Spells  
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. 
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. 
Channel Divinity
 
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. 
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. 
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. 
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. 
 Channel Divinity: Turn Undead  
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. 
Ability Score Improvement
 
When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Destroy Undead
 
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy undead table. 

 Destroy Undead 	

 Cleric Level 	
 Destroys Undead of CR _____ 	

5th	
1/2 or lower	

8th	
1 or lower	

11th	
2 or lower	

14th	
3 or lower	

17th	
4 or lower	

 
Divine Intervention
 
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. 
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. 
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. 
At 20th level, your call for intervention succeeds automatically, no roll required. 
Life Domain
 
The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community. 

 Life Domain Spells 	

 Cleric Level 	
 Spells 	

1st	
 bless, cure wounds 	

3st	
 lesser restoration, spiritual weapon 	

5st	
 beacon of hope, revivify 	

7st	
 death ward, guardian of faith 	

9st	
 mass cure wounds, raise dead 	

 
 Bonus Proficiency  
When you choose this domain at 1st level, you gain proficiency with heavy armor. 
 Disciple of Life  
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. 
 Channel Divinity: Preserve Life  
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. 
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hitpoints among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or construct. 
 Blessed Healer  
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. 
 Divine Strike  
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to that target. When you reach 14th level, the extra damage increases to 2d8. 
 Supreme Healing  
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. 

Druid

 
Class Features
 
As a druid, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d8 per druid level 
 Hit Points at 1st Level: 8 + your Constitution modifier 
 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st 
Proficiencies
 
 Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) 
 Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears 
 Tools: Herbalism kit 
 Saving Throws: Intelligence, Wisdom 
 Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a wooden shield or (B) any simple weapon

1•	 (A) a scimitar or (B) any simple melee weapon

1•	Leather armor, an explorer's pack, and a druidic focus

The Druid

 Proficiency 	
 Cantrips 	
  - Spell Slots per Spell Level -  	

 Level 	
 Bonus 	
 Features 	
 Known 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	
 6th 	
 7th 	
 8th 	
 9th 	

1st	
+2	
Druidic, Spellcasting	
2	
2	
-	
-	
-	
-	
-	
-	
-	
-	

2nd	
+2	
Wild Shape, Druid Circle	
2	
3	
-	
-	
-	
-	
-	
-	
-	
-	

3rd	
+2	
-	
2	
4	
2	
-	
-	
-	
-	
-	
-	
-	

4th	
+2	
Wild Shape improvement, Ability Score Improvement	
3	
4	
3	
-	
-	
-	
-	
-	
-	
-	

5th	
+3	
-	
3	
4	
3	
2	
-	
-	
-	
-	
-	
-	

6th	
+3	
Druid Circle feature	
3	
4	
3	
3	
-	
-	
-	
-	
-	
-	

7th	
+3	
-	
3	
4	
3	
3	
1	
-	
-	
-	
-	
-	

8th	
+3	
Wild Shape improvement, Ability Score Improvement	
3	
4	
3	
3	
2	
-	
-	
-	
-	
-	

9th	
+4	
-	
3	
4	
3	
3	
3	
1	
-	
-	
-	
-	

10th	
+4	
Druid Circle feature	
4	
4	
3	
3	
3	
2	
-	
-	
-	
-	

11th	
+4	
-	
4	
4	
3	
3	
3	
2	
1	
-	
-	
-	

12th	
+4	
Ability Score Improvement	
4	
4	
3	
3	
3	
2	
1	
-	
-	
-	

13th	
+5	
-	
4	
4	
3	
3	
3	
2	
1	
1	
-	
-	

14th	
+5	
Druid Circle feature	
4	
4	
3	
3	
3	
2	
1	
1	
-	
-	

15th	
+5	
-	
4	
4	
3	
3	
3	
2	
1	
1	
1	
-	

16th	
+5	
Ability Score Improvement	
4	
4	
3	
3	
3	
2	
1	
1	
1	
-	

17th	
+6	
-	
4	
4	
3	
3	
3	
2	
1	
1	
1	
1	

18th	
+6	
Timeless Body, Beast Spells	
4	
4	
3	
3	
3	
3	
1	
1	
1	
1	

19th	
+6	
Ability Score Improvement	
4	
4	
3	
3	
3	
3	
2	
1	
1	
1	

20th	
+6	
Archdruid	
4	
4	
3	
3	
3	
3	
2	
2	
1	
1	

 
Druidic
 
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. 
Spellcasting
 
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. 
 Cantrips  
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. 
 Preparing and Casting Spells  
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. 
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. 
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation at least 1 minute per spell level for each spell on your list. 
 Spellcasting Ability  
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and making an attack roll with one.   
1•	 Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

1•	 Spell attack modifier = your proficiency bonus + your Wisdom modifier

 Ritual Casting  
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. 
 Spellcasting Focus  
You can use a druidic focus (see "Equipment") as a spellcasting focus for your druid spells. 
Wild Shape
 
Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. 
Your druid level determines the beasts you can transform into as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. 

 Beast Shapes 	

 Max. 	

 Level 	
 CR 	
 Limitations 	
 Example 	

2nd	
1/4	
No flying or swimming speed	
Wolf	

4th	
1/2	
No flying speed	
Crocodile	

8th	
 1 	
Giant eagle	

 
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 9 hit points, or die. 
While you are transformed the following rules apply:   
1•	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.

1•	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 only have 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.

1•	You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities f 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.

1•	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.

1•	You choose whether your equipment falls to the ground in your space, merges into your new form or is worn by it. Worn equipment functions as normal, but the GM decides if it is practical for the new form to ear 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.

Druid Circle
 
At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Timeless Body
 
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 
Best Spells
 
Beginning at the 18th level, you can cast many of your druid spells in any shapes you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. 
Archdruid
 
At 20th level, you can use your Wild Shape an unlimited number of times. 
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cast and aren't consumed by a spell. You gain this benefit in both in both your normal shape and your beast shape from Wild Shape. 
Circle of the Land
 
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets ind Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisers to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. 
 Bonus Cantrip  
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 
 Natural Recovery  
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. 
 Circle Spells  
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of spells. 
Once you gain access to a circle spell you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. 
 Arctic  

 Druid Level 	
 Circle Spells 	

3rd	
 hold person, spike growth 	

5th	
 sleet storm, slow 	

7th	
 freedom of movement, ice storm 	

9th	
 commune with nature, cone of cold 	

 
 Coast  

 Druid Level 	
 Circle Spells 	

3rd	
 mirror image, misty step 	

5th	
 water breathing, water walk 	

7th	
 control water, freedom of movement 	

9th	
 conjure elemental, scrying 	

 
 Desert  

 Druid Level 	
 Circle Spells 	

3rd	
 blur, silenced 	

5th	
 create food and water, protection from energy 	

7th	
 blight, hallucinatory terrain 	

9th	
 insect plague, wall of stone 	

 
 Forest  

 Druid Level 	
 Circle Spells 	

3rd	
 barkskin, spider climb 	

5th	
 call lightning, plant growth 	

7th	
 divination, freedom of movement 	

9th	
 commune with nature, tree stride 	

 
 Grassland  

 Druid Level 	
 Circle Spells 	

3rd	
 invisibility, pass without trace 	

5th	
 daylight, haste 	

7th	
 divination, freedom of movement 	

9th	
 dream, insect plague 	

 
 Mountain  

 Druid Level 	
 Circle Spells 	

3rd	
 spider climb, spike growth 	

5th	
 lightning bolt, meld into stone 	

7th	
 stone shape, stoneskin 	

9th	
 passwall, wall of stone 	

 
 Swamp  

 Druid Level 	
 Circle Spells 	

3rd	
 acid arrow, darkness 	

5th	
 water walk, stinking cloud 	

7th	
 freedom of movement, locate creature 	

9th	
 insect plague, scrying 	

 
 Land's Stride  
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. you can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement such as those created by the entangle spell. 
 Nature's Ward  
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 
 Nature's Sanctuary  
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. 
The creature is aware of this effect before it makes its attack against you. 
Sacred Plants and Wood
 
A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. 
Similarly, a druid uses such woods to make other objects such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associate with air, and it might be used for thrown weapons such as darts or javelins. 
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. 
Druids and the gods
 
Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse. The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. 

Fighter

 
Class Features
 
As a fighter, you gain the following class features. 
Hit points
 
 Hit Dice: 1d10 per fighter level 
 Hit Points at 1st Level: 10 + your Constitution modifier 
 Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st. 
Proficiencies
 
 Armor: All armor, shields 
 Weapons: Simple weapons, martial weapons 
 Tools: None 
 Saving Throws: Strength, Constitution 
 Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) chain mail or (B) leather armor, longbow, and 20 arrows

1•	 (A) a martial weapon and a shield or (B) two martial weapons

1•	 (A) a light crossbow and 20 bolts or (B) two handaxes

1•	 (A) a dungeoneer's pack or (B) an explorer's pack

The Fighter

 Proficiency 	

 Level 	
 Bonus 	
 Features 	

1st	
+2	
Fighting Style, Second Wind	

2nd	
+2	
Action Surge (one use)	

3rd	
+2	
Martial Archetype	

4th	
+2	
Ability Score Improvement	

5th	
+3	
Extra Attack	

6th	
+3	
Ability Score Improvement	

7th	
+3	
Martial Archetype feature	

8th	
+3	
Ability Score Improvement	

9th	
+4	
Indomitable (one use)	

10th	
+4	
Martial Archetype feature	

11th	
+4	
Extra Attack (2)	

12th	
+4	
Ability Score Improvement	

13th	
+5	
Indomitable (two uses)	

14th	
+5	
Ability Score Improvement	

15th	
+5	
Martial archetype feature	

16th	
+5	
Ability Score Improvement	

17th	
+6	
Action Surge (two uses), Indomitable (three uses)	

18th	
+6	
Martial Archetype feature	

19th	
+6	
Ability Score Improvement	

20th	
+6	
Extra Attack (3)	

 
Fighting Style
 
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. 
 Archery  
You gain a +2 bonus to attack rolls you make with ranged weapons. 
 Defense  
While you are wearing armor, you gain a +1 bonus to AC. 
 Dueling  
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 
 Great Weapon Fighting  
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. 
 Protection  
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. 
 Two-Weapon Fighting  
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 
Second Wind
 
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. 
Action Surge
 
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. 
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. 
Martial Archetype
 
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. 
Ability Score Improvement
 
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score by 20 using this feature. 
Extra Attack
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. 
Indomitable
 
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. 
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. 
Martial Archetypes
 
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. 
Champion
 
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. 
 Improved Critical  
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. 
 Remarkable Athlete  
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, dexterity, or Constitution check you make that doesn't already use your proficiency bonus. 
In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier. 
 Additional Fighting Style  
At 10th level, you can choose a second option from the Fighting Style class feature. 
 Superior Critical  
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. 
 Survivor  
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. 

Monk

 
Class Features
 
As a monk, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d8 per monk level 
 Hit points at 1st Level: 8 + your Constitution modifier 
 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st 
Proficiencies
 
 Armor: None 
 Weapons: Simple weapons, shortswords 
 Tools: Choose one type of artisan's tools or one musical instrument 
 Saving Throws: Strength, Dexterity 
 Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a shortsword or (B) any simple weapon

1•	 (A) a dungeoneer's pack or (B) an explorer's pack

1•	10 darts

The Monk

 Level 	
 Proficiency Bonus 	
 Martial Arts 	
 Ki Points 	
 Unarmored Movement 	
 Features 	

1st	
+2	
1d4	
-	
-	
Unarmored Defense, Martial Arts	

2nd	
+2	
1d4	
2	
+10 ft.	
Ki, Unarmored Movement	

3rd	
+2	
1d4	
3	
+10 ft.	
Monastic Tradition, Deflect Missiles	

4th	
+2	
1d4	
4	
+10 ft.	
Ability Score Improvement, Slow Fall	

5th	
+3	
1d6	
5	
+10 ft.	
Extra Attack, Stunning Strike	

6th	
+3	
1d6	
6	
+15 ft.	
Ki-Empowered Strikes, Monastic Tradition feature	

7th	
+3	
1d6	
7	
+15 ft.	
Evasion, Stillness of Mind	

8th	
+3	
1d6	
8	
+15 ft.	
Ability Score Improvement	

9th	
+4	
1d6	
9	
+15 ft.	
Unarmored Movement improvement	

10th	
+4	
1d6	
10	
+20 ft.	
Purity of Body	

11th	
+4	
1d8	
11	
+20 ft.	
Monastic Tradition feature	

12th	
+4	
1d8	
12	
+20 ft.	
Ability Score Improvement	

13th	
+5	
1d8	
13	
+20 ft.	
Tongue of the Sun and Moon	

14th	
+5	
1d8	
14	
+25 ft.	
Diamond Soul	

15th	
+5	
1d8	
15	
+25 ft.	
Timeless Body	

16th	
+5	
1d8	
16	
+25 ft.	
Ability Score Improvement	

17th	
+6	
1d10	
17	
+25 ft.	
Monastic Tradition feature	

18th	
+6	
1d10	
18	
+30 ft.	
Empty Body	

19th	
+6	
1d10	
19	
+30 ft.	
Ability Score Improvement	

20th	
+6	
1d10	
20	
+30 ft.	
Perfect Self	

 
Unarmored Defense
 
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. 
Martial Arts
 
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two handed or heavy property. 
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:   
1•	You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

1•	You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

1•	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. 
Ki
 
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. 
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. 
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. 
Some of your ki features require your target to make a saving throw to resist the feature's effects. 
The saving throw DC is calculated as follows:   
1•	 Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

 Flurry of Blows  
Immediately after you take the Attack action of your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. 
 Patient Defense  
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. 
 Step of the Wind  
You can spend 1 ki to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. 
Unarmored Movement
 
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in The Monk table. 
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. 
Monastic Tradition
 
When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th levels. 
Deflect Missiles
 
Starting at 3rd Level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. 
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Slow Fall
 
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. 
Extra Attack
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 
Stunning Strike
 
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. 
Ki-empowered Strikes
 
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 
Evasion
 
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 
Stillness of Mind
 
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. 
Purity of Body
 
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. 
Tongue of the Sun and Moon
 
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. 
Diamond Soul
 
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. 
Additionally whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. 
Timeless Body
 
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. 
Empty Body
 
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time you also have resistance to all damage but force damage. 
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you. 
Perfect Self
 
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. 
Monastic Traditions
 
Three traditions of monastic pursuit are common in the monasteries across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions relay on the same basic techniques, diverging as the student grows more adept. Thus a monk need choose a tradition only upon reaching 3rd level. 
Way of the Open Hand
 
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. 
 Open Hand Technique  
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:   
1•	It must succeed on a Dexterity saving throw or be knocked prone.

1•	It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

1•	It can't take reactions until the end of your next turn.

 Wholeness of body  
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. 
 Tranquility  
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. 
 Quivering Palm  
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. 
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. 

Paladin

 
Class Features
 
As a paladin, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d10 per paladin level 
 Hit Points at 1st Level: 10 + your Constitution modifier 
 Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st 
Proficiencies
 
 Armor: All armor, shields 
 Weapons: Simple weapons, martial weapons 
 Tools: None 
 Saving Throws: Wisdom, Charisma 
 Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a martial weapon and a shield or (B) two martial weapons

1•	 (A) five javelins or (B) any simple melee weapon

1•	 (A) a priest's pack or (B) any simple melee weapon

1•	Chain mail and a holy symbol

The Paladin

 Proficiency 	
 - Spell Slots per Spell Level -	

 Level 	
 Bonus 	
 Features 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	

1st	
+2	
Divine Sense, Lay on Hands	
-	
-	
-	
-	
-	

2nd	
+2	
Fighting Style, Spellcasting, Divine Smite	
2	
-	
-	
-	
-	

3rd	
+2	
Divine Health, Sacred Oath	
3	
-	
-	
-	
-	

4th	
+2	
Ability Score Improvement	
3	
-	
-	
-	
-	

5th	
+3	
Extra Attack	
4	
2	
-	
-	
-	

6th	
+3	
Aura of Protection	
4	
2	
-	
-	
-	

7th	
+3	
Sacred Oath feature	
4	
3	
-	
-	
-	

8th	
+3	
Ability Score Improvement	
4	
3	
-	
-	
-	

9th	
+4	
-	
4	
3	
2	
-	
-	

10th	
+4	
Aura of Courage	
4	
3	
2	
-	
-	

11th	
+4	
Improved Divine Smite	
4	
3	
3	
-	
-	

12th	
+4	
Ability Score Improvement	
4	
3	
3	
-	
-	

13th	
+5	
-	
4	
3	
3	
1	
-	

14th	
+5	
Cleansing Touch	
4	
3	
3	
1	
-	

15th	
+5	
Sacred Oath feature	
4	
3	
3	
1	
-	

16th	
+5	
Ability Score Improvement	
4	
3	
3	
2	
-	

17th	
+6	
-	
4	
3	
3	
3	
1	

18th	
+6	
Aura improvements	
4	
3	
3	
3	
1	

19th	
+6	
Ability Score Improvement	
4	
3	
3	
3	
2	

20th	
+6	
Sacred Oath feature	
4	
3	
3	
3	
2	

 
Divine Sense
 
The presence of strong evil registers on your senses like a noxious odor, and a powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. 
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 
Lay on Hands
 
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. 
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. 
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. 
This feature has no effect on undead and constructs. 
Fighting Style
 
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. 
 Defense  
While you are wearing armor, you gain a +1 bonus to AC. 
 Dueling  
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 
 Great Weapon Fighting  
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. 
 Protection  
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. 
Spellcasting
 
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. 
 Preparing and Casting Spells  
The Paladin table shows how many spell slots you have cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest. 
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. 
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. 
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 
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.   
1•	 Spell save DC = 8 + your proficiency bonus + your Charisma modifier

1•	 Spell attack modifier = your proficiency bonus + your Charisma modifier

 Spellcasting Focus  
You can use a holy symbol as a spellcasting focus for your paladin spells. 
Divine Smite
 
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. 
Divine Health
 
By 3rd level, the divine magic flowing through you makes you immune to disease. 
Sacred Oath
 
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. 
You choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. 
 Oath Spells  
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. 
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. 
 Channel Divinity  
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. 
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. 
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Extra Attack
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 
Aura of Protection
 
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. 
At 18th level, the range of this aura increases to 30 feet. 
Aura of Courage
 
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. 
At 18th level, the range of this aura increases to 30 feet. 
Improved Divine Smite
 
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. 
Cleansing Touch
 
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. 
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. 
Sacred Oaths
 
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. 
Oath of Devotion
 
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels - the perfect servants of good - as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. 
 Tenets of Devotion  
Through the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. 
 Honesty. Don't lie or cheat. Let your word be your promise. 
 Courage. Never fear to act, though caution is wise. 
 Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. 
 Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. 
 Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. 
 Oath Spells  
You gain oath spells at the paladin levels listed. 
 Oath of Devotion Spells  

 Paladin 	

3rd	
 protection from evil and good, sanctuary 	

5th	
 lesser restoration, zone of truth 	

9th	
 beacon of hope, dispel magic 	

13th	
 freedom of movement, guardian of faith 	

17th	
 commune, flame strike 	

 
 Channel Divinity  
When you take this oath at 3rd level, you gain the following two Channel Divinity options. 
 Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. 
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 
 Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. 
A turned creature must spend tis 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. 
 Aura of Devotion  
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. 
At 18th level, the range of this aura increases to 30 feet. 
 Purity of Spirit  
Beginning at 15th level, you are always under the effects of a protection from evil and good spell. 
 Holy Nimbus  
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. 
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. 
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. 
Once you use this feature, you can't use it again until you finish a long rest. 
Breaking Your Oath
 
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. 
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. after a rite of confession and forgiveness, the paladin starts fresh. 
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another. 

Ranger

 
Class Features
 
As a ranger, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d10 per ranger level 
 Hit Points at 1st Level: 10 + your Constitution modifier 
 Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st 
Proficiencies
 
 Armor: Light armor, medium armor, shields 
 Weapons: Simple weapons, martial weapons 
 Tools: None 
 Saving Throws: Strength, dexterity 
 Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background: 
 (A) scale mail or (B) leather armor 
 (A) two shortswords or (B) two simple melee weapons 
 (A) a dungeoneer's pack or (B) an explorer's pack 
A longbow and a quiver of 20 arrows. 
The Ranger

 Proficiency 	
 Spells 	
 -Spell Slots per Spell Level- 	

 Level 	
 Bonus 	
 Features 	
 Known 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	

1st	
+2	
Favored Enemy, Natural Explorer	
-	
-	
-	
-	
-	
-	

2nd	
+2	
Fighting Style, Spellcasting	
2	
2	
-	
-	
-	
-	

3rd	
+2	
Ranger Archetype, Primal Awareness	
3	
3	
-	
-	
-	
-	

4th	
+2	
Ability Score Improvement	
3	
3	
-	
-	
-	
-	

5th	
+3	
Extra Attack	
4	
4	
2	
-	
-	
-	

6th	
+3	
Favored Enemy and Natural Explorer improvements	
4	
4	
2	
-	
-	
-	

7th	
+3	
Ranger Archetype feature	
5	
4	
3	
-	
-	
-	

8th	
+3	
Ability Score Improvement, Land's Stride	
5	
4	
3	
-	
-	
-	

9th	
+4	
-	
6	
4	
3	
2	
-	
-	

10th	
+4	
Natural Explorer improvement, Hid in Plain Sight	
6	
4	
3	
2	
-	
-	

11th	
+4	
Ranger Archetype feature	
7	
4	
3	
3	
-	
-	

12th	
+4	
Ability Score Improvement	
7	
4	
3	
3	
-	
-	

13th	
+5	
-	
8	
4	
3	
3	
1	
-	

14th	
+5	
Favored Enemy improvement, Vanish	
8	
4	
3	
3	
1	
-	

15th	
+5	
Ranger Archetype feature	
9	
4	
3	
3	
2	
-	

16th	
+5	
Ability Score Improvement	
9	
4	
3	
3	
2	
-	

17th	
+6	
-	
10	
4	
3	
3	
3	
1	

18th	
+6	
Feral Senses	
10	
4	
3	
3	
3	
1	

19th	
+6	
Ability Score Improvement	
11	
4	
3	
3	
3	
2	

20th	
+6	
Foe Slayer	
11	
4	
3	
3	
3	
2	

 
Favored Enemy
 
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. 
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. 
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. 
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. 
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. 
Natural Explorer
 
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. 
While traveling for an hour or more in your favored terrain, you gain the following benefits:   
1•	Difficult terrain doesn't slow your group's travel.

1•	Your group can't become lost except by magical means.

1•	Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

1•	If you are traveling alone, you can move stealthily at a normal pace.

1•	When you forage, you find twice as much food as you normally would.

1•	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. 
Fighting Style
 
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting Style option more than once, even if you later get to choose again. 
 Archery  
You gain a +2 bonus to attack rolls you make with ranged weapons. 
 Defense  
While you are wearing armor, you gain a +1 bonus to AC. 
 Dueling  
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2bonus to damage rolls with that weapon. 
 Two-Weapon Fighting  
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 
 Spellcasting  
Spellcasting
 
By the time you reach the 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. 
 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 2nd-level spell slot available, you can cast animal friendship using either slot. 
 Spells Known of 1st Level and Higher  
You know two 1st-level spells of your choice from the ranger spell list. 
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. 
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. 
 Spellcasting Ability  
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. 
 Spell save DC = 8 + your proficiency bonus + your Wisdom modifier 
 Spell attack modifier = your proficiency bonus + your Wisdom modifier 
Ranger Archetype
 
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. 
Primeval Awareness
 
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Extra Attack
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. 
Land's Stride
 
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. 
Hide in Plain Sight
 
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. 
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. 
Vanish
 
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. 
Feral Senses
 
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. 
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. 
Foe Slayer
 
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. 
Ranger Archetypes
 
A classic expression of the ranger ideal is the Hunter. 
Hunter
 
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. as you walk the hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. 
 Hunter's Prey  
At 3rd level you gain one of the following features of your choice.   
1•	 Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

1•	 Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

1•	 Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

 Defensive Tactics At 7th level, you gain one of the following features of your choice.   
1•	 Escape the Horde. Opportunity attacks against you and made with disadvantage.

1•	 Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

1•	 Steel Will. You have advantage on saving throws against being frightened.

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

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

 Superior Hunter's Defense  
At 15th level, you gain one of the following features of your choice.   
1•	 Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

1•	 Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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

Rogue

 
Class Features
 
As a rogue, you have the following class features. 
Hit Points
 
 Hit Dice: 1d8 per rogue level 
 Hit Points at 1st Level: 8 + your Constitution modifier 
 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st 
Proficiencies
 
 Armor: Light armor 
 Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords 
 Tools: Thieves' tools 
 Saving Throws: Dexterity, Intelligence 
 Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a rapier or (B) a shortsword

1•	 (A) a shortbow and quiver of 20 arrows or (B) a shortsword

1•	 (A) a burglar's pack, (B) a dungeoneer's pack or (C) an explorer's pack

1•	Leather armor, two daggers, and thieves' tools

The Rogue

 Proficiency 	
 Sneak 	

 Level 	
 Bonus 	
 Attack 	
 Features 	

1st	
+2	
1d6	
Expertise, Sneak Attack, Thieves' Cant	

2nd	
+2	
1d6	
Cunning Action	

3rd	
+2	
2d6	
Roguish Archetype	

4th	
+2	
2d6	
Ability Score Improvement	

5th	
+3	
3d6	
Uncanny Dodge	

6th	
+3	
3d6	
Expertise	

7th	
+3	
4d6	
Evasion	

8th	
+3	
4d6	
Ability Score Improvement	

9th	
+4	
5d6	
Roguish Archetype feature	

10th	
+4	
5d6	
Ability Score Increase	

11th	
+4	
6d6	
Reliable Talent	

12th	
+4	
6d6	
Ability Score Improvement	

13th	
+5	
7d6	
Roguish Archetype feature	

14th	
+5	
7d6	
Blindsense	

15th	
+5	
8d6	
Slippery Mind	

16th	
+5	
8d6	
Ability Score Improvement	

17th	
+6	
9d6	
Roguish Archetype feature	

18th	
+6	
9d6	
Elusive	

19th	
+6	
10d6	
Ability Score Improvement	

20th	
+6	
10d6	
Stroke of Luck	

 
Expertise
 
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. 
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. 
Sneak Attack
 
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. 
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. 
The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. 
Thieves' Cant
 
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes 4 times longer to convey such a message than it does to speak the same idea plainly. 
In addition, yo 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. 
Cunning Action
 
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. 
Roguish Archetype
 
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. 
Uncanny Dodge
 
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. 
Evasion
 
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 
Reliable Talent
 
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. 
Blindsense
 
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. 
Slippery Mind
 
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. 
Elusive
 
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. 
Stroke of Luck
 
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 as a 20. 
Once you use this feature, you can't use it again until you finish a short or long rest. 
Roguish Archetypes
 
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques. 
Thief
 
You hone your skills in the larcenous arts. Burglars, bandits, cut-purses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. 
 Fast Hands  
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open lock, or take the Use an Object action. 
 Second-Story Work  
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. 
In addition when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. 
 Supreme Sneak  
Starting at 6th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. 
 Use Magic Device  
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. 
 Thief's Reflexes  
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised 

Sorcerer

 
Class Features
 
As a sorcerer, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d6 per sorcerer level 
 Hit Points at 1st Level: 6 + your Constitution modifier 
 Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st 
Proficiencies
 
 Armor: None 
 Weapons: Daggers, darts, slings, quarterstaffs, light crossbows 
 Tools: None 
 Saving Throws: Constitution, Charisma 
 Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion 
Equipment
 
You start with the following equipment, in addition to the equipment granted by your background:   
1•	 (A) a light crossbow and 20 bolts or (B) any simple weapon

1•	 (A) a component pouch or (B) an arcane focus

1•	 (A) a dungeoneer's pack or (B) an explorer's pack

1•	Two daggers

The Sorcerer

 Proficiency 	
 Sorcery 	
 Cantrips 	
 Spells 	
 -Spell Slots per Spell Level- 	

 Level 	
 Bonus 	
 Points 	
 Features 	
 Known 	
 Known 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	
 6th 	
 7th 	
 8th 	
 9th 	

1st	
+2	
-	
Spellcasting, Sorcerous Origin	
4	
2	
2	
-	
-	
-	
-	
-	
-	
-	
-	

2nd	
+2	
2	
Font of Magic	
4	
3	
3	
-	
-	
-	
-	
-	
-	
-	
-	

3rd	
+2	
3	
Metamagic	
4	
4	
4	
2	
-	
-	
-	
-	
-	
-	
-	

4th	
+2	
4	
Ability Score Improvement	
5	
5	
4	
3	
-	
-	
-	
-	
-	
-	
-	

5th	
+3	
5	
-	
5	
6	
4	
3	
2	
-	
-	
-	
-	
-	
-	

6th	
+3	
6	
Sorcerous Origin feature	
5	
7	
4	
3	
3	
-	
-	
-	
-	
-	
-	

7th	
+3	
7	
-	
5	
8	
4	
3	
3	
1	
-	
-	
-	
-	
-	

8th	
+3	
8	
Ability Score Improvement	
5	
9	
4	
3	
3	
2	
-	
-	
-	
-	
-	

9th	
+4	
9	
-	
5	
10	
4	
3	
3	
3	
1	
-	
-	
-	
-	

10th	
+4	
10	
Metamagic	
6	
11	
4	
3	
3	
3	
2	
-	
-	
-	
-	

11th	
+4	
11	
-	
6	
12	
4	
3	
3	
3	
2	
1	
-	
-	
-	

12th	
+4	
12	
Ability Score Improvement	
6	
12	
4	
3	
3	
3	
2	
1	
-	
-	
-	

13th	
+5	
13	
-	
6	
13	
4	
3	
3	
3	
2	
1	
1	
-	
-	

14th	
+5	
14	
Sorcerous Origin feature	
6	
13	
4	
3	
3	
3	
2	
1	
1	
-	
-	

15th	
+5	
15	
-	
6	
14	
4	
3	
3	
3	
2	
1	
1	
1	
-	

16th	
+5	
16	
Ability Score Improvement	
6	
14	
4	
3	
3	
3	
2	
1	
1	
1	
-	

17th	
+6	
17	
Metamagic	
6	
15	
4	
3	
3	
3	
2	
1	
1	
1	
1	

18th	
+6	
18	
Sorcerous Origin feature	
6	
15	
4	
3	
3	
3	
3	
1	
1	
1	
1	

19th	
+6	
19	
Ability Score Improvement	
6	
15	
4	
3	
3	
3	
3	
2	
1	
1	
1	

20th	
+6	
20	
Sorcerous Restoration	
6	
15	
4	
3	
3	
3	
3	
2	
2	
1	
1	

 
Spellcasting
 
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin fuels your spells. 
 Cantrips  
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. 
 Spell Slots  
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. 
 Spells Known of 1st Level and Higher  
You know two 1st-level spells of your choice from the sorcerer spell list. 
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, Which also must be of a level for which you have spell slots. 
 Spellcasting Ability  
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.   
1•	 Spell save DC = 8 + your proficiency bonus + your Charisma modifier

1•	 Spell attack modifier = your proficiency bonus + your Charisma modifier

 Spellcasting Focus  
You can use an arcane focus as a spellcasting focus for your sorcerer spells. 
Sorcerous Origin
 
Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your Choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels. 
Font of Magic
 
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. 
 Sorcery Points  
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. 
 Flexible Casting  
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. 
 Creating Spell Slots. You can transform unexpected sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. 
Any spell slot you create with this feature vanishes when you finish a long rest. 
 Creating Spell Slots  

 Spell Slot 	
 Sorcery 	

 Level 	
 Point Cost 	

1st	
2	

2nd	
3	

3rd	
5	

4th	
6	

5th	
7	

 
 Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. 
Metamagic
 
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. 
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. 
 Careful Spell  
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. 
 Distant Spell  
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. 
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. 
 Empowered Spell  
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. 
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. 
 Extended Spell  
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. 
 Heightened Spell  
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. 
 Quickened Spell  
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. 
 Subtle Spell  
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. 
 Twinned Spell  
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Sorcerous Restoration
 
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. 
Sorcerous Origins
 
Different sorcerers claim different origins for their innate magic, such as a draconic bloodline. 
Draconic Bloodline
 
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. 
 Dragon Ancestor  
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. 
 Draconic Ancestry  

 Dragon 	
 Damage Type 	

Black	
Acid	

Blue	
Lightning	

Brass	
Bronze	

Bronze	
Lightning	

Copper	
Acid	

Gold	
Fire	

Green	
Poison	

Red	
Fire	

Silver	
Cold	

White	
Cold	

 
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. 
 Draconic Resilience  
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit points maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + Dexterity modifier. 
 Elemental Affinity  
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. 
 Dragon Wings  
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. 
 Draconic Presence  
Beginning at 18th level, you can channel the dead presence of your dragon ancestor, causing those around you to be awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. 

Warlock

 
Class Features
 
As a warlock, you gain the following class features. 
Hit Points
 
 Hit Dice: 1d8 per warlock level 
 Hit Points at 1st Level: 8 + your Constitution modifier 
 Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per warlock level after 1st. 
Proficiencies
 
 Armor: Light armor 
 Weapons: Simple weapons 
 Tools: None 
 Saving Throws: Wisdom, Charisma 
 Skills: Choose two skills from arcana, Deception, History, Intimidation, Investigation, Nature, and Religion 
Equipment
 
You start with he following equipment, in addition to the equipment granted by your background:   
1•	 (A) a light crossbow and 20 bolts or (B) any simple weapon

1•	 (A) a component pouch or (B) an arcane focus

1•	 (A) a scholar's pack or (B) a dungeoneer's pack

1•	Leather armor, any simple weapon, and two daggers

The Warlock

 Proficiency 	
 Cantrips 	
 Spells 	
 Spell 	
 Slot 	
 Invocations 	

 Level 	
 Bonus 	
 Features 	
 Known 	
 Known 	
 Slots 	
 Level 	
 Known 	

1st	
+2	
Otherworldly Patron, Pact Magic	
2	
2	
1	
1st	
-	

2nd	
+2	
Eldritch Invocations	
2	
3	
2	
1st	
2	

3rd	
+2	
Pact Boon	
2	
4	
2	
2nd	
2	

4th	
+2	
Ability Score Improvement	
3	
5	
2	
2nd	
2	

5th	
+3	
-	
3	
6	
2	
3rd	
3	

6th	
+3	
Otherworldly Patron feature	
3	
7	
2	
3rd	
3	

7th	
+3	
-	
3	
8	
2	
4th	
4	

8th	
+3	
Ability Score Improvement	
3	
9	
2	
4th	
4	

9th	
+4	
-	
3	
10	
2	
5th	
5	

10th	
+4	
Otherworldly Patron feature	
4	
10	
2	
5th	
5	

11th	
+4	
Mystic Arcanum (6th level)	
4	
11	
3	
5th	
5	

12th	
+4	
Ability Score Improvement	
4	
11	
3	
5th	
6	

13th	
+5	
Mystic Arcanum (7th level)	
4	
12	
3	
5th	
6	

14th	
+5	
Otherworldly Patron feature	
4	
12	
3	
5th	
6	

15th	
+5	
Mystic Arcanum (8th Level)	
4	
13	
3	
5th	
7	

16th	
+5	
Ability Score Improvement	
4	
13	
3	
5th	
7	

17th	
+6	
Mystic Arcanum (9th level)	
4	
14	
3	
5th	
7	

18th	
+6	
-	
4	
14	
4	
5th	
8	

19th	
+6	
Ability Score Improvement	
4	
15	
4	
5th	
8	

20th	
+6	
Eldritch Master	
4	
15	
4	
5th	
8	

 
Otherworldly Patron
 
At 1st level, you have struck a bargain with an otherworldly being of you choice from the specializations listed. Your choice grants your features at 1st level and again at 6th, 10th, and 14th level. 
Pact Magic
 
Your arcane research and the magic bestowed on you by your patron have given you facility with spells 
 Cantrips  
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. 
 Spell slots  
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. 
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3-rd level spell. 
 Spells Known of 1st Level and Higher  
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. 
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. 
Additionally, wen 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.   
1•	 Spell save DC = 8 + your proficiency bonus + your Charisma modifier

1•	 Spell attack modifier = your proficiency bonus + your Charisma modifier

 Spellcasting Focus  
You can use an arcane focus as a spellcasting focus for your warlock spells. 
Eldritch Invocations
 
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. 
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. 
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. 
Pact Boon
 
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. 
 Pact of the Chain  
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. 
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, or sprite. 
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. 
 Pact of the Blade  
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. 
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. 
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. 
 Pact of the Tome  
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. 
If you loose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Mystic Arcanum
 
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. 
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. 
At higher levels, you gain more warlock spells for your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. you regain all uses of your Mystic Arcanum when you finish a long rest. 
Eldritch Master
 
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. 
Eldritch Invocations
 
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. 
 Agonizing Blast  
 Prerequisite: eldritch blast cantrip  
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. 
 Armor of Shadows  
You can cast mage armor on yourself at will, without expending a spell slot or material components. 
 Ascendant Step  
 Prerequisite: 9th level  
You can cast levitate on yourself at will, without expending a spell slot or material components. 
 Beast Speech  
You can cast speak with animals at will, without expending a spell slot. 
 Beguiling Influence  
You gain proficiency in Deception and Persuasion skills 
 Bewitching Whispers  
 Prerequisite: 7th level  
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Book of Ancient Secrets  
 Prerequisite: Pact of Tome feature  
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two don't need to be from the same list). The spells appear in the book and don't count against the number of spells you know. with your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. 
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 GP for the rare inks needed to inscribe it. 
 Chains of Tartarus  
 Prerequisite: 15th level, Pact of the chain feature  
You can cast hold monster at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. 
 Devil's Sight  
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. 
 Dreadful Word  
 Prerequisite: 7th level  
You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Eldritch Sight  
You can cast detect magic at will, without expending a spell slot. 
 Eldritch Spear  
 Prerequisite: eldritch blast cantrip  
When you cast eldritch blast, its range is 300 feet. 
 Eyes of the Rune Keeper  
You can read all writing. 
 Fiendish Vigor  
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components 
 Gaze of Two Minds  
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. as long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. 
 Life drinker  
 Prerequisite: 12th level, Pact of the Blade feature  
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). 
 Mask of Many Faces  
You can cast disguise self at will, without expending a spell slot. 
 Master of Myriad Forms  
 Prerequisite: 15th level  
You can cast alter self at will, without expending a spell slot. 
 Minions of Chaos  
 Prerequisite: 9th level  
You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Mire the Mind  
 Prerequisite: 5th level  
You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Misty Visions  
You can cast silent image at will, without expending a spell slot or material components. 
 One with Shadows  
 Prerequisite: 5th level  
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or reaction. 
 Otherworldly Leap  
 Prerequisite: 9th level  
You can cast jump on yourself at will, without expending a spell slot or material components. 
 Repelling Blast  
 Prerequisite: eldritch blast cantrip  
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. 
 Sculptor of Flesh  
 Prerequisite: 7th level  
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Sign of Ill Omen  
 Prerequisite: 5th level  
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Thief of Five Fates  
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest. 
 Thirsting Blade  
 Prerequisite: 5th level, Pact of the Blade feature  
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. 
 Visions of Distant Realms  
 Prerequisite: 15th level  
You can cast arcane eye at will, without expending a spell slot. 
 Voice of the Chain Master  
 Prerequisite: Pact of the Chain feature  
You can communicate telepathically with your familiar as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. 
 Whispers of the Grave  
 Prerequisite: 9th level  
You can cast speak with dead at will, without expending a spell slot. 
 Witch Sight  
 Prerequisite: 15th level  
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. 
Otherworldly Patrons
 
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence - not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. 
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Others patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. 
The Fiend
 
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords, archdevils, pit fiends, and other such beings. 
 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. 

 Fiend Expanded Spells 	

 Spell Level 	
 Spells 	

1st	
 burning hands, command 	

2nd	
 blindness/deafness, scorching ray 	

3rd	
 fireball, stinking cloud 	

4th	
 fireshield, wall of fire 	

5th	
 flame strike, hallow 	

 
 Dark One's Blessing  
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). 
 Dark One's Own Luck  
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. 
Once you use this feature, you can't use it again until you finish a short or long rest. 
 Fiendish Resilience  
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. 
 Hurl through Hell  
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. 
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. 
Once you use this feature, you can't use it again until you finish a long rest. 
Your Pact Boon
 
Each Pact Boon option produces a special creature or an object that reflects your patron's nature. 
 Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron. 
 Pact of the Blade If you serve the Fiend, you weapon could be an axe made of black metal and adorned with decorative flames. 
 Pact of the Tome. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. 

Wizard

 
Class Features
 
As a wizard, you again the following class features. 
Hit Points
 
 Hit Dice: 1d6 per wizard level 
 Hit Points at 1st Level: 6 + your Constitution modifier 
 Hit Points at Higher levels: 1d6 (or 4) + your Constitution modifier per wizard level at 1st 
Proficiencies
 
 Armor: None 
 Weapons: Daggers, darts, slings, quarterstaffs, light crossbows 
 Tools: None 
 Saving Throws: Intelligence, Wisdom 
 Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion 
Equipment
 
You start with he following equipment, in addition to the equipment granted by your background: 
 (A) a quarterstaff or (B) a dagger 
 (A) a component pouch or (B) an arcane focus  
 (A) a scholar's pack or (B) an explorer's pack 
A spellbook 
The Wizard

 Proficiency 	
 Cantrips 	
 -Spell Slots per Spell Level- 	

 Level 	
 Bonus 	
 Features 	
 Known 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	
 6th 	
 7th 	
 8th 	
 9th 	

1st	
+2	
Spellcasting, Arcane Recovery	
3	
2	
-	
-	
-	
-	
-	
-	
-	
-	

2nd	
+2	
Arcane Tradition	
3	
3	
-	
-	
-	
-	
-	
-	
-	
-	

3rd	
+2	
-	
3	
4	
2	
-	
-	
-	
-	
-	
-	
-	

4th	
+2	
Ability Score Improvement	
4	
4	
3	
-	
-	
-	
-	
-	
-	
-	

5th	
+3	
-	
4	
4	
3	
2	
-	
-	
-	
-	
-	
-	

6th	
+3	
Arcane Tradition Feature	
4	
4	
3	
3	
-	
-	
-	
-	
-	
-	

7th	
+3	
-	
4	
4	
3	
3	
1	
-	
-	
-	
-	
-	

8th	
+3	
Ability Score Improvement	
4	
4	
3	
3	
2	
-	
-	
-	
-	
-	

9th	
+4	
-	
4	
4	
3	
3	
3	
1	
-	
-	
-	
-	

10th	
+4	
Arcane Tradition feature	
5	
4	
3	
3	
3	
2	
-	
-	
-	
-	

11th	
+4	
-	
5	
4	
3	
3	
3	
2	
1	
-	
-	
-	

12th	
+4	
Ability Score Improvement	
5	
4	
3	
3	
3	
2	
1	
-	
-	
-	

13th	
+5	
-	
5	
4	
3	
3	
3	
2	
1	
1	
-	
-	

14th	
+5	
Arcane Tradition feature	
5	
4	
3	
3	
3	
2	
1	
1	
-	
-	

15th	
+5	
-	
5	
4	
3	
3	
3	
2	
1	
1	
1	
-	

16th	
+5	
Ability Score Improvement	
5	
4	
3	
3	
3	
2	
1	
1	
1	
-	

17th	
+6	
-	
5	
4	
3	
3	
3	
2	
1	
1	
1	
1	

18th	
+6	
Spell mastery	
5	
4	
3	
3	
3	
3	
1	
1	
1	
1	

19th	
+6	
Ability Score Improvement	
5	
4	
3	
3	
3	
3	
2	
1	
1	
1	

20th	
+6	
Signature Spell	
5	
4	
3	
3	
3	
3	
2	
2	
1	
1	

 
Spellcasting
 
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of true power. 
 Cantrips  
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. 
 Spellbook  
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. 
 Preparing and Casting Spells  
The Wizard table shows how many spell slots you have to cast your spells for 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. 
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using 1st-level or a 2nd-level slot. casting the spell doesn't remove it from your list of prepared spells. 
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. 
 Spellcasting Ability  
Intelligence is your spellcasting ability for wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   
1•	 Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

1•	 Spell attack modifier = your proficiency bonus + your Intelligence modifier

 Ritual Casting  
You can cast a wizard spell as a ritual if that spell has a ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. 
 Spellcasting Focus  
You can use an arcane focus as a spellcasting focus for your wizard spells. 
 Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" section at the end). 
Arcane Recovery
 
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. the spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. 
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. 
Arcane Tradition
 
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of many schools, such as Evocation. 
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. 
Ability Score Improvement
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
Spell Mastery
 
At 18th level, you have achieved such mastery of certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are inn your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. 
By spending 8 hours in study, you can exchange one or both of the spells you choose for different spells of the same levels. 
Signature Spells
 
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You also have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. 
If you want to cast either spell at a higher level, you must expend a spell slot as normal. 
Arcane Traditions
 
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. 
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into either categories called schools. In some places, these traditions are literally schools. In other institutions, schools are more like academic departments, with rival faculties competing for students and funding. even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. 
School of Evocation
 
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits. adventurers, or aspiring tyrants. 
 Evocation Savant  
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. 
 Sculpt Spells  
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. 
 Potent Cantrip  
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effects from the cantrip. 
 Empowered Evocation  
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. 
 Overchannel  
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal the maximum damage of that spell. 
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases 1d12. This damage ignores resistance and immunity. 
Your Spellbook
 
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. 
  Copying a Spell into the Book.  When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. 
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. 
For each level of the spell, the process takes 2 hours and costs 50 GP. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent 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 loose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. 
  The Book's Appearance.  Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. 

Beyond 1st Level

 
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level. 
When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels. 
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). 
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8. 
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level. 

 Character Advancement 	

 Experience Points 	
 Level 	
Proficiency Bonus	

0	
1	
+2	

300	
2	
+2	

900	
3	
+2	

2,700	
4	
+2	

6,500	
5	
+3	

14,000	
6	
+3	

23,000	
7	
+3	

34,000	
8	
+3	

48,000	
9	
+4	

64,000	
10	
+4	

85,000	
11	
+4	

100,000	
12	
+4	

120,000	
13	
+5	

140,000	
14	
+5	

165,000	
15	
+5	

195,000	
16	
+5	

225,000	
17	
+6	

265,000	
18	
+6	

305,000	
19	
+6	

355,000	
20	
+6	

 

Multiclassing

 
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. 
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character. 
As your advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. 
Prerequisites
 
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. 

 Multiclassing Prerequisites 	

 Class 	
 Ability Score Minimum 	

Barbarian	
Strength 13	

Bard	
Charisma 13	

Cleric	
Wisdom 13	

Druid	
Wisdom 13	

Fighter	
Strength 13 and Dexterity 13	

Monk	
Dexterity 13 and Wisdom 13	

Paladin	
Strength 13 and Charisma 13	

Ranger	
Dexterity 13 and Wisdom 13	

Rogue	
Dexterity 13	

Sorcerer	
Charisma 13	

Warlock	
Charisma 13	

Wizard	
Intelligence 13	

 
Experience Points
 
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. 
Hit Points and Hit Dice
 
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. 
You add together the Hit Dice granted by all of your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/ fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/ cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. 
Proficiency Bonus
 
Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. For example, if you are a fighter 3/ rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. 
Proficiencies
 
When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. 

Multiclassing Proficiencies	

 Class 	
 Proficiencies Gained 	

Barbarian	
Shields, simple weapons, martial weapons	

Bard	
Light armor, one skill of your choice, one musical instrument of your choice	

Cleric	
Light armor, medium armor, shields	

Druid	
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)	

Fighter	
Light armor, medium armor, shields, simple weapons, martial weapons	

Monk	
Simple weapons, shortswords	

Paladin	
Light armor, medium armor, shields, simple weapons, martial weapons	

Ranger	
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list	

Rogue	
Light armor, one skill from the class's skill list, thieves' tools	

Sorcerer	
-	

Warlock	
Light armor, simple weapons	

Wizard	
-	

 
Class Features
 
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. 
 Channel Divinity  
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/ paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. 
 Extra Attack  
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. 
 Unarmored Defense  
If you already have the Unarmored Defense feature, you can't gain it again from another class. 
 Spellcasting  
Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting features from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. 
 Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/ wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spell book. 
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. 
 Spell Slots.You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer,a nd wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table 
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If you lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level spell slot, you can use the enhanced effect, even though you don't have any spells of that higher level. 
For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level ranger spells, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know - and potentially enhance their effects. 
 Pact Magic. If you have both the Spellcasting class feature and the Pact magic class features from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. 

 Multiclass Spellcaster: 	

 Spell Slots per Spell Level 	

 Level 	
 1st 	
 2nd 	
 3rd 	
 4th 	
 5th 	
 6th 	
 7th 	
 8th 	
 9th 	

1st	
2	
-	
-	
-	
-	
-	
-	
-	
-	

2nd	
3	
-	
-	
-	
-	
-	
-	
-	
-	

3th	
4	
2	
-	
-	
-	
-	
-	
-	
-	

4th	
4	
3	
-	
-	
-	
-	
-	
-	
-	

5th	
4	
3	
2	
-	
-	
-	
-	
-	
-	

6th	
4	
3	
3	
-	
-	
-	
-	
-	
-	

7th	
4	
3	
3	
1	
-	
-	
-	
-	
-	

8th	
4	
3	
3	
2	
-	
-	
-	
-	
-	

9th	
4	
3	
3	
3	
1	
-	
-	
-	
-	

10th	
4	
3	
3	
3	
2	
-	
-	
-	
-	

11th	
4	
3	
3	
3	
2	
1	
-	
-	
-	

12th	
4	
3	
3	
3	
2	
1	
-	
-	
-	

13th	
4	
3	
3	
3	
2	
1	
1	
-	
-	

14th	
4	
3	
3	
3	
2	
1	
1	
-	
-	

15th	
4	
3	
3	
3	
2	
1	
1	
1	
-	

16th	
4	
3	
3	
3	
2	
1	
1	
1	
-	

17th	
4	
3	
3	
3	
2	
1	
1	
1	
1	

18th	
4	
3	
3	
3	
3	
1	
1	
1	
1	

19th	
4	
3	
3	
3	
3	
2	
1	
1	
1	

20th	
4	
3	
3	
3	
3	
2	
2	
1	
1	

 

Alignment

 
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus nine distinct alignments define the possible combinations. 
These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. 
 Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins,a nd most dwarves are lawful good. 
 Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. 
 Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. 
 Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. 
 Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. 
 Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards are chaotic neutral. 
 Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. 
 Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil. 
 Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. 
Alignment in the Multiverse
 
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths for good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. 
The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gos, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.) 
Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. 
Most creatures that lack the capacity for rational thought do not have alignments - they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. 

Languages

 
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. 
Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids. 
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, on for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. 

 Standard Languages 	

 Language 	
 Typical Speakers 	
 Script 	

Common	
Humans	
Common	

Dwarvish	
Dwarves	
Dwarvish	

Elvish	
Elves	
Elvish	

Giant	
Ogres, giants	
Dwarvish	

Gnomish	
Gnomes	
Dwarvish	

Goblin	
Goblinoids	
Dwarvish	

Halfling	
Halflings	
Common	

Orc	
Orcs	
Dwarvish	

 

 Exotic Languages 	

 Language 	
 Typical Speakers 	
 Script 	

Abyssal	
Demons	
Infernal	

Celestial	
Celestials	
Celestial	

Draconic	
Dragons, dragonborn	
Draconic	

Deep Speech	
Aboleths, cloakers	
-	

Infernal	
Devils	
Infernal	

Primordial	
Elementals	
Dwarvish	

Sylvan	
Fey creatures	
Elvish	

Undercommon	
Underworld traders	
Elvish	

 

Inspiration

 
Inspiration
 
Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. 
Gaining Inspiration
 
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. 
You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use. 
Using Inspiration
 
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. 
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. 

Backgrounds

 
Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. 
Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? 
The sample background presented here provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. 
Proficiencies
 
Each background gives a character proficiency in two skills (described in "Using Ability Scores") 
In addition, most backgrounds give a character proficiency with one or more tools (detailed in "Equipment"). 
If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. 
Languages
 
Some backgrounds allow characters to learn additional languages beyond those given by race. See "Languages." 
Equipment
 
Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. 
Suggested Characteristics
 
A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. 
Customizing a Background
 
You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment packages from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one. 
Acolyte
 
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. 
Choose a god, pantheon of gods, or some other quasi-divine being from those in approved sources or those specified by your GM, and work with your GM 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.   
1•	 Skill Proficiencies: Insight, Religion

1•	 Languages: Two of your choice

1•	 Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 GP

 Feature: Shelter of the Faithful  
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. 
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. this could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 
 Suggested Characteristics  
Acolytes are shaped by their experiences in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hypocrisy or heretical idea, or an ideal or bond taken to an extreme. 

 1d8 	
 Personality Trait 	

I idolize a particular hero of my faith, and constantly refer tot hat person's deeds and example.	

I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.	

I see omens in every event and action. The gods try to speak to us, we just need to listen.	

Nothing can shake my optimistic attitude.	

I quote (or misquote) sacred texts and proverbs in almost every situation.	

I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.	

I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.	

I've spent so long in the temple that I have little practical experience dealing with people in the outside world.	

 

 1d6 	
 Ideal 	

1	
Tradition. The ancient traditions 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 constantly working in the world. (Chaotic)	

4	
Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)	

5	
Faith. I trust that 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)	

 

 1d6 	
Bond	

1	

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.	

 

 1d6 	
Flaw	

1	

2	

3	
My piety sometimes leads me to blindly trust those who profess faith in my god.	

4	
I am inflexible in my thinking.	

5	
I am suspicious of strangers and expect the worst of them.	

6	
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.	

 

Equipment

 
Common coins come in several different denominations based on the relative worth of the metal from which they are made. the three most common coins are th gold piece (GP), the silver piece (SP), and the copper piece (CP). 
With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. 
One gold piece is worth 10 silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn. 
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. 
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (EP) and the platinum piece (PP) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth 5 silver pieces, and a platinum piece is worth ten gold pieces. 
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. 

 Standard Exchange Rates 	

 Coin 	
 CP 	
 SP 	
 EP 	
 GP 	
 PP 	

Copper (CP)	
1	
1/10	
1/50	
1/100	
1/1,000	

Silver (SP)	
10	
1	
1/5	
1/10	
1/100	

Electrum (EP)	
50	
5	
1	
1/2	
1/20	

Gold (GP)	
100	
10	
2	
1	
1/10	

Platinum (PP)	
1,000	
100	
20	
10	
1	

 

Selling Treasure

 
Opportunities about to find treasure, equipment, weapons, armor, and more in dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. 
  Arms, Armor, and Other Equipment.  As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in the market. Weapons and armor used by monsters are rarely in good enough condition to sell. 
  Magic Items.  Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. 
  Gems, Jewelry, and Art Objects.  These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. 
  Trade Goods.  On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of iron, bags of slat, livestock, and so on - retain their full value in the market and can be used as currency. 

Armor

 
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. 
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. 
  Armor Proficiency.  Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. 
  Armor Class (AC).  Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. 
  Heavy Armor.  Heavier armor interferes with he wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. 
  Stealth.  If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. 
  Shields.  A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 
Light Armor
 
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. 
  Padded.  Padded armor consists of quilted layers of cloth and batting 
  Leather.  The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. 
  Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. 
Medium Armor
 
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. 
  Hide.  This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. 
  Chain Shirt.  Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. 
  Scale Mail.  This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. 
  Breastplate.  This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. 
  Half Plate.  Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. 
Heavy Armor
 
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. 
Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative. 
  Ring Mail.  This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to Chain mail, and it's usually worn only by those who can't afford better armor. 
  Chain Mail.  Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. 
  Splint.  This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. 
  Plate.  Plate consists of shaped, interlocking metal plates that cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. 

 Armor 	

 Armor 	
 Cost 	
 Armor Class (AC) 	
 Strength 	
 Stealth 	
 Weight 	

 Light Armor 	

Padded	
5 GP	
11 + Dex modifier	
-	
Disadvantage	
8 lb.	

Leather	
10 GP	
11 + Dex modifier	
-	
-	
10 lb.	

Studded leather	
45 GP	
12 + Dex modifier	
-	
-	
13 lb.	

 Medium Armor 	

Hide	
10 GP	
12 + Dex modifier (max 2)	
-	
-	
12 lb.	

Chain shirt	
50 GP	
13 + Dex modifier (max 2)	
-	
-	
20 lb.	

Scale mail	
50 GP	
Disadvantage	
45 lb.	

Breastplate	
400 GP	
14 + Dex modifier (max 2)	
-	
-	
20 lb.	

Half plate	
750 GP	
15 + Dex modifier (max 2)	
-	
Disadvantage	
40 lb.	

 Heavy Armor 	

Ring mail	
30 GP	
14	
-	
Disadvantage	
40 lb.	

Chain mail	
75 GP	
16	
Str 13	
Disadvantage	
55 lb.	

Splint	
200 GP	
17	
Str 15	
Disadvantage	
60 lb.	

Plate	
1,500 GP	
18	
Str 15	
Disadvantage	
65 lb.	

 Shield 	

Shield	
10 GP	
+2	
-	
-	
6 lb.	

 

Donning and Doffing Armor

 
The time it takes to don and doff armor depends on the armor's category. 
  Don.  This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor. 
  Doff.  This is the time it takes to take off armor. If you have help, reduce the time by half. 

 Donning and Doffing Armor 	

 Category 	
 Don 	
 Doff 	

Light Armor	

Medium Armor	

Heavy Armor	

Shield	

 

Weapons

 
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. 
The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. 
Weapon Proficiency
 
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. 
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. 
Weapon Properties
 
Many weapons have special properties related to their use, as shown in the Weapons table. 
  Ammunition.  You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon,you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. 
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in this section). A sling must be loaded to deal any damage when used in this way. 
  Finesse.  When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 
  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. 
  Light.  A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. 
  Loading.  Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. 
  Range.  A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. Te first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. 
  Reach.  This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. 
  Special.  A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). 
  Thrown.  If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for the attack roll and damage roll that you would use for a melee attack with that weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 
  Two-Handed.  This weapon requires two hands when you attack with it. 
  Versatile.  This weapon can be used with one or two hands. A damage value in parentheses appears with this property - the damage when the weapon is used with two hands to make a melee attack. 
Improvised Weapons
 
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as a broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. 
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. 
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have a thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. 
Silvered Weapons
 
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 GP. This cost represents not only the price of the silver, but the time and expertise needed to add silver to a weapon without making it less effective. 
Special Weapons
 
Weapons with special rules are described here. 
  Lance.  You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. 
  Net.  A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. 
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. 
Weapons

Name	
Cost	
Damage	
Weight	
Properties	

 Simple Melee Weapons 	

Club	
1 SP	
1d4 bludgeoning	
2 lb.	
Light	

Dagger	
2 GP	
1d4 piercing	
1 lb.	
Finesse, light, thrown (range 20/60)	

Greatclub	
2 SP	
1d8 bludgeoning	
10 lb.	
Two-handed	

Handaxe	
5 GP	
1d6 slashing	
2 lb.	
Light, thrown (range 20/60)	

Javelin	
5 SP	
1d6 piercing	
2 lb.	
Thrown (range 30/120)	

Light hammer	
2 GP	
1d4 bludgeoning	
2 lb.	
Light, thrown (range 20/60)	

Mace	
5 GP	
1d6 bludgeoning	
4 lb.	
-	

Quarterstaff	
2 SP	
1d6 bludgeoning	
4 lb.	
Versatile (1d8)	

Sickle	
1 GP	
1d4 slashing	
2 lb.	
Light	

Spear	
1 GP	
1d6 piercing	
3 lb.	
Thrown (range 20/60), versatile (1d8)	

 Simple Ranged Weapons 	

Crossbow, light	
25 GP	
1d8 piercing	
5 lb.	
Ammunition (range 80/320), loading, two-handed	

Dart	
5 CP	
1d4 piercing	
1/4 lb.	
Finesse, thrown (range 20/60)	

Shortbow	
25 GP	
1d6 piercing	
2 lb.	
Ammunition (range 80/320), two-handed	

Sling	
1 SP	
1d4 bludgeoning	
-	
Ammunition (range 30/120)	

 Martial Melee Weapons 	

Battleaxe	
10 GP	
1d8 slashing	
4 lb.	
Versatile (1d10)	

Flail	
10 GP	
1d8 bludgeoning	
2 lb.	
-	

Glaive	
20 GP	
1d10 slashing	
6 lb.	
Heavy, reach, two-handed	

Greataxe	
30 GP	
1d12 slashing	
7 lb.	
Heavy, two-handed	

Greatsword	
50 GP	
2d6 slashing	
6 lb.	
Heavy, two-handed	

Halberd	
20 GP	
1d10 slashing	
6 lb.	
Heavy, reach, two-handed	

Lance	
10 GP	
1d12 piercing	
6 lb.	
Reach, special	

Longsword	
15 GP	
1d8 slashing	
3 lb.	
Versatile (1d10)	

Maul	
10 GP	
2d6 bludgeoning	
10 lb.	
Heavy, two-handed	

Morningstar	
15 GP	
1d8 piercing	
4 lb.	
-	

Pike	
5 GP	
1d10 piercing	
18 lb.	
Heavy, reach, two-handed	

Rapier	
25 GP	
1d8 piercing	
2 lb.	
Finesse	

Scimitar	
25 GP	
1d6 slashing	
3 lb.	
Finesse, light	

Shortsword	
10 GP	
1d6 piercing	
2 lb.	
Finesse, light	

Trident	
5 GP	
1d6 piercing	
4 lb.	
Thrown (range 20/60), versatile (1d8)	

War pick	
5 GP	
1d8 piercing	
2 lb.	
-	

Warhammer	
15 GP	
1d8 bludgeoning	
2 lb.	
Versatile (1d10)	

Whip	
2 GP	
1d4 slashing	
3 lb.	
Finesse, reach	

 Martial Ranged Weapons 	

Blowgun	
10 GP	
1 piercing	
1 lb.	
Ammunition (range 25/100), loading	

Crossbow, hand	
75 GP	
1d6 piercing	
3 lb.	
Ammunition (range 30/120), light, loading	

Crossbow, heavy	
50 GP	
1d10 piercing	
18 lb.	
Ammunition (range 100/400), heavy, loading, two-handed	

Longbow	
50 GP	
1d8 piercing	
2 lb.	
Ammunition (range 150/600), heavy, two-handed	

Net	
1 GP	
-	
3 lb.	
Special, thrown (range 5/15)	

 

Adventuring Gear

 
This section describe items that have special rules or require further explanation. 
  Acid.  As an action, you can splash the contents of the vial on a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. 
  Alchemist's Fire.  This stick, adhesive fluid ignites when exposed to air. as an action, you can trow 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. 
  Antitoxin.  A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. 
  Arcane Focus. An arcane focus is a special item - an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item - designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. 
  Ball Bearings.  As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. 
  Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to host up to four times the weight you can normally lift. 
  Book.  A book might contain poetry, historical accounts, information pertain to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. a book of spells is a spellbook (described later int his section). 
  Caltrops  As an action you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. 
  Candle.  For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 
  Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts. 
  Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. 
  Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. 
  Climber's Kit. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from the point without undoing the anchor. 
  Component Pouch A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in the spell's description). 
  Crowbar.  Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. 
  Druidic Focus.  A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. 
  Fishing Tackle.  This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 
  Healer's Kit.  This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. 
  Holy Symbol.  A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. 
  Holy Water.  As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against the target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. 
A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform , uses 25 GP worth of powdered silver, and requires the caster to expend a 1st-level spell slot. 
  Hunting Trap.  When you use your action to set it, this trap forms a saw-toothed steal ring that snaps shut when a creature steps on a pressure plate in the center. the trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. each failed check deals 1 piercing damage to the trapped creature. 
  Lamp.  A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil 
  Lantern, Bullseye.  A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 
  Lantern, Hooded.  A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. 
  Lock.  A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 
  Magnifying Glass.  This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. a magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. 
  Manacles.  These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. 
  Mess Kit.  This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. 
  Oil.  Oil usually comes in a clay flask that holds 1 pint. As an action, 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. 
  Poison, Basic.  You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before draying. 
  Potion of Healing  A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action 
  Pouch.  A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). 
  Quiver.  A quiver can hold up to 20 arrows. 
  Ram, Portable.  You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. 
  Rations.  Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 
  Rope. Rope, whether made of hemp or silk has 2 hit points and can be burst with a DC 17 Strength check. 
  Scale, Merchant's.  A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. 
  Spellbook.  Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. 
  Spyglass.  Objects viewed through a spyglass are magnified to twice their size 
  Tent  A simple and portable canvas shelter, a tent sleeps two. 
  Tinderbox. This small container hold flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. 
  Torch.  A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. 

Item	
Cost	
Weight	

Abacus	
2 GP	
2 lb.	

Acid (vial)	
25 GP	
1 lb.	

Alchemist's fire (flask)	
50 GP	
1 lb.	

 Ammunition 	

Arrows (20)	
1 GP	
1 lb.	

Blowgun needles (50)	
1 GP	
1 lb.	

Crossbow bolts (20)	
1 GP	
1 1/2 lb.	

Sling bullets (20)	
4 CP	
1 1/2 lb.	

Antitoxin (vial)	
50 GP	
-	

 Arcane focus 	

Crystal	
10 GP	
1 lb.	

Orb	
20 GP	
3 lb.	

Rod	
10 GP	
2 lb.	

Staff	
5 GP	
4 lb.	

Wand	
10 GP	
1 lb.	

Backpack	
2 GP	
5 lb.	

Ball bearings (bag of 1,000)	
1 GP	
2 lb.	

Barrel	
2 GP	
70 lb.	

Basket	
4 SP	
2 lb.	

Bedroll	
1 GP	
7 lb.	

Bell	
1 GP	
-	

Blanket	
5 SP	
3 lb.	

Block and tackle	
1 GP	
5 lb.	

Book	
25 GP	
5 lb.	

Bottle, glass	
2 GP	
2 lb.	

Bucket	
5 CP	
2 lb.	

Caltrops (bag of 20)	
1 GP	
2 lb.	

Candle	
1 CP	
-	

Case, crossbow bolt	
1 GP	
1 lb.	

Case, map or scroll	
1 GP	
1 lb.	

Chain (10 feet)	
5 GP	
10 lb.	

Chalk (1 piece)	
1 CP	
-	

Chest	
5 GP	
25 lb.	

Climber's kit	
25 GP	
12 lb.	

Clothes, common	
5 SP	
3 lb.	

Clothes, costume	
5 GP	
4 lb.	

Clothes, fine	
15 GP	
6 lb.	

Clothes, traveler's	
2 GP	
4 lb.	

Component pouch	
25 GP	
2 lb.	

Crowbar	
2 GP	
5 lb.	

 Druidic focus 	

Sprig of mistletoe	
1 GP	
-	

Totem	
1 GP	
-	

Wooden staff	
5 GP	
4 lb.	

Yew wand	
10 GP	
1 lb.	

Fishing tackle	
1 GP	
4 lb.	

Flask or tankard	
2 CP	
1 lb.	

Grappling hook	
2 GP	
4 lb.	

Hammer	
1 GP	
3 lb.	

Hammer, sledge	
2 GP	
10 lb.	

Healer's kit	
5 GP	
3 lb.	

 Holy symbol 	

Amulet	
5 GP	
1 lb.	

Emblem	
5 GP	
-	

Reliquary	
5 GP	
2 lb.	

Holy water (flask)	
25 GP	
1 lb.	

Hourglass	
25 GP	
1 lb.	

Hunting trap	
5 GP	
25 lb.	

Ink (1 ounce bottle)	
10 GP	
-	

Ink pen	
2 CP	
-	

Jug or pitcher	
2 CP	
4 lb.	

Ladder (10--foot)	
1 SP	
25 lb.	

Lamp	
5 SP	
1 lb.	

Lantern, bullseye	
10 GP	
2 lb.	

Lantern, hooded	
5 GP	
2 lb.	

Lock	
10 GP	
1 lb.	

Magnifying glass	
100 GP	
-	

Manacles	
2 GP	
6 lb.	

Mess kit	
2 SP	
1 lb.	

Mirror, steel	
5 GP	
1/2 lb.	

Oil (flask)	
1 SP	
1 lb.	

Paper (one sheet)	
2 SP	
-	

Parchment (one sheet)	
1 SP	
-	

Perfume (vial)	
5 GP	
-	

Pick, miner's	
2 GP	
10 lb.	

Piton	
5 CP	
1/4 lb.	

Poison, basic (vial)	
100 GP	
-	

Pole (10--foot)	
5 CP	
7 lb.	

Pot, iron	
2 GP	
10 lb.	

Potion of healing	
50 GP	
1/2 lb.	

Pouch	
5 SP	
1 lb.	

Quiver	
1 GP	
1 lb.	

Ram, portable	
4 GP	
35 lb.	

Rations (1 day)	
5 SP	
2 lb.	

Robes	
1 GP	
4 lb.	

Rope, hempen (50 feet)	
1 GP	
10 lb.	

Rope, silk (50 feet)	
10 GP	
5 lb.	

Sack	
1 CP	
1/2 lb.	

Scale, merchant's	
5 GP	
3 lb.	

Sealing wax	
5 SP	
-	

Shovel	
2 GP	
5 lb.	

Signal whistle	
5 CP	
-	

Signet ring	
5 GP	
-	

Soap	
2 CP	
-	

Spellbook	
50 GP	
3 lb.	

Spikes, iron (10)	
1 GP	
5 lb.	

Spyglass	
1,000 GP	
1 lb.	

Tent, two--person	
2 GP	
20 lb.	

Tinderbox	
5 SP	
1 lb.	

Torch	
1 CP	
1 lb.	

Vial	
1 GP	
-	

Waterskin	
2 SP	
5 lb. (full)	

Whetstone	
1 CP	
1 lb. 	

 
Equipment Packs
 
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. 
Burglar's Pack (16 gp).
 
Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 
Diplomat's Pack (39 gp).
 
Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. 
Dungeoneer's Pack (12 gp).
 
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 
Entertainer's Pack (40 gp).
 
Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. 
Explorer's Pack (10 gp).
 
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 
Priest's Pack (19 gp).
 
Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. 
Scholar's Pack (40 gp).
 
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.  

Tools

 
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of a particularly hard wood. 
  Artisan's Tools.  These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. 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. 
  Disguise Kit.  This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. 
  Forgery Kit.  This small 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. 
  Gaming Set.  This item encompasses a wide range of game pieces, including dice and decks of cards (for such games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. 
  Herbalism Kit.  This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. 
  Musical Instrument.  Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. 
  Navigator's Tools.  This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. 
  Poisoner's Kit.  A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. 
  Thieves' Tools.  This set of tools includes a small file, a set of lock picks, a small mirror 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. 

Item	
Cost	
Weight	

 Artisan's tools 	

Alchemist's supplies	
50 GP	
8 lb.	

Brewer's supplies	
20 GP	
9 lb.	

Calligrapher's supplies	
10 GP	
5 lb.	

Carpenter's tools	
8 GP	
6 lb.	

Cartographer's tools	
15 GP	
6 lb.	

Cobbler's tools	
5 GP	
5 lb.	

Cook's utensils	
1 GP	
8 lb.	

Glassblower's tools	
30 GP	
5 lb.	

Jeweler's tools	
25 GP	
2 lb.	

Leatherworker's tools	
5 GP	
5 lb.	

Mason's tools	
10 GP	
8 lb.	

Painter's supplies	
10 GP	
5 lb.	

Potter's tools	
10 GP	
3 lb.	

Smith's tools	
20 GP	
8 lb.	

Tinker's tools	
50 GP	
10 lb.	

Weaver's tools	
1 GP	
5 lb.	

Woodcarver's tools	
1 GP	
5 lb.	

Disguise kit	
25 GP	
3 lb.	

Forgery kit	
15 GP	
5 lb.	

 Gaming set 	

Dice set	
1 SP	
-	

Playing card set	
5 SP	
-	

Herbalism kit	
5 GP	
3 lb.	

 Musical instrument 	

Bagpipes	
30 GP	
6 lb.	

Drum	
6 GP	
3 lb.	

Dulcimer	
25 GP	
10 lb.	

Flute	
2 GP	
1 lb.	

Lute	
35 GP	
2 lb.	

Lyre	
30 GP	
2 lb.	

Horn	
3 GP	
2 lb.	

Pan flute	
12 GP	
2 lb.	

Shawm	
2 GP	
1 lb.	

Viol	
30 GP	
1 lb.	

Navigator's tools	
25 GP	
2 lb.	

Poisoner's kit	
50 GP	
2 lb.	

Thieves' tools	
25 GP	
1 lb.	

Vehicles (land or water)	
*	
*	

 

Mounts and Vehicles

 
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity. 
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. 
Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and eve aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. 
  Barding.  Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. 
  Saddles.  A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. 
  Vehicle Proficiency.  If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. 
  Rowed Vessels.  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. The vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. 
Mounts and Other Animals

Item	
Cost	
Speed	
Carrying Capacity	

Camel	
50 GP	
50 ft.	
480 lb.	

Donkey or mule	
8 GP	
40 ft.	
420 lb.	

Elephant	
200 GP	
40 ft.	
1,320 lb.	

Horse, draft	
50 GP	
40 ft.	
540 lb.	

Horse, riding	
75 GP	
60 ft.	
480 lb.	

Mastiff	
25 GP	
40 ft.	
195 lb.	

Pony	
30 GP	
40 ft.	
225 lb.	

Warhorse	
400 GP	
60 ft.	
540 lb.	

 
Tack, Harness, and Drawn Vehicles

Item	
Cost	
Weight	

Barding	
x4	
x2	

Bit and bridle	
2 GP	
1 lb.	

Carriage	
100 GP	
600 lb.	

Cart	
15 GP	
200 lb.	

Chariot	
250 GP	
100 lb.	

Feed (per day)	
5 CP	
10 lb.	

 
Saddle

Exotic	
60 GP	
40 lb.	

Military	
20 GP	
30 lb.	

Pack	
5 GP	
15 lb.	

Riding	
10 GP	
25 lb.	

Saddlebags	
4 GP	
8 lb.	

Sled	
20 GP	
300 lb.	

Stabling (per day)	
5 SP	
-	

Wagon	
35 GP	
400 lb.	

 
Waterborne Vehicles

Item	
Cost	
Speed	

Galley	
30,000 GP	
4 mph	

Keelboat	
3,000 GP	
1 mph	

Longship	
10,000 GP	
3 mph	

Rowboat	
50 GP	
1 1/2 mph	

Sailing ship	
10,000 GP	
2 mph	

Warship	
25,000 GP	
2 1/2 mph	

 

Trade Goods

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

  Trade Goods  	

 Cost 	
 Goods 	

1CP	
1 lb. of wheat 	

2 CP	
1 lb. of flour or one chicken	

5 CP	
1 lb. of salt 	

1 SP	
1 lb. of iron or 1 sq. yd. of canvas	

5 SP	
1 lb. of copper or 1 sq. yd. of cotton cloth	

1 GP	
1 lb. of ginger or one goat	

2 GP	
1 lb. of cinnamon or pepper, or one sheep	

3 GP	
1 lb. of cloves or one pig	

5 GP	
1 lb. of silver or 1 sq. yd. of linen	

10 GP	
1 sq. yd. of silk or one cow	

15 GP	
1 lb. of saffron or one ox	

50 GP	
1 lb. of gold	

500 GP	
1 lb. of platinum	

 

Expenses

 
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. 
Lifestyle Expenses
 
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. 
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. 
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. 

  Lifestyle Expenses  	

 Lifestyle 	
 Price/Day 	

Wretched	
-	

Squalid	

Poor	

Modest	

Comfortable	

Wealthy	

Aristocratic	

 
  Wretched.  You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. 
  Squalid.  You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. YOu have shelter from the elements, but you live in a desperate often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. 
  Poor.  A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. 
  Modest.  A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. 
  Comfortable.  Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. 
  Wealthy.  Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with he old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suit in a fine inn. You likely have a small staff of servants. 
  Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also content 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. 
Self-Sufficiency
 
The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford - paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. 
Maintaining this kind of lifestyle doesn't require you to spend any coin, but is time-consuming. If you spend your time between adventurers practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. 
Food, Drink, and Lodging
 
The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses. 

  Food, Drink, and Lodging  	

 Item 	
 Cost 	

 Ale 	

Gallon	
2 SP	

Mug	
4 CP	

Banquet (per person)	
10 GP	

Bread, loaf	
2 CP	

Cheese, hunk	
1 SP	

 Inn stay (per day) 	

Squalid	
7 CP	

Poor	
1 SP	

Modest	
5 SP	

Comfortable	
8 SP	

Wealthy	
2 GP	

Aristocratic	
4 GP	

 Meals (per day) 	

Squalid	
3 CP	

Poor	
6 CP	

Modest	
3 SP	

Comfortable	
5 SP	

Wealthy	
8 SP	

Aristocratic	
2 GP	

 Wine 	

Common (pitcher)	
2 SP	

Fine (bottle)	
10 GP	

 
Services
 
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are expers with specialized adventuring skills. 
Some of the most basic types of hireling appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. 
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. 

  Services  	

 Service 	
 Pay 	

 Coach cab 	

Between towns	
3 CP per mile	

Within a city	
1 CP	

 Hireling 	

Skilled	
2 GP per day	

Untrained	
2 SP per day	

Messenger	
2 CP per mile	

Road or gate toll	
1 CP	

Ship's passage	
1 SP per mile	

 
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hireling require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. 
Spellcasting Services
 
People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. 
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 GP (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment - the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. 

Feats

 
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. 
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. 
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow - perhaps by a withering curse - you can't benefit from the Grappler feat until your Strength is restored. 
Grappler
 
 Prerequisite: Strength 13 or higher  
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:   
1•	You have advantage on attack rolls against a creature you are grappling.

1•	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.

Using Ability Scores

 
Six abilities provide a quick description of every creature's physical and mental characteristics:   
1•	 Strength, measuring physical power

1•	 Dexterity, measuring agility

1•	 Constitution, measuring endurance

1•	 Intelligence, measuring reasoning and memory

1•	 Wisdom, measuring perception and insight

1•	 Charisma, measuring force of personality

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities - a creature's assets as well as weaknesses. 
The three main rolls of the game - the ability check, the saving throw, and the attack roll - rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. 
Ability Scores and Modifiers
 
Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. 
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventures can have scores as high as 20, and monsters and divine beings can have scores as high as 30. 
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes ability modifiers for the range of possible ability scores, from 1 to 30. 

 Ability Scores and Modifiers 	

 Score 	
 Modifier 	

1	
-5	

2-3	
-4	

4-5	
-3	

6-7	
-2	

8-9	
-1	

10-11	
0	

12-13	

14-15	

16-17	

18-19	

20-21	

22-23	

24-25	

26-27	

28-29	

30	

 
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (rounded down). 
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in a play more often than their associated scores. 

Advantage and Disadvantage

 
Advantage and Disadvantage
 
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. 
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. 
If circumstances cause a roll ro have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. in such a situation, you have neither advantage nor disadvantage. 
When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 11 and a 13, the halfling could use the Lucky trait to reroll the 1. 
You usually gain advantage or disadvantage through he use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. 

Proficiency Bonus

 
Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated int heir stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. 
Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. 
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. 
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. 
In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. 

Ability Checks

 
An ability check test a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. 
For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. 

 Typical Difficulty Classes 	

 Task Difficulty 	
 DC 	

Very easy	
5	

Easy	
10	

Medium	
15	

Hard	
20	

Very hard	
25	

Nearly impossible	
30	

 
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success - the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. 
Contests
 
Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal - for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. 
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. the character or monster either succeeds at the action or prevents the other one from succeeding. 
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. 
Skills
 
Each ability covers a broad range of capabilities, including skills that a character or monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) 
For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. 
The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability. 
 Strength    
1•	Athletics

 Dexterity    
1•	Acrobatics

1•	Sleight of Hand

1•	Stealth

 Intelligence    
1•	Arcana

1•	History

1•	Investigation

1•	Nature

1•	Religion

 Wisdom    
1•	Animal Handling

1•	Insight

1•	Medicine

1•	Perception

1•	Survival

 Charisma    
1•	Deception

1•	Intimidation

1•	Performance

1•	Persuasion

Sometimes, the GM might ask for an ability check using a specific skill - for example, "Make a Wisdom (Perception) check." At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. 
For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. 
Variant: Skills with Different Abilities
 
Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In that case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. 
Passive Checks
 
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. 
Here's how to determine a character's total for a passive check:   
1•	10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score. 
For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. 
The rules of hiding in the "Dexterity" section below rely on passive checks,a s do the exploration rules. 
Working Together
 
Sometimes two or more characters team up to attempt a task. the character who's leading the effort - or the one with the highest ability modifier - can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. 
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character int hat task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. 
Group Checks
 
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. 
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. 
Group checks don't come up very often, and they're most useful when all the characters succeed of fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide thier companions out of danger. Otherwise, the group stumbles into one of these hazards. 

Using Strength

 
Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities eman and the ways they are used int he game. 
Strength
 
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. 
 Strength Checks  
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. 
  Athletics.  Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:   
1•	You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.

1•	You try to jump an unusually long distance or pull off a stunt midjump.

1•	You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

  Other Strength Checks.  The GM might also call for a Strength check when you try to accomplish tasks like the following:   
1•	Force open a stuck, locked, or barred door

1•	Break free of bonds

1•	Push through a tunnel that is too small

1•	Hang on to a wagon while being dragged behind it

1•	Tip over a statue

1•	Keep a boulder from rolling

 Attack Rolls and Damage  
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. 
 Lifting and Carrying  
Your Strength score determines the amount of weight you can bear. the following terms define what you can lift or carry. 
 Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. 
 Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. 
 Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. 
Variant: Encumbrance
 
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. 
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. 
If you carry weight in excess of 10 times your strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. 

Using Dexterity

 
Dexterity measures agility, reflexes, and balance. 
 Dexterity Checks  
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. 
 Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. the GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. 
 Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. the GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket. 
 Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. 
 Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following:   
1•	Control a heavily laden cart on a steep descent

1•	Steer a chariot around a tight turn

1•	Pick a lock

1•	Disable a trap

1•	Securely tie up a prisoner

1•	Wriggle free of bonds

1•	Play a stringed instrument

1•	Craft a small or detailed object

 Attack Rolls and Damage  
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or rapier. 
 Armor Class  
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. 
 Initiative  
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat. 
Hiding
 
The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. 
You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. 
An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. 
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. 
  Passive Perception . When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. 
  What Can You See?  One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in "The Environment." 

Using Constitution

 
Constitution measures health, stamina, and vital force. 
 Constitution Checks  
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents its largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check cna model your attempt to push beyond normal limits, however. 
The GM might call for a constitution check when you try to accomplish tasks like the following:   
1•	Hold your breath

1•	march or labor for hours without rest

1•	Go without sleep

1•	Survive without food or water

1•	Quaff an entire stein of ale in one go

Hit Points
 
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. 
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. 

Using Intelligence

 
Intelligence measures mental acuity, accuracy of recall, and the ability to reason. 
Intelligence Checks
 
As an Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. 
  Arcana . Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. 
  History . Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. 
  Investigation . When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. 
  Religion . Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. 
  Other Intelligence Checks . The GM might call for an Intelligence check when you try to accomplish tasks like the following:   
1•	Communicate with a creature without using words

1•	Estimate the value of a precious item

1•	Pull together a disguise to pass a city guard

1•	Forge a document

1•	Recall lore about a craft or trade

1•	Win a game of skill

Spellcasting Ability
 
Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of the spells they cast. 

Using Wisdom

 
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. 
Wisdom Checks
 
A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. 
  Animal Handling . When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. 
  Insight . Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. 
  Medicine . A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. 
  Perception . Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or a candlelight under a closed secret door. 
  Survival . The GM might ask you to make a Wisdom (Survival check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. 
  Other Wisdom Checks . The GM might call for a Wisdom check when you try to accomplish tasks like the following:   
1•	Get a gut feeling about what course of action to follow

1•	Discern whether a seemingly dead or living creature is undead

Spellcasting Ability
 
Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. 

Using Charisma

 
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. 
Charisma Checks
 
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. 
  Deception . Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. 
  Intimidation . When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back gown from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. 
  Performance . Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. 
  Persuasion . When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. 
  Other Charisma Checks . The GM might call for a Charisma check when you try to accomplish tasks like the following:   
1•	Find the best person to talk to for news, rumors, and gossip

1•	Blend into a crowd to get the sense of key topics of conversation

Spellcasting Ability
 
Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. 

Saving Throws

 
A saving throw - also called a save - represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. 
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. 
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. 
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. 
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus. 
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. 

Time

 
In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurer's movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps at the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. 
In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time. 
For long journeys, a scale of days works best. Following the road from City A to City B, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. 
In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time. 

Movement

 
Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope - all sorts of movement play a key role in fantasy gaming adventures. 
The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." 
Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. 

Speed

 
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. 
The following rules determine how far a character or mosnster can move in a minute, an hour, or a day. 
Travel Pace
 
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. 
  Forced March . The Travel Pace table assumes that character travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion. 
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix PH-A). 
  Mounts and Vehicles . For short spans of time (up to an hour), many animals move much faster than humanoids. a mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover large distances at this pace, but this is very rare except in densely populated areas. 
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. 
Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. 

 Travel Pace 	

 Pace 	
 Distance Traveled per... 	

 Minute 	
 Hour 	
 Day 	
 Effect 	

Fast	
400 feet	
4 miles	
30 miles	
- 5 penalty to passive Wisdom (Perception) scores	

Normal	
300 feet	
3 miles	
24 miles	
-	

Slow	
200 feet	
2 miles	
18 miles	
Able to use stealth	

 
 Difficult Terrain  
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventures often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground - all considered difficult terrain. 
You move at half speed in difficult terrain - moving 1 foot in difficult terrain costs 2 feet of speed - so you can cover only half the normal distance in a minute, an hour, or a day. 
Special Types of Movement
 
Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. 
 Climbing, Swimming, and Crawling  
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. 
 Jumping  
Your Strength determines how far you can jump. 
  Long Jump . When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. 
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At the GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. 
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. 
  High Jump . When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. 
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 and 1/2 times your height. 

The Environment

 
By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact witht he environment in such places. 

Falling

 
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. 

Suffocating

 
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). 
Wen a creature runs out of breath or is choking, it can survive a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. 
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating it has 2 rounds to reach air before it drops to 0 hit points. 

Vision and Light

 
The most fundamental tasks of adventuring - noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few - rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. 
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. 
A heavily obscured area - such as darkness, opaque fog, or dense foliage - blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix PH-A) when trying to see something in that area. 
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. 
 Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. 
 Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn counts as dim light. A particularly brilliant moon might bathe the land in dim light. 
 Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. 
Blindsight
 
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons have this sense. 
Darkvision
 
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. 
Truesight
 
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. 

Food and Water

 
Characters who don't eat or drink suffer the effects of exhaustion (see appendix PH-A). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. 
Food
 
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. 
A character can go without food for a number of days equal to 3 + his or her Constitution modifier (Minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. 
A normal day of eating resets the count of days without food to zero. 
Water
 
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. 
If the character already has one or more levels of exhaustion, the character takes two levels in either case. 

Interacting with Objects

 
A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. 
For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task. 
Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. 
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. 

Resting

 
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest - time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. 
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. 
Short Rest
 
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. 
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finish a long rest, as explained below. 
Long Rest
 
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it. 
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. 
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. 

Between Adventures

 
Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard - earned gold. 
In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. 
Lifestyle Expenses
 
Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. 
Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. 
Downtime Activities
 
Between adventures, the GM might ask you what your character is doing during his or her downtime. Period of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. 
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. 
 Crafting  
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor. 
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 GP, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 GP, you make progress every day in 5 - GP increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 GP) takes 300 days to craft by yourself. 
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 GP worth of effort for every day spent helping craft the item. For example, three characters with the requisite tool proficiency and the proper facilitates can craft a suit of plate armor in 100 days, at a cost of 750 GP. 
While crafting, you can maintain a modest lifestyle without having to pay 1GP per day, or a comfortable lifestyle at half the cost. (If you are selling what you are crafting.) 
 Practicing a Profession  
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 GP per day. This benefit lasts as long as you continue to practice your profession. 
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead. 
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. 
 Recuperating  
You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:   
1•	End one effect on you that prevents you from regaining hit points.

1•	For the next 24 hours, gain advantage on saving throws against one disease or poison affecting you.

 Researching  
The time between adventures is a great chance to preform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. 
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available. 
For each day of research, you must spend 1 GP to cover your expenses. This cost is in addition to your normal lifestyle expenses. 
 Training  
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. 
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. 
The training lasts for 250 days and costs 1 GP per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. 

Order of Combat

 
A typical combat encounter is a clash between two sides, a flurry of weapons swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. 
Combat Step by Step
   
1•	 1. Determine surprise. The GM determines whether anyone involved int he combat encounter is surprised.

1•	 2. Establish positions. The GM decides where all the characters and monsters are located. Given the adventurers marching order or their stated positions int he room or other location, the GM figures out where the adversaries are - how far away and in what direction.

1•	 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.

1•	 4. Take turns. Each participant in the battle takes a turn in initiative order.

1•	 5. Begin the next round. When everyone involved int he combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

 
A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. 
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter. 
If you're surprised, you can't move or take an action on your first turn of combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. 

Initiative

 
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. the GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. 
The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. the initiative order remains the same from round to round. 
If a tie occurs, the GM decides the order among tied GM- controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monster each roll a d20 to determine the order, highest roll going first. 

Your Turn

 
On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed - sometimes called your walking speed - is noted on your character sheet. 
The most common actions you can take are describe in the "Actions in Combat" section. Many class features and other abilities provide additional options for your action. 
The "Movement and Position" section gives the rules for your move. 
You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action,a s described in "Actions in Combat." 
Bonus actions
 
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take. 
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. 
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. 
 Other Activity on YOur Turn  
Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn. 
You can also interact with one object or feature of the environment for free, during either your move or your action For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. 
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. 
The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonable expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. 
Reactions
 
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack is the most common type of reaction. 
When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. 

Movement and Position

 
In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. 
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. 
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving you deduct the distance of each part of your move from you speed until it is used up or until you are done moving. 
Breaking Up Your Move
 
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. 
 Moving between Attacks  
If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. 
 Using Different Speeds  
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. 
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. 
Difficult Terrain
 
Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, brier choked forests, treacherous staircases - the setting of a typical fight contains difficult terrain. 
Every foot of movement in difficult terrain costs 1 extra foot. this rule is true even if multiple things in a space count as difficult terrain. 
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. 
Being Prone
 
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix PH-A. 
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0. 
To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. 
Moving around Other Creatures
 
You can move through a non-hostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. 
Whether a creature is a friend or an enemy, you can't willingly end your move in its space. 
If you leave a hostile creature's reach during your move, you provoke an opportunity attack. 
Flying Movement
 
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or is being held aloft by magic, such as by the fly spell. 
Creature Size
 
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. 

 Size Categories 	

 Size 	
 Space 	

Tiny	
2 1/2 by 2 1/2 ft.	

Small	
5 by 5 ft.	

Medium	
5 by 5 ft.	

Large	
10 by 10 ft.	

Huge	
15 by 15 ft.	

Gargantuan	
20 by 20 ft. or larger	

 
Space
 
A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them. 
A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. 
Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty medium creatures can surround a Gargantuan one. 
 Squeezing into a Smaller Space  
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. 

Interacting with Objects Around You

 
here are a few examples of the sorts of things you can do in tandem with your movement and action:   
1•	Draw or sheath a sword

1•	Open or close a door

1•	Withdraw a potion from your backpack

1•	Pick up a dropped axe

1•	Take a bauble from a table

1•	Remove a ring from your finger

1•	Stuff some food into your mouth

1•	Plant a banner in the ground

1•	Fish a few coins from your belt pouch

1•	Drink all the ale in a flagon

1•	Throw a lever or a switch

1•	Pull a torch from a sconce

1•	Take a book from a shelf you can reach

1•	Extinguish a small flame

1•	Dona mask

1•	Pull the hood of your cloak up and over your head

1•	Put your ear to a door

1•	Kick a small stone

1•	Turn a key in a lock

1•	Tap the floor with a 10-foot pole

1•	Hand an item to another character

Actions in Combat

 
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. 
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. 
Attack
 
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. 
With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks. 
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. 
Cast a Spell
 
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to get effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. 
Dash
 
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. 
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. 
Disengage
 
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. 
Dodge
 
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if you speed drops to 0. 
Help
 
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. 
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. 
Hide
 
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section. 
Ready
 
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. 
First, you decide what perceivable circumstance will trigger your reaction. Then, you chose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." 
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. 
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken. 
Search
 
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have your make a Wisdom (Perception) check or an Intelligence (Investigation) check. 
Use an Object
 
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. 

Making an Attack

 
Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.   
1•	 1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.

1•	 2. Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.

1•	 3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. 
Attack Rolls
 
When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. 
Modifiers to the Roll
 
When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. 
  Ability Modifier . The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. 
Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. 
  Proficiency Bonus . You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. 
Rolling 1 or 20
 
Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. 
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit. 
If the d20 toll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC. 
Unseen Attackers and Targets
 
Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. 
When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly. 
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden - both unseen and unheard - When you make an attack, you give away your location when the attack hits or misses. 
Ranged Attacks
 
When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. 
 Range  
You can make ranged attacks only against targets within a specified range. 
If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. 
Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long rang. 
 Ranged Attacks in Close Combat  
Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated. 
Melee Attacks
 
Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a hand-held weapon such as a sword, a warhammer, or an ax. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. a few spells also involve making a melee attack. 
Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. 
Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. 
Opportunity Attacks
 
In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. 
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. 
You can avoid provoking an opportunity attack by taking the Disengage action. You also can't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. 
Two-Weapon Fighting
 
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. 
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. 
Grappling
 
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. 
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix PH-A). The condition specifies the things that end it, and you can release the target whenever you like (no action required). 
  Escaping a Grapple . A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. 
  Moving a Grappled Creature . When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. 
Contests in Combat
 
Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. 
 Shoving a Creature  
Using the attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. 
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. 

Cover

 
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. 
There are three degrees of cover. If a target is behind multiple sources to cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. 
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. 
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. 
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. 

Damage and Healing

 
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures. 
Hit Points
 
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. 
A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. 
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points. 
Damage Rolls
 
Each weapon, spell, and harmful monster ability specifies the damage it deals. you roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. 
When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers. 
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast. 
Critical Hits
 
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. 
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well. 
Damage Types
 
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. 
The damage types follow, with examples to help a GM assign a damage type to a new effect. 
  Acid . The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage. 
  Bludgeoning . Blunt force attacks - hammers, falling, constriction, and the like - deal bludgeoning damage. 
  Cold . The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage. 
  Fire . Red dragons breathe fire, and many spells conjure flames to deal fire damage. 
  Force . Force is pure magical energy focused into a damaging form. most effects that deal force damage are spells, including magic missile and spiritual weapon. 
  Lightning . A lightning bolt spell and a blue dragon's breath deal lightning damage. 
  Necrotic . Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul. 
  Piercing . Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage. 
  Poison . Venomous strings and the toxic gas of a green dragon's breath deal poison damage. 
  Psychic . Mental abilities deal psychic damage. 
  Radiant . Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads and the spirit with power. 
  Slashing . Swords, axes, and monsters' claws deal slashing damage. 
  Thunder . A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage. 
Damage Resistance and Vulnerability
 
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. 
If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it. 
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. 
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. 
Healing
 
Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as cure wounds spell or a potion of healing can remove damage in an instant. 
When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. 
A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life. 
Dropping to 0 Hit Points
 
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. 
 Instant Death  
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. 
Falling Unconscious
 
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix PH-A). This unconsciousness ends if you regain any hit points. 
Death Saving Throws
 
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. 
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. 
  Rolling 1 or 20 . When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. 
  Damage at 0 Hit Points . If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. 
 Stabilizing a Creature  
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. 
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. 
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours. 
 Monsters and Death  
Most GMs have a monster die the instant it drops to 0 hit points, rather than having ti fall unconscious and make death saving throws. 
Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. 
Knocking a Creature Out
 
Sometimes an attacker wants to incapacitate a foe, rather than dealing a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. 
Temporary Hit Points
 
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. 
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. 
Because temporary hit points are separate from you actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. 
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. 
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. 
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest. 

Mounted Combat

 
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffin, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. 
Mounting and Dismounting
 
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0. 
If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. 
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it. 
Controlling a Mount
 
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. 
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. 
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. 
In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount. 

Underwater Combat

 
When adventurers fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.   
1•	When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

1•	A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

1•	Creatures and objects that are fully immersed in water have resistance to fire damage.

Spellcasting

 
Magic permeates fantasy gaming worlds and often appears in the form of a spell. 
This section provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. 
What is a Spell?
 
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect - in most cases, all in the span of seconds. 
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix PH-A), drain life energy away, and restore life to the dead. 
Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. 
Spell Level
 
Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th.Cantrips - simple but powerful spells that characters can cast almost by rote - are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. 
Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. 
Known and Prepared Spells
 
Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. 
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level. 
Spell Slots
 
Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. for example, a third level wizard can have four 1st-level spell slots and two 2nd-level slots. 
When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size - small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So that wizard can cast magic missile, a 1st-level spell, when she spends one of her four 1st-level slots and has three remaining. 
Finishing a long rest restores any expended spell slots. 
Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a warlock who chooses certain eldritch invocations, and a pit fiend can both cast spells in such a way. 
Casting a Spell at Higher Level
 
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if magic missile Is cast using a 2nd-level slot then that magic missile is a 2nd level. Effectively, the spell expands to fill the slot it is put into. 
Some spells, such as magic missile and cure wounds, have more powerful effects when cast at higher level, as detailed in a spell's description. 
Casting in Armor
 
Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. 
Cantrips
 
A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0. 
Rituals
 
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. 
To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. 

Casting a Spell

 
When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. 
Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. 
Casting Time
 
Most spells require a singe action to cast, but some spells require a bonus action, a reaction, or much more time to cast. 
 Bonus action  
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. 
 Reactions  
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. 
 Longer Casting Times  
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. when you cast a spell with a casting time longer than a signal action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over. 
Range
 
The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts 
Most spells have ranges expressed in feet. some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. 
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see "Areas of Effect"). 
Once a spell is cast, tis effects aren't limited by its range, unless the spell's description says otherwise. 
Components
 
A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. 
 Verbal (V)  
Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by silence spell, can't cast a spell with a verbal component. 
 Somatic (S)  
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. 
 Material (M)  
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. 
If a spells states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. 
A spellcaster must have a hand free to access a spell's material components - or to hold a spellcasting focus - but it can be the same hand that he or she uses to perform somatic components. 
Duration
 
A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. 
 Instantaneous  
Many spells are instantaneous. THe spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. 
 Concentration  
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. 
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). 
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:   
1•	 Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.

1•	 Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make separate saving throw for each source of damage.

1•	 Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. 
Targets
 
A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). 
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. 
 A Clear path to the Target  
To target something, you must have a clear path to it, so it can't be behind total cover. 
If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. 
Areas of Effect
 
Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. 
A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area or effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. 
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover. 
 Cone  
A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A con's area of effect specifies its maximum length. 
A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. 
 Cube  
You select the cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. 
A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. 
 Cylinder  
A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. the energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. 
A cylinder's point of origin is included in the cylinder's area of effect. 
 Line  
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide otherwise. 
 Sphere  
You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. A sphere's point of origin is included in the sphere's area of effect. 
Saving Throws
 
Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for a save and what happens on a success or failure. 
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. 
Attack Rolls
 
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. 
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated. 

Schools of Magic

 
The Schools of Magic
 
Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. 
The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. 
 Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. 
 Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. 
 Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. 
 Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. 
 Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. 
 Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. 
 Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. 
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. 
 Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. 
Combining Magical Effects
 
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. 
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.  

Spell Lists

 
Bard Spells
 
 Cantrips (0 Level)    
1•	Dancing Lights

1•	Light

1•	Mage Hand

1•	Mending

1•	Message

1•	Minor Illusion

1•	Prestidigitation

1•	True Strike

1•	Vicious Mockery

 1st Level    
1•	Animal Friendship

1•	Bane

1•	Charm Person

1•	Comprehend Languages

1•	Cure Wounds

1•	Detect Magic

1•	Disguise Self

1•	Faerie Fire

1•	Feather Fall

1•	Healing Word

1•	Heroism

1•	Hideous Laughter

1•	Identify

1•	Illusory Script

1•	Longstrider

1•	Silent Image

1•	Sleep

1•	Speak with Animals

1•	Thunderwave

1•	Unseen Servant

 2nd Level    
1•	Animal Messenger

1•	Blindness/Deafness

1•	Calm Emotions

1•	Detect Thoughts

1•	Enhance Ability

1•	Enthrall

1•	Heat Metal

1•	Hold Person

1•	Invisibility

1•	Knock

1•	Lesser Restoration

1•	Locate Animals or Plants

1•	Locate Object

1•	Magic Mouth

1•	See Invisibility

1•	Shatter

1•	Silence

1•	Suggestion

1•	Zone of Truth

 3rd Level    
1•	Bestow Curse

1•	Clairvoyance

1•	Dispel Magic

1•	Fear

1•	Glyph of Warding

1•	Hypnotic Pattern

1•	Major Image

1•	Nondetection

1•	Plant Growth

1•	Sending

1•	Speak with Dead

1•	Speak with Plants

1•	Stinking Cloud

1•	Tiny Hut

1•	Tongues

 4th Level    
1•	Compulsion

1•	Confusion

1•	Dimension Door

1•	Freedom of Movement

1•	Greater Invisibility

1•	Hallucinatory Terrain

1•	Locate Creature

1•	Polymorph

 5th Level    
1•	Animate Objects

1•	Awaken

1•	Dominate Person

1•	Dream

1•	Geas

1•	Greater Restoration

1•	Hold Monster

1•	Legend Lore

1•	Mass Cure Wounds

1•	Mislead

1•	Modify Memory

1•	Planar Binding

1•	Raise Dead

1•	Scrying

1•	Seeming

1•	Teleportation Circle

 6th Level    
1•	Eyebite

1•	Find the Path

1•	Guards and Wards

1•	Irresistible Dance

1•	Mass Suggestion

1•	Programmed Illusion

1•	True Seeing

 7th Level    
1•	Arcane Sword

1•	Etherealness

1•	Forcecage

1•	Magnificent Mansion

1•	Mirage Arcane

1•	Project Image

1•	Regenerate

1•	Resurrection

1•	Symbol

1•	Teleport

 8th Level    
1•	Dominate Monster

1•	Feeblemind

1•	Glibness

1•	Mind Blank

1•	Power Word Stun

 9th Level    
1•	Foresight

1•	Power Word Kill

1•	True Polymorph

Cleric Spells
 
 Cantrips (0 Level)    
1•	Guidance

1•	Light

1•	Mending

1•	Resistance

1•	Sacred Flame

1•	Spare the Dying

1•	Thaumaturgy

 1st Level    
1•	Bane

1•	Bless

1•	Command

1•	Create or Destroy Water

1•	Cure Wounds

1•	Detect Evil and Good

1•	Detect Magic

1•	Detect Poison and Disease

1•	Guiding Bolt

1•	Healing Word

1•	Inflict Wounds

1•	Protection from Evil and Good

1•	Purify Food and Drink

1•	Sanctuary

1•	Shield of Faith

 2nd Level    
1•	Aid

1•	Augury

1•	Blindness/Deafness

1•	Calm Emotions

1•	Continual Flame

1•	Enhance Ability

1•	Find Traps

1•	Gentle Repose

1•	Hold Person

1•	Lesser Restoration

1•	Locate Object

1•	Prayer of Healing

1•	Protection from Poison

1•	Silence

1•	Spiritual Weapon

1•	Warding Bond

1•	Zone of Truth

 3rd Level    
1•	Animate Dead

1•	Beacon of Hope

1•	Bestow Curse

1•	Clairvoyance

1•	Create Food and Water

1•	Daylight

1•	Dispel Magic

1•	Glyph of Warding

1•	Magic Circle

1•	Mass Healing Word

1•	Meld into Stone

1•	Protection from Energy

1•	Remove Curse

1•	Revivify

1•	Sending

1•	Speak with Dead

1•	Spirit Guardians

1•	Tongues

1•	Water Walk

 4th Level    
1•	Banishment

1•	Control Water

1•	Death Ward

1•	Divination

1•	Freedom of Movement

1•	Guardian of Faith

1•	Locate Creature

1•	Stone Shape

 5th Level    
1•	Commune

1•	Contagion

1•	Dispel Evil and Good

1•	Flame Strike

1•	Geas

1•	Greater Restoration

1•	Hallow

1•	Insect Plague

1•	Legend Lore

1•	Mass Cure Wounds

1•	Planar Binding

1•	Raise Dead

1•	Scrying

 6th Level    
1•	Blade Barrier

1•	Create Undead

1•	Find the Path

1•	Forbiddance

1•	Harm

1•	Heal

1•	Heroes' Feast

1•	Planar Ally

1•	True Seeing

1•	Word of Recall

 7th Level    
1•	Conjure Celestial

1•	Divine Word

1•	Etherealness

1•	Fire Storm

1•	Plane Shift

1•	Regenerate

1•	Resurrection

1•	Symbol

 8th Level    
1•	Antimagic Field

1•	Control Weather

1•	Earthquake

1•	Holy Aura

 9th Level    
1•	Astral Projection

1•	Gate

1•	Mass Heal

1•	True Resurrection

Druid Spells
 
 Cantrips (0 Level)    
1•	Druidcraft

1•	Guidance

1•	Mending

1•	Poison Spray

1•	Produce Flame

1•	Resistance

1•	Shillelagh

 1st Level    
1•	Animal Friendship

1•	Charm Person

1•	Create or Destroy Water

1•	Cure Wounds

1•	Detect Magic

1•	Detect Poison and Disease

1•	Entangle

1•	Faerie Fire

1•	Fog Cloud

1•	Goodberry

1•	Healing Word

1•	Jump

1•	Longstrider

1•	Purify Food and Drink

1•	Speak with Animals

1•	Thunderwave

 2nd Level    
1•	Animal Messenger

1•	Barkskin

1•	Darkvision

1•	Enhance Ability

1•	Find Traps

1•	Flame Blade

1•	Flaming Sphere

1•	Gust of Wind

1•	Heat Metal

1•	Hold Person

1•	Lesser Restoration

1•	Locate Animals or Plants

1•	Locate Object

1•	Moonbeam

1•	Pass without Trace

1•	Protection from Poison

1•	Spike Growth

 3rd Level    
1•	Call Lightning

1•	Conjure Animals

1•	Daylight

1•	Dispel Magic

1•	Meld into Stone

1•	Plant Growth

1•	Protection from Energy

1•	Sleet Storm

1•	Speak with Plants

1•	Water Breathing

1•	Water Walk

1•	Wind Wall

 4th Level    
1•	Blight

1•	Confusion

1•	Conjure Minor Elementals

1•	Conjure Woodland Beings

1•	Control Water

1•	Dominate Beast

1•	Freedom of Movement

1•	Giant Insect

1•	Hallucinatory Terrain

1•	Ice Storm

1•	Locate Creature

1•	Polymorph

1•	Stone Shape

1•	Stoneskin

1•	Wall of Fire

 5th Level    
1•	Antilife Shell

1•	Awaken

1•	Commune with Nature

1•	Conjure Elemental

1•	Contagion

1•	Geas

1•	Greater Restoration

1•	Insect Plague

1•	Mass Cure Wounds

1•	Planar Binding

1•	Reincarnate

1•	Scrying

1•	Tree Stride

1•	Wall of Stone

 6th Level    
1•	Conjure Fey

1•	Find the Path

1•	Heal

1•	Heroes' Feast

1•	Move Earth

1•	Sunbeam

1•	Transport via Plants

1•	Wall of Thorns

1•	Wind Walk

 7th Level    
1•	Fire Storm

1•	Mirage Arcane

1•	Plane Shift

1•	Regenerate

1•	Reverse Gravity

 8th Level    
1•	Animal Shapes

1•	Antipathy/Sympathy

1•	Control Weather

1•	Earthquake

1•	Feeblemind

1•	Sunburst

 9th Level    
1•	Foresight

1•	Shapechange

1•	Storm of Vengeance

1•	True Resurrection

Paladin Spells
 
 1st Level    
1•	Bless

1•	Command

1•	Cure Wounds

1•	Detect Evil and Good

1•	Detect Magic

1•	Detect Poison and Disease

1•	Divine Favor

1•	Heroism

1•	Protection from Evil and Good

1•	Purify Food and Drink

1•	Shield of Faith

 2nd Level    
1•	Aid

1•	Branding Smite

1•	Find Steed

1•	Lesser Restoration

1•	Locate Object

1•	Magic Weapon

1•	Protection from Poison

1•	Zone of Truth

 3rd Level    
1•	Create Food and Water

1•	Daylight

1•	Dispel Magic

1•	Magic Circle

1•	Remove Curse

1•	Revivify

 4th Level    
1•	Banishment

1•	Death Ward

1•	Locate Creature

 5th Level    
1•	Dispel Evil and Good

1•	Geas

1•	Raise Dead

Ranger Spells
 
 1st Level    
1•	Alarm

1•	Animal Friendship

1•	Cure Wounds

1•	Detect Magic

1•	Detect Poison and Disease

1•	Fog Cloud

1•	Goodberry

1•	Hunter's Mark

1•	Jump

1•	Longstrider

1•	Speak with Animals

 2nd Level    
1•	Animal Messenger

1•	Barkskin

1•	Darkvision

1•	Find Traps

1•	Lesser Restoration

1•	Locate Animals or Plants

1•	Locate Object

1•	Pass without Trace

1•	Protection from Poison

1•	Silence

1•	Spike Growth

 3rd Level    
1•	Conjure Animals

1•	Daylight

1•	Nondetection

1•	Plant Growth

1•	Protection from Energy

1•	Speak with Plants

1•	Water Breathing

1•	Water Walk

1•	Wind Wall

 4th Level    
1•	Conjure Woodland Beings

1•	Freedom of Movement

1•	Locate Creature

1•	Stoneskin

 5th Level    
1•	Commune with Nature

1•	Tree Stride

Sorcerer Spells
 
 Cantrips (0 Level)    
1•	Acid Splash

1•	Chill Touch

1•	Dancing Lights

1•	Fire Bolt

1•	Light

1•	Mage Hand

1•	Mending

1•	Message

1•	Minor Illusion

1•	Poison Spray

1•	Prestidigitation

1•	Ray of Frost

1•	Shocking Grasp

1•	True Strike

 1st Level    
1•	Burning Hands

1•	Charm Person

1•	Color Spray

1•	Comprehend Languages

1•	Detect Magic

1•	Disguise Self

1•	Expeditious Retreat

1•	False Life

1•	Feather Fall

1•	Fog Cloud

1•	Jump

1•	Mage Armor

1•	Magic Missile

1•	Shield

1•	Silent Image

1•	Sleep

1•	Thunderwave

 2nd Level    
1•	Alter Self

1•	Blindness/Deafness

1•	Blur

1•	Darkness

1•	Darkvision

1•	Detect Thoughts

1•	Enhance Ability

1•	Enlarge/Reduce

1•	Gust of Wind

1•	Hold Person

1•	Invisibility

1•	Knock

1•	Levitate

1•	Mirror Image

1•	Misty Step

1•	Scorching Ray

1•	See Invisibility

1•	Shatter

1•	Spider Climb

1•	Suggestion

1•	Web

 3rd Level    
1•	Blink

1•	Clairvoyance

1•	Counterspell

1•	Daylight

1•	Dispel Magic

1•	Fear

1•	Fireball

1•	Fly

1•	Gaseous Form

1•	Haste

1•	Hypnotic Pattern

1•	Lightning Bolt

1•	Major Image

1•	Protection from Energy

1•	Sleet Storm

1•	Slow

1•	Stinking Cloud

1•	Tongues

1•	Water Breathing

1•	Water Walk

 4th Level    
1•	Banishment

1•	Blight

1•	Confusion

1•	Dimension Door

1•	Dominate Beast

1•	Greater Invisibility

1•	Ice Storm

1•	Polymorph

1•	Stoneskin

1•	Wall of Fire

 5th Level    
1•	Animate Objects

1•	Cloudkill

1•	Cone of Cold

1•	Creation

1•	Dominate Person

1•	Hold Monster

1•	Insect Plague

1•	Seeming

1•	Telekinesis

1•	Teleportation Circle

1•	Wall of Stone

 6th Level    
1•	Chain Lightning

1•	Circle of Death

1•	Disintegrate

1•	Eyebite

1•	Globe of Invulnerability

1•	Mass Suggestion

1•	Move Earth

1•	Sunbeam

1•	True Seeing

 7th Level    
1•	Delayed Blast Fireball

1•	Etherealness

1•	Finger of Death

1•	Fire Storm

1•	Plane Shift

1•	Prismatic Spray

1•	Reverse Gravity

1•	Teleport

 8th Level    
1•	Dominate Monster

1•	Earthquake

1•	Incendiary Cloud

1•	Power Word Stun

1•	Sunburst

 9th Level    
1•	Gate

1•	Meteor Swarm

1•	Power Word Kill

1•	Time Stop

1•	Wish

Warlock Spells
 
 Cantrips (0 Level)    
1•	Chill Touch

1•	Eldritch Blast

1•	Mage Hand

1•	Minor Illusion

1•	Poison Spray

1•	Prestidigitation

1•	True Strike

 1st Level    
1•	Charm Person

1•	Comprehend Languages

1•	Expeditious Retreat

1•	Hellish Rebuke

1•	Illusory Script

1•	Protection from Evil and Good

1•	Unseen Servant

 2nd Level    
1•	Darkness

1•	Enthrall

1•	Hold Person

1•	Invisibility

1•	Mirror Image

1•	Misty Step

1•	Ray of Enfeeblement

1•	Shatter

1•	Spider Climb

1•	Suggestion

 3rd Level    
1•	Counterspell

1•	Dispel Magic

1•	Fear

1•	Fly

1•	Gaseous Form

1•	Hypnotic Pattern

1•	Magic Circle

1•	Major Image

1•	Remove Curse

1•	Tongues

1•	Vampiric Touch

 4th Level    
1•	Banishment

1•	Blight

1•	Dimension Door

1•	Hallucinatory Terrain

 5th Level    
1•	Contact Other Plane

1•	Dream

1•	Hold Monster

1•	Scrying

 6th Level    
1•	Circle of Death

1•	Conjure Fey

1•	Create Undead

1•	Eyebite

1•	Flesh to Stone

1•	Mass Suggestion

1•	True Seeing

 7th Level    
1•	Etherealness

1•	Finger of Death

1•	Forcecage

1•	Plane Shift

 8th Level    
1•	Demiplane

1•	Dominate Monster

1•	Feeblemind

1•	Glibness

1•	Power Word Stun

 9th Level    
1•	Astral Projection

1•	Foresight

1•	Imprisonment

1•	Power Word Kill

1•	True Polymorph

Wizard Spells
 
 Cantrips (0 Level)    
1•	Acid Splash

1•	Chill Touch

1•	Dancing Lights

1•	Fire Bolt

1•	Light

1•	Mage Hand

1•	Mending

1•	Message

1•	Minor Illusion

1•	Poison Spray

1•	Prestidigitation

1•	Ray of Frost

1•	Shocking Grasp

1•	True Strike

 1st Level    
1•	Alarm

1•	Burning Hands

1•	Charm Person

1•	Color Spray

1•	Comprehend Languages

1•	Detect Magic

1•	Disguise Self

1•	Expeditious Retreat

1•	False Life

1•	Feather Fall

1•	Find Familiar

1•	Floating Disk

1•	Fog Cloud

1•	Grease

1•	Hideous Laughter

1•	Identify

1•	Illusory Script

1•	Jump

1•	Longstrider

1•	Mage Armor

1•	Magic Missile

1•	Protection from Evil and Good

1•	Shield

1•	Silent Image

1•	Sleep

1•	Thunderwave

1•	Unseen Servant

 2nd Level    
1•	Acid Arrow

1•	Alter Self

1•	Arcane Lock

1•	Arcanist's Magic Aura

1•	Blindness/Deafness

1•	Blur

1•	Continual Flame

1•	Darkness

1•	Darkvision

1•	Detect Thoughts

1•	Enlarge/Reduce

1•	Flaming Sphere

1•	Gentle Repose

1•	Gust of Wind

1•	Hold Person

1•	Invisibility

1•	Knock

1•	Levitate

1•	Locate Object

1•	Magic Mouth

1•	Magic Weapon

1•	Mirror Image

1•	Misty Step

1•	Ray of Enfeeblement

1•	Rope Trick

1•	Scorching Ray

1•	See Invisibility

1•	Shatter

1•	Spider Climb

1•	Suggestion

1•	Web

 3rd Level    
1•	Animate Dead

1•	Bestow Curse

1•	Blink

1•	Clairvoyance

1•	Counterspell

1•	Dispel Magic

1•	Fear

1•	Fireball

1•	Fly

1•	Gaseous Form

1•	Glyph of Warding

1•	Haste

1•	Hypnotic Pattern

1•	Lightning Bolt

1•	Magic Circle

1•	Major Image

1•	Nondetection

1•	Phantom Steed

1•	Protection from Energy

1•	Remove Curse

1•	Sending

1•	Sleet Storm

1•	Slow

1•	Stinking Cloud

1•	Tiny Hut

1•	Tongues

1•	Vampiric Touch

1•	Water Breathing

 4th Level    
1•	Arcane Eye

1•	Banishment

1•	Black Tentacles

1•	Blight

1•	Confusion

1•	Conjure Minor Elementals

1•	Control Water

1•	Dimension Door

1•	Fabricate

1•	Faithful Hound

1•	Fire Shield

1•	Greater Invisibility

1•	Hallucinatory Terrain

1•	Ice Storm

1•	Locate Creature

1•	Phantasmal Killer

1•	Polymorph

1•	Private Sanctum

1•	Resilient Sphere

1•	Secret Chest

1•	Stone Shape

1•	Stoneskin

1•	Wall of Fire

 5th Level    
1•	Animate Objects

1•	Arcane Hand

1•	Cloudkill

1•	Cone of Cold

1•	Conjure Elemental

1•	Contact Other Plane

1•	Creation

1•	Dominate Person

1•	Dream

1•	Geas

1•	Hold Monster

1•	Legend Lore

1•	Mislead

1•	Modify Memory

1•	Passwall

1•	Planar Binding

1•	Scrying

1•	Seeming

1•	Telekinesis

1•	Telepathic Bond

1•	Teleportation Circle

1•	Wall of Force

1•	Wall of Stone

 6th Level    
1•	Chain Lightning

1•	Circle of Death

1•	Contingency

1•	Create Undead

1•	Disintegrate

1•	Eyebite

1•	Flesh to Stone

1•	Freezing Sphere

1•	Globe of Invulnerability

1•	Guards and Wards

1•	Instant Summons

1•	Irresistible Dance

1•	Magic Jar

1•	Mass Suggestion

1•	Move Earth

1•	Programmed Illusion

1•	Sunbeam

1•	True Seeing

1•	Wall of Ice

 7th Level    
1•	Arcane Sword

1•	Delayed Blast Fireball

1•	Etherealness

1•	Finger of Death

1•	Forcecage

1•	Magnificent Mansion

1•	Mirage Arcane

1•	Plane Shift

1•	Prismatic Spray

1•	Project Image

1•	Reverse Gravity

1•	Sequester

1•	Simulacrum

1•	Symbol

1•	Teleport

 8th Level    
1•	Antimagic Field

1•	Antipathy/Sympathy

1•	Clone

1•	Control Weather

1•	Demiplane

1•	Dominate Monster

1•	Feeblemind

1•	Incendiary Cloud

1•	Maze

1•	Mind Blank

1•	Power Word Stun

1•	Sunburst

 9th Level    
1•	Astral Projection

1•	Foresight

1•	Gate

1•	Imprisonment

1•	Meteor Swarm

1•	Power Word Kill

1•	Prismatic Wall

1•	Shapechange

1•	Time Stop

1•	True Polymorph

1•	Weird

Acid Arrow

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S, M (powdered rhubarb leaf and an adder's stomach) 
 Duration: Instantaneous 
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. 

Acid Splash

 
 Conjuration cantrip  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 

Aid

 
 2nd-level abjuration  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a tiny strip of white cloth) 
 Duration: 8 hours 
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. 

Alarm

 
 1st-level abjuration (ritual)  
 Casting Time: 1 minute 
 Range: 30 feet 
 Components: V, S, M (a tiny bell and a piece of fine silver wire) 
 Duration: 8 hours 
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. 

Alter Self

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. 
 Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. 
 Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. 
 Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. 

Animal Friendship

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a morsel of food) 
 Duration: 24 hours 
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. 

Animal Messenger

 
 2nd-level enchantment (ritual)  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a morsel of food) 
 Duration: 24 hours 
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. 
 At Higher Levels: If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. 

Animal Shapes

 
 8th-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Concentration, up to 24 hours 
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. 

Animate Dead

 
 3rd-level necromancy  
 Casting Time: 1 minute 
 Range: 10 feet 
 Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) 
 Duration: Instantaneous 
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. 

Animate Objects

 
 5th-level transmutation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. 

 Animated Object Statistics 	

 Size 	
 HP 	
 AC 	
 Attack 	
 Str 	
 Dex 	

Tiny	
20	
18	
+8 to hit, 1d4 + 4 damage	
4	
18	

Small	
25	
16	
+6 to hit, 1d8 + 2 damage	
6	
14	

Medium	
40	
13	
+5 to hit, 2d6 + 1 damage	
10	
12	

Large	
50	
10	
+6 to hit, 2d10 + 2 damage	
14	
10	

Huge	
80	
10	
+8 to hit, 2d12 + 4 damage	
18	
6	

 
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. 
 At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. 

Antilife Shell

 
 5th-level abjuration  
 Casting Time: 1 action 
 Range: Self (10-foot radius) 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
A shimmering barrier extends out from you in a 10- foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. 

Antimagic Field

 
 8th-level abjuration  
 Casting Time: 1 action 
 Range: Self (10-foot-radius sphere) 
 Components: V, S, M (a pinch of powdered iron or iron filings) 
 Duration: Concentration, up to 1 hour 
A 10-foot-radius invisible sphere of anti-magic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. 
 Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. 
 Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. 
 Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. 
 Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. 
 Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extra-dimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. 
 Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. 
 Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different anti-magic field spells don't nullify each other. 

Antipathy/Sympathy

 
 8th-level enchantment  
 Casting Time: 1 hour 
 Range: 60 feet 
 Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect) 
 Duration: 10 days 
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. 
 Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. 
 Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. 
 Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. 

Arcane Eye

 
 4th-level divination  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a bit of bat fur) 
 Duration: Concentration, up to 1 hour 
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. 

Arcane Hand

 
 5th-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (an eggshell and a snake-skin glove) 
 Duration: Concentration, up to 1 minute 
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. 
 Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. 
 Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. 
 Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. 
 Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. 

Arcane Lock

 
 2nd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) 
 Duration: Until dispelled 
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. 

Arcane Sword

 
 7th-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 GP 
 Duration: Concentration, up to 1 minute 
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. 

Arcanist's Magic Aura

 
 2nd-level illusion  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a small square of silk) 
 Duration: 24 hours 
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. 
 False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. 
 Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. 

Astral Projection

 
 9th-level necromancy  
 Casting Time: 1 hour 
 Range: 10 feet 
 Components: V, S, M (for each creature you affect with this spell, you must provide one gem worth at least 1,000 GP and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) 
 Duration: Special 
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. 

Augury

 
 2nd-level divination (ritual)  
 Casting Time: 1 minute 
 Range: Self 
 Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 GP 
 Duration: Instantaneous 
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:   
1•	Weal, for good results

1•	Woe, for bad results

1•	Weal and woe, for both good and bad results

1•	Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. 

Awaken

 
 5th-level transmutation  
 Casting Time: 8 hours 
 Range: Touch 
 Components: V, S, M (an agate worth at least 1,000 GP, which the spell consumes) 
 Duration: Instantaneous 
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. 

Bane

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a drop of blood) 
 Duration: Concentration, up to 1 minute 
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 

Banishment

 
 4th-level abjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (an item distasteful to the target) 
 Duration: Concentration, up to 1 minute 
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. 
 At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. 

Barkskin

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a handful of oak bark) 
 Duration: Concentration, up to 1 hour 
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. 

Beacon of Hope

 
 3rd-level abjuration  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. 

Bestow Curse

 
 3rd-level necromancy  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:   
1•	Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

1•	While cursed, the target has disadvantage on attack rolls against you.

1•	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.

1•	While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

 A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. 
 At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. 

Black Tentacles

 
 4th-level conjuration  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid) 
 Duration: Concentration, up to 1 minute 
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. 

Blade Barrier

 
 6th-level evocation  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. 

Bless

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a sprinkling of holy water) 
 Duration: Concentration, up to 1 minute 
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 

Blight

 
 4th-level necromancy  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Instantaneous 
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. 
 At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. 

Blindness/Deafness

 
 2nd-level necromancy  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V 
 Duration: 1 minute 
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. 

Blink

 
 3rd-level transmutation  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: 1 minute 
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. 

Blur

 
 2nd-level illusion  
 Casting Time: 1 action 
 Range: Self 
 Components: V 
 Duration: Concentration, up to 1 minute 
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. 

Branding Smite

 
 2nd-level evocation  
 Casting Time: 1 bonus action 
 Range: Self 
 Components: V 
 Duration: Concentration, up to 1 minute 
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. 

Burning Hands

 
 1st-level evocation  
 Casting Time: 1 action 
 Range: Self (15-foot cone) 
 Components: V, S 
 Duration: Instantaneous 
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. 

Call Lightning

 
 3rd-level conjuration  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. 
 At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. 

Calm Emotions

 
 2nd-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. 

Chain Lightning

 
 6th-level evocation  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) 
 Duration: Instantaneous 
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. 

Charm Person

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: 1 hour 
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. 

Chill Touch

 
 Necromancy cantrip  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: 1 round 
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 

Circle of Death

 
 6th-level necromancy  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (the powder of a crushed black pearl worth at least 500 GP 
 Duration: Instantaneous 
A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. 

Clairvoyance

 
 3rd-level divination  
 Casting Time: 10 minutes 
 Range: 1 mile 
 Components: V, S, M (a focus worth at least 100 GP, either a jeweled horn for hearing or a glass eye for seeing) 
 Duration: Concentration, up to 10 minutes 
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. 

Clone

 
 8th-level necromancy  
 Casting Time: 1 hour 
 Range: Touch 
 Components: V, S, M (a diamond worth at least 1,000 GP and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 GP that has a seal-able lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water) 
 Duration: Instantaneous 
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the 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. 

Cloudkill

 
 5th-level conjuration  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. 

Color Spray

 
 1st-level illusion  
 Casting Time: 1 action 
 Range: Self (15-foot cone) 
 Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) 
 Duration: 1 round 
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. 

Command

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V 
 Duration: 1 round 
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. 
 Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. 
 Drop. The target drops whatever it is holding and then ends its turn. 
 Flee. The target spends its turn moving away from you by the fastest available means. 
 Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. 

Commune

 
 5th-level divination (ritual)  
 Casting Time: 1 minute 
 Range: Self 
 Components: V, S, M (incense and a vial of holy or unholy water) 
 Duration: 1 minute 
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. 

Commune with Nature

 
 5th-level divination (ritual)  
 Casting Time: 1 minute 
 Range: Self 
 Components: V, S 
 Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:   
1•	terrain and bodies of water

1•	prevalent plants, minerals, animals, or peoples

1•	powerful celestials, fey, fiends, elementals, or

 undead 
1•	influence from other planes of existence

1•	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. 

Comprehend Languages

 
 1st-level divination (ritual)  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a pinch of soot and salt) 
 Duration: 1 hour 
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. 

Compulsion

 
 4th-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. 

Cone of Cold

 
 5th-level evocation  
 Casting Time: 1 action 
 Range: Self (60-foot cone) 
 Components: V, S, M (a small crystal or glass cone) 
 Duration: Instantaneous 
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. 

Confusion

 
 4th-level enchantment  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S, M (three nut shells) 
 Duration: Concentration, up to 1 minute 
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.  

 d10 	
 Behavior 	

1	
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.	

2-6	
The creature doesn't move or take actions this turn.	

7-8	
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.	

9-10	
The creature can act and move normally.	

 
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. 
 At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. 

Conjure Animals

 
 3rd-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
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:   
1•	One beast of challenge rating 2 or lower 

1•	Two beasts of challenge rating 1 or lower 

1•	Four beasts of challenge rating 1/2 or lower 

1•	Eight beasts of challenge rating 1/4 or lower 

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. 
 At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. 

Conjure Celestial

 
 7th-level conjuration  
 Casting Time: 1 minute 
 Range: 90 feet 
 Components: V, S 
 Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial's statistics. 
 At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. 

Conjure Elemental

 
 5th-level conjuration  
 Casting Time: 1 minute 
 Range: 90 feet 
 Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) 
 Duration: Concentration, up to 1 hour 
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental's statistics. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. 

Conjure Fey

 
 6th-level conjuration  
 Casting Time: 1 minute 
 Range: 90 feet 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature's statistics. 
 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. 

Conjure Minor Elementals

 
 4th-level conjuration  
 Casting Time: 1 minute 
 Range: 90 feet 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:   
1•	One elemental of challenge rating 2 or lower 

1•	Two elementals of challenge rating 1 or lower 

1•	Four elementals of challenge rating 1/2 or lower 

1•	Eight elementals of challenge rating 1/4 or lower. 

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. 
 At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. 

Conjure Woodland Beings

 
 4th-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (one holly berry per creature summoned) 
 Duration: Concentration, up to 1 hour 
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:   
1•	One fey creature of challenge rating 2 or lower 

1•	Two fey creatures of challenge rating 1 or lower 

1•	Four fey creatures of challenge rating 1/2 or lower 

1•	Eight fey creatures of challenge rating 1/4 or lower 

A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. 
 At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. 

Contact Other Plane

 
 5th-level divination (ritual)  
 Casting Time: 1 minute 
 Range: Self 
 Components: V 
 Duration: 1 minute 
You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extra-planar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. 
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. 

Contagion

 
 5th-level necromancy  
 Casting Time: 1 action 
 Range: Touch Component: V, S 
 Duration: 7 days 
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. 
 Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. 
 Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. 
 Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. 
 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. 

Contingency

 
 6th-level evocation  
 Casting Time: 10 minutes 
 Range: Self 
 Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 GP 
 Duration: 10 days 
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person. 

Continual Flame

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (ruby dust worth 50 GP, which the spell consumes) 
 Duration: Until dispelled 
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. 

Control Water

 
 4th-level transmutation  
 Casting Time: 1 action 
 Range: 300 feet 
 Components: V, S, M (a drop of water and a pinch of dust) 
 Duration: Concentration, up to 10 minutes 
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. 
 Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. 
 Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. 
 Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. 
 Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. 

Control Weather

 
 8th-level transmutation  
 Casting Time: 10 minutes 
 Range: Self (5-mile radius) 
 Components: V, S, M (burning incense and bits of earth and wood mixed in water) 
 Duration: Concentration, up to 8 hours 
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.  
 When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.  
 When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. 

 Precipitation 	

 Stage 	
 Condition 	

1	
Clear	

2	
Light clouds	

3	
Overcast or ground fog	

4	
Rain, hail, or snow	

5	
Torrential rain, driving hail, or blizzard	

 Temperature 	

 Stage 	
 Condition 	

1	
Unbearable heat	

2	
Hot	

3	
Warm	

4	
Cool	

5	
Cold	

6	
Arctic cold	

 Wind 	

 Stage 	
 Condition 	

1	
Calm	

2	
Moderate wind	

3	
Strong wind	

4	
Gale	

5	
Storm	

 

Counterspell

 
 3rd-level abjuration  
 Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell 
 Range: 60 feet 
 Components: S 
 Duration: Instantaneous 
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. 

Create Food and Water

 
 3rd-level conjuration  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Instantaneous 
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. 

Create or Destroy Water

 
 1st-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) 
 Duration: Instantaneous 
You either create or destroy water. 
 Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. 
 Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. 

Create Undead

 
 6th-level necromancy  
 Casting Time: 1 minute 
 Range: 10 feet 
 Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 GP black onyx stone for each corpse) 
 Duration: Instantaneous 
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. 
 At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. 

Creation

 
 5th-level illusion  
 Casting Time: 1 minute 
 Range: 30 feet 
 Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create) 
 Duration: Special 
You pull wisps of shadow material from beyond the plain you are on to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5- foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. 

 Material 	
 Duration 	

Vegetable matter	
1 day	

Stone or crystal	
12 hours	

Precious metals	
1 hour	

Gems	
10 minutes	

Adamantine or mithril	
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. 

Dancing Lights

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) 
 Duration: Concentration, up to 1 minute 
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 

Darkness

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, M (bat fur and a drop of pitch or piece of coal) 
 Duration: Concentration, up to 10 minutes 
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. 

Darkvision

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (either a pinch of dried carrot or an agate) 
 Duration: 8 hours 
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. 

Daylight

 
 3rd-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: 1 hour 
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. 

Death Ward

 
 4th-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: 8 hours 
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. 

Delayed Blast Fireball

 
 7th-level evocation  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (a tiny ball of bat guano and sulfur) 
 Duration: Concentration, up to 1 minute 
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. 
 At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. 

Demiplane

 
 8th-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: S 
 Duration: 1 hour 
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. 

Detect Evil and Good

 
 1st-level divination  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 

Detect Magic

 
 1st-level divination (ritual)  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 

Detect Poison and Disease

 
 1st-level divination (ritual)  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a yew leaf) 
 Duration: Concentration, up to 10 minutes 
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 

Detect Thoughts

 
 2nd-level divination  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a copper piece) 
 Duration: Concentration, up to 1 minute 
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. 

Dimension Door

 
 4th-level conjuration  
 Casting Time: 1 action 
 Range: 500 feet 
 Components: V 
 Duration: Instantaneous 
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. 

Disguise Self

 
 1st-level illusion  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: 1 hour 
You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. 

Disintegrate

 
 6th-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a lodestone and a pinch of dust) 
 Duration: Instantaneous 
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. 

Dispel Evil and Good

 
 5th-level abjuration  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (holy water or powdered silver and iron) 
 Duration: Concentration, up to 1 minute 
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. 
 Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. 
 Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the the underworld, and fey are sent to the fairy world. 

Dispel Magic

 
 3rd-level abjuration  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous 
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. 

Divination

 
 4th-level divination (ritual)  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 GP, which the spell consumes) 
 Duration: Instantaneous 
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. 

Divine Favor

 
 1st-level evocation  
 Casting Time: 1 bonus action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. 

Divine Word

 
 7th-level evocation  
 Casting Time: 1 bonus action 
 Range: 30 feet 
 Components: V 
 Duration: Instantaneous 
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:   
1•	50 hit points or fewer: deafened for 1 minute 

1•	40 hit points or fewer: deafened and blinded for 10 minutes

1•	30 hit

 points or fewer: blinded, deafened, and stunned for 1 hour 
1•	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. 

Dominate Beast

 
 4th-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. 
 At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. 

Dominate Monster

 
 8th-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.  
 At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. 

Dominate Person

 
 5th-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. 
 At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. 

Dream

 
 5th-level illusion  
 Casting Time: 1 minute 
 Range: Special 
 Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) 
 Duration: 8 hours This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. 

Druidcraft

 
 Transmutation cantrip  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Instantaneous 
Whispering to the spirits of nature, you create one of the following effects within range:   
1•	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. 

1•	You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. 

1•	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. 

1•	You instantly light or snuff out a candle, a torch, or a small campfire. 

Earthquake

 
 8th-level evocation  
 Casting Time: 1 action 
 Range: 500 feet 
 Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) 
 Duration: Concentration, up to 1 minute 
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the GM. 
 Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). 
 Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. 

Eldritch Blast

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous 
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. 

Enhance Ability

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (fur or a feather from a beast) 
 Duration: Concentration, up to 1 hour. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. 
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. 
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. 
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. 
Eagle's Splendor. The target has advantage on Charisma checks. 
Fox's Cunning. The target has advantage on Intelligence checks. 
Owl's Wisdom. The target has advantage on Wisdom checks. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.  

Enlarge/Reduce

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a pinch of powdered iron) 
 Duration: Concentration, up to 1 minute 
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. 
 Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. 
 Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). 

Entangle

 
 1st-level conjuration  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. 

Enthrall

 
 2nd-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: 1 minute 
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. 

Etherealness

 
 7th-level transmutation  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Up to 8 hours 
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. 
 At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. 

Expeditious Retreat

 
 1st-level transmutation  
 Casting Time: 1 bonus action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. 

Eyebite

 
 6th-level necromancy  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. 
 Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. 
 Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. 
 Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. 

Fabricate

 
 4th-level transmutation  
 Casting Time: 10 minutes 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous 
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. 

Faerie Fire

 
 1st-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V 
 Duration: Concentration, up to 1 minute 
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. 

Faithful Hound

 
 4th-level conjuration  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) 
 Duration: 8 hours 
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. 

False Life

 
 1st-level necromancy  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a small amount of alcohol or distilled spirits) 
 Duration: 1 hour 
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. 

Fear

 
 3rd-level illusion  
 Casting Time: 1 action 
 Range: Self (30-foot cone) 
 Components: V, S, M (a white feather or the heart of a hen) 
 Duration: Concentration, up to 1 minute 
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. 

Feather Fall

 
 1st-level transmutation  
 Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls 
 Range: 60 feet 
 Components: V, M (a small feather or piece of down) 
 Duration: 1 minute 
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. 

Feeblemind

 
 8th-level enchantment  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres) 
 Duration: Instantaneous 
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish. 

Find Familiar

 
 1st-level conjuration (ritual)  
 Casting Time: 1 hour 
 Range: 10 feet 
 Components: V, S, M (10 GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) 
 Duration: Instantaneous 
You gain the service of a familiar, a spirit that takes an animal form you choose: 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 your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. 

Find Steed

 
 2nd-level conjuration  
 Casting Time: 10 minutes 
 Range: 30 feet 
 Components: V, S 
 Duration: Instantaneous 
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. 

Find the Path

 
 6th-level divination  
 Casting Time: 1 minute 
 Range: Self 
 Components: V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 GP and an object from the location you wish to find) 
 Duration: Concentration, up to 1 day 
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. 

Find Traps

 
 2nd-level divination  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous 
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. 

Finger of Death

 
 7th-level necromancy  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. 

Fireball

 
 3rd-level evocation  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (a tiny ball of bat guano and sulfur) 
 Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. 

Fire Bolt

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous 
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). 

Fire Shield

 
 4th-level evocation  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a bit of phosphorus or a firefly) 
 Duration: 10 minutes 
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. 

Fire Storm

 
 7th-level evocation  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S 
 Duration: Instantaneous 
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. 

Flame Blade

 
 2nd-level evocation  
 Casting Time: 1 bonus action 
 Range: Self 
 Components: V, S, M (leaf of sumac) 
 Duration: Concentration, up to 10 minutes 
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. 

Flame Strike

 
 5th-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (pinch of sulfur) 
 Duration: Instantaneous 
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. 

Flaming Sphere

 
 2nd-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) 
 Duration: Concentration, up to 1 minute 
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. 

Flesh to Stone

 
 6th-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a pinch of lime, water, and earth) 
 Duration: Concentration, up to 1 minute 
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. 

Floating Disk

 
 1st-level conjuration (ritual)  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a drop of mercury) 
 Duration: 1 hour 
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. 

Fly

 
 3rd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a wing feather from any bird) 
 Duration: Concentration, up to 10 minutes 
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. 

Fog Cloud

 
 1st-level conjuration  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
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. 

Forbiddance

 
 6th-level abjuration (ritual)  
 Casting Time: 10 minutes 
 Range: Touch 
 Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 GP 
 Duration: 1 day 
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of travel through other planes, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. 

Forcecage

 
 7th-level evocation  
 Casting Time: 1 action 
 Range: 100 feet 
 Components: V, S, M (ruby dust worth 1,500 GP 
 Duration: 1 hour 
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or inter-planar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic. 

Foresight

 
 9th-level divination  
 Casting Time: 1 minute 
 Range: Touch 
 Components: V, S, M (a hummingbird feather) 
 Duration: 8 hours 
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends. 

Freedom of Movement

 
 4th-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a leather strap, bound around the arm or a similar appendage) 
 Duration: 1 hour 
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. 

Freezing Sphere

 
 6th-level evocation  
 Casting Time: 1 action 
 Range: 300 feet 
 Components: V, S, M (a small crystal sphere) 
 Duration: Instantaneous 
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.  
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. 

Gaseous Form

 
 3rd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a bit of gauze and a wisp of smoke) 
 Duration: Concentration, up to 1 hour 
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. 

Gate

 
 9th-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a diamond worth at least 5,000 GP 
 Duration: Concentration, up to 1 minute 
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. 

Geas

 
 5th-level enchantment  
 Casting Time: 1 minute 
 Range: 60 feet 
 Components: V 
 Duration: 30 days 
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. 
 At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. 

Gentle Repose

 
 2nd-level necromancy (ritual)  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) 
 Duration: 10 days 
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. 

Giant Insect

 
 4th-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. 

Glibness

 
 8th-level transmutation  
 Casting Time: 1 action 
 Range: Self 
 Components: V 
 Duration: 1 hour 
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. 

Globe of Invulnerability

 
 6th-level abjuration  
 Casting Time: 1 action 
 Range: Self (10-foot radius) 
 Components: V, S, M (a glass or crystal bead that shatters when the spell ends) 
 Duration: Concentration, up to 1 minute 
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. 

Glyph of Warding

 
 3rd-level abjuration  
 Casting Time: 1 hour 
 Range: Touch 
 Components: V, S, M (incense and powdered diamond worth at least 200 GP, which the spell consumes) 
 Duration: Until dispelled or triggered 
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. 
 Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. 
 Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding. 

Goodberry

 
 1st-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a sprig of mistletoe) 
 Duration: Instantaneous 
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. 

Grease

 
 1st-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a bit of pork rind or butter) 
 Duration: 1 minute 
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. 

Greater Invisibility

 
 4th-level illusion  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. 

Greater Restoration

 
 5th-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (diamond dust worth at least 100 GP, which the spell consumes) 
 Duration: Instantaneous 
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:   
1•	One effect that charmed or petrified the target 

1•	One curse, including the target's attunement to a cursed magic item 

1•	Any reduction to one of the target's ability scores 

1•	One effect reducing the target's hit point maximum

Guardian of Faith

 
 4th-level conjuration  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V 
 Duration: 8 hours 
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. 

Guards and Wards

 
 6th-level abjuration  
 Casting Time: 10 minutes 
 Range: Touch 
 Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of monster blood, and a small silver rod worth at least 10 GP 
 Duration: 24 hours 
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. 
Guards and wards creates the following effects within the warded area. 
 Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. 
 Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. 
 Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. 
 Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.   
1•	Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

1•	Place magic mouth in two locations.

1•	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.

1•	Place a constant gust of wind in one corridor or room.

1•	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. 

Guidance

 
 Divination cantrip  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. 

Guiding Bolt

 
 1st-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: 1 round 
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 

Gust of Wind

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: Self (60-foot line) 
 Components: V, S, M (a legume seed) 
 Duration: Concentration, up to 1 minute 
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. 

Hallow

 
 5th-level evocation  
 Casting Time: 24 hours 
 Range: Touch 
 Components: V, S, M (herbs, oils, and incense worth at least 1,000 GP, which the spell consumes) 
 Duration: Until dispelled 
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. 
 Courage. Affected creatures can't be frightened while in the area. 
 Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. 
 Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. 
 Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. 
 Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. 
 Everlasting Rest. Dead bodies interred in the area can't be turned into undead. 
 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. 

Hallucinatory Terrain

 
 4th-level illusion  
 Casting Time: 10 minutes 
 Range: 300 feet 
 Components: V, S, M (a stone, a twig, and a bit of green plant) 
 Duration: 24 hours 
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. 

Harm

 
 6th-level necromancy  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. 

Haste

 
 3rd-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a shaving of licorice root) 
 Duration: Concentration, up to 1 minute 
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. 

Heal

 
 6th-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. 

Healing Word

 
 1st-level evocation  
 Casting Time: 1 bonus action 
 Range: 60 feet 
 Components: V 
 Duration: Instantaneous 
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. 

Heat Metal

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a piece of iron and a flame) 
 Duration: Concentration, up to 1 minute 
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. 

Hellish Rebuke

 
 1st-level evocation  
 Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Heroes' 

Feast

 
 6th-level conjuration  
 Casting Time: 10 minutes 
 Range: 30 feet 
 Components: V, S , M (a gem-encrusted bowl worth at least 1,000 GP, which the spell consumes) 
 Duration: Instantaneous 
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. 

Heroism

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 

Hideous Laughter

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (tiny tarts and a feather that is waved in the air) 
 Duration: Concentration, up to 1 minute 
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. 

Hold Monster

 
 5th-level enchantment  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S, M (a small, straight piece of iron) 
 Duration: Concentration, up to 1 minute 
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. 

Hold Person

 
 2nd-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a small, straight piece of iron) 
 Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. 

Holy Aura

 
 8th-level abjuration  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a tiny reliquary worth at least 1,000 GP containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) 
 Duration: Concentration, up to 1 minute 
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. 

Hunter's Mark

 
 1st-level divination  
 Casting Time: 1 bonus action 
 Range: 90 feet 
 Components: V 
 Duration: Concentration, up to 1 hour 
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. 

Hypnotic Pattern

 
 3rd-level illusion  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) 
 Duration: Concentration, up to 1 minute 
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. 

Ice Storm

 
 4th-level evocation  
 Casting Time: 1 action 
 Range: 300 feet 
 Components: V, S, M (a pinch of dust and a few drops of water) 
 Duration: Instantaneous 
A hail of rock-hard ice pounds to the ground in a 20- foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. 
 At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. 

Identify

 
 1st-level divination (ritual)  
 Casting Time: 1 minute 
 Range: Touch 
 Components: V, S, M (a pearl worth at least 100 GP and an owl feather) 
 Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. 

Illusory Script

 
 1st-level illusion (ritual)  
 Casting Time: 1 minute 
 Range: Touch 
 Components: S, M (a lead-based ink worth at least 10 GP, which the spell consumes) 
 Duration: 10 days 
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. 

Imprisonment

 
 9th-level abjuration  
 Casting Time: 1 minute 
 Range: 30 feet 
 Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 GP per Hit Die of the target) 
 Duration: Until dispelled 
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. 
 Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. 
 Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. 
 Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. 
 Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. 
 Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. 
 Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. 

Incendiary Cloud

 
 8th-level conjuration  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
A swirling cloud of smoke shot through with white- hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. 

Inflict Wounds

 
 1st-level necromancy  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Instantaneous 
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. 

Insect Plague

 
 5th-level conjuration  
 Casting Time: 1 action 
 Range: 300 feet 
 Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) 
 Duration: Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. 

Instant Summons

 
 6th-level conjuration (ritual)  
 Casting Time: 1 minute 
 Range: Touch 
 Components: V, S, M (a sapphire worth 1,000 GP 
 Duration: Until dispelled 
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. 
Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. 

Invisibility

 
 2nd-level illusion  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (an eyelash encased in gum arabic) 
 Duration: Concentration, up to 1 hour 
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. 

Irresistible Dance

 
 6th-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V 
 Duration: Concentration, up to 1 minute 
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. 

Jump

 
 1st-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a grasshopper's hind leg) 
 Duration: 1 minute 
You touch a creature. The creature's jump distance is tripled until the spell ends. 

Knock

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V 
 Duration: Instantaneous 
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. 

Legend Lore

 
 5th-level divination  
 Casting Time: 10 minutes 
 Range: Self 
 Components: V, S, M (incense worth at least 250 GP, which the spell consumes, and four ivory strips worth at least 50 GP each) 
 Duration: Instantaneous 
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic ax on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the ax, for even the haft slices the hand of the evil ones." 

Lesser Restoration

 
 2nd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Instantaneous 
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 

Levitate

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) 
 Duration: Concentration, up to 10 minutes 
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. 

Light

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, M (a firefly or phosphorescent moss) 
 Duration: 1 hour 
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. 

Lightning Bolt

 
 3rd-level evocation  
 Casting Time: 1 action 
 Range: Self (100-foot line) 
 Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) 
 Duration: Instantaneous 
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. 

Locate Animals or Plants

 
 2nd-level divination (ritual)  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a bit of fur from a bloodhound) 
 Duration: Instantaneous 
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. 

Locate Creature

 
 4th-level divination  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a bit of fur from a bloodhound) 
 Duration: Concentration, up to 1 hour 
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. 

Locate Object

 
 2nd-level divination  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a forked twig) 
 Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. 

Longstrider

 
 1st-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a pinch of dirt) 
 Duration: 1 hour 
You touch a creature. The target's speed increases by 10 feet until the spell ends. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 

Mage Armor

 
 1st-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a piece of cured leather) 
 Duration: 8 hours 
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. 

Mage Hand

 
 Conjuration cantrip  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: 1 minute 
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. 

Magic Circle

 
 3rd-level abjuration  
 Casting Time: 1 minute 
 Range: 10 feet 
 Components: V, S, M (holy water or powdered silver and iron worth at least 100 GP, which the spell consumes) 
 Duration: 1 hour 
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: . 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. 

Magic Jar

 
 6th-level necromancy  
 Casting Time: 1 minute 
 Range: Self 
 Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 GP 
 Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed. 

Magic Missile

 
 1st-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 

Magic Mouth

 
 2nd-level illusion (ritual)  
 Casting Time: 1 minute 
 Range: 30 feet 
 Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 GP, which the spell consumes) 
 Duration: Until dispelled 
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. 

Magic Weapon

 
 2nd-level transmutation  
 Casting Time: 1 bonus action 
 Range: Touch 
 Components: V, S 
 Duration: Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. 

Magnificent Mansion

 
 7th-level conjuration  
 Casting Time: 1 minute 
 Range: 300 feet 
 Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 GP 
 Duration: 24 hours 
You conjure an extra-dimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extra-dimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extra-dimensional space are expelled into the open spaces nearest to the entrance. 

Major Image

 
 3rd-level illusion  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a bit of fleece) 
 Duration: Concentration, up to 10 minutes 
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. 

Mass Cure Wounds

 
 5th-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 
 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. 

Mass Heal

 
 9th-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. 

Mass Healing Word

 
 3rd-level evocation  
 Casting Time: 1 bonus action 
 Range: 60 feet 
 Components: V 
 Duration: Instantaneous 
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. 

Mass Suggestion

 
 6th-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) 
 Duration: 24 hours 
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. 
 At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. 

Maze

 
 8th-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or similarly experienced monster automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. 

Meld into Stone

 
 3rd-level transmutation (ritual)  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: 8 hours 
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. 

Mending

 
 Transmutation cantrip  
 Casting Time: 1 minute 
 Range: Touch 
 Components: V, S, M (two lodestones) 
 Duration: Instantaneous 
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 

Message

 
 Transmutation cantrip  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a short piece of copper wire) 
 Duration: 1 round 
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. 

Meteor Swarm

 
 9th-level evocation  
 Casting Time: 1 action 
 Range: 1 mile 
 Components: V, S 
 Duration: Instantaneous 
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. 

Mind Blank

 
 8th-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: 24 hours 
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. 

Minor Illusion

 
 Illusion cantrip  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: S, M (a bit of fleece) 
 Duration: 1 minute 
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 

Mirage Arcane

 
 7th-level illusion  
 Casting Time: 10 minutes 
 Range: Sight 
 Components: V, S 
 Duration: 10 days 
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. 

Mirror Image

 
 2nd-level illusion  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. 

Mislead

 
 5th-level illusion  
 Casting Time: 1 action 
 Range: Self 
 Components: S 
 Duration: Concentration, up to 1 hour 
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. 

Misty Step

 
 2nd-level conjuration  
 Casting Time: 1 bonus action 
 Range: Self 
 Components: V 
 Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 

Modify Memory

 
 5th-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory. 
 At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). 

Moonbeam

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (several seeds of any moon-seed plant and a piece of opalescent feldspar) 
 Duration: Concentration, up to 1 minute 
A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. 

Move Earth

 
 6th-level transmutation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) 
 Duration: Concentration, up to 2 hours 
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. 

Nondetection

 
 3rd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a pinch of diamond dust worth 25 GP sprinkled over the target, which the spell consumes) 
 Duration: 8 hours 
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. 

Pass without Trace

 
 2nd-level abjuration  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) 
 Duration: Concentration, up to 1 hour 
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. 

Passwall

 
 5th-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a pinch of sesame seeds) 
 Duration: 1 hour 
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. 

Phantasmal Killer

 
 4th-level illusion  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. 
 At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. 

Phantom Steed

 
 3rd-level illusion (ritual)  
 Casting Time: 1 minute 
 Range: 30 feet 
 Components: V, S 
 Duration: 1 hour 
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. 

Planar Ally

 
 6th-level conjuration  
 Casting Time: 10 minutes 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. 

Planar Binding

 
 5th-level abjuration  
 Casting Time: 1 hour 
 Range: 60 feet 
 Components: V, S, M (a jewel worth at least 1,000 GP, which the spell consumes) 
 Duration: 24 hours 
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. 
 At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. 

Plane Shift

 
 7th-level conjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a forked, metal rod worth at least 250 GP, attuned to a particular plane of existence) 
 Duration: Instantaneous 
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. 

Plant Growth

 
 3rd-level transmutation  
 Casting Time: 1 action or 8 hours 
 Range: 150 feet 
 Components: V, S 
 Duration: Instantaneous 
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.  

Poison Spray

 
 Conjuration cantrip  
 Casting Time: 1 action 
 Range: 10 feet 
 Components: V, S 
 Duration: Instantaneous 
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). 

Polymorph

 
 4th-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a caterpillar cocoon) 
 Duration: Concentration, up to 1 hour 
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). 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. 

Power Word Kill

 
 9th-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V 
 Duration: Instantaneous 
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. 

Power Word Stun

 
 8th-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V 
 Duration: Instantaneous 
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. 

Prayer of Healing

 
 2nd-level evocation  
 Casting Time: 10 minutes 
 Range: 30 feet 
 Components: V 
 Duration: Instantaneous 
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. 

Prestidigitation

 
 Transmutation cantrip  
 Casting Time: 1 action 
 Range: 10 feet 
 Components: V, S 
 Duration: Up to 1 hour 
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:    
1•	You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. 

1•	You instantaneously light or snuff out a candle, a torch, or a small campfire. 

1•	You instantaneously clean or soil an object no larger than 1 cubic foot. 

1•	You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. 

1•	You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. 

1•	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. 

Prismatic Spray

 
 7th-level evocation  
 Casting Time: 1 action 
 Range: Self (60-foot cone) 
 Components: V, S 
 Duration: Instantaneous 
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 
 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 
 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 
 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 
 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 
 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 
 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. 
 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 
 8. Special. The target is struck by two rays. Roll twice more, re-rolling any 8. 

Prismatic Wall

 
 9th-level abjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: 10 minutes 
A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an anti-magic field has no effect on it. 
 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 
 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. 
 3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. 
 4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 
 5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. 
 6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. 
 7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects. 

Private Sanctum

 
 4th-level abjuration  
 Casting Time: 10 minutes 
 Range: 120 feet 
 Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) 
 Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: . 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. 

Produce Flame

 
 Conjuration cantrip  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: 10 minutes 
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 

Programmed Illusion

 
 6th-level illusion  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a bit of fleece and jade dust worth at least 25 GP 
 Duration: Until dispelled 
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. 

Project Image

 
 7th-level illusion  
 Casting Time: 1 action 
 Range: 500 miles 
 Components: V, S, M (a small replica of you made from materials worth at least 5 GP 
 Duration: Concentration, up to 1 day 
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. 

Protection from Energy

 
 3rd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Concentration, up to 1 hour 
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 

Protection from Evil and Good

 
 1st-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) 
 Duration: Concentration up to 10 minutes 
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. 

Protection from Poison

 
 2nd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: 1 hour 
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. 

Purify Food and Drink

 
 1st-level transmutation (ritual)  
 Casting Time: 1 action 
 Range: 10 feet 
 Components: V, S 
 Duration: Instantaneous 
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. 

Raise Dead

 
 5th-level necromancy  
 Casting Time: 1 hour 
 Range: Touch 
 Components: V, S, M (a diamond worth at least 500 GP, which the spell consumes) 
 Duration: Instantaneous 
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. 

Ray of Enfeeblement

 
 2nd-level necromancy  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. 

Ray of Frost

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 

Regenerate

 
 7th-level transmutation  
 Casting Time: 1 minute 
 Range: Touch 
 Components: V, S, M (a prayer wheel and holy water) 
 Duration: 1 hour 
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. 

Reincarnate

 
 5th-level transmutation  
 Casting Time: 1 hour 
 Range: Touch 
 Components: V, S, M (rare oils and unguents worth at least 1,000 GP, which the spell consumes) 
 Duration: Instantaneous 
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.  

d100	
Race	

01-04	
Dragonborn	

05-13	
Dwarf	

14-21	
Dwarf	

22-25	
Elf	

26-34	
Elf, high	

35-42	
Elf, wood	

43-46	
Gnome	

47-52	
Gnome	

53-56	
Half-elf	

57-60	
Half-orc	

61-68	
Halfling	

69-76	
Halfling	

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. 

Remove Curse

 
 3rd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Instantaneous 
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. 

Resilient Sphere

 
 4th-level evocation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) 
 Duration: Concentration, up to 1 minute 
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. 

Resistance

 
 Abjuration cantrip  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a miniature cloak) 
 Duration: Concentration, up to 1 minute 
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. 

Resurrection

 
 7th-level necromancy  
 Casting Time: 1 hour 
 Range: Touch 
 Components: V, S, M (a diamond worth at least 1,000 GP, which the spell consumes) 
 Duration: Instantaneous You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. 

Reverse Gravity

 
 7th-level transmutation  
 Casting Time: 1 action 
 Range: 100 feet 
 Components: V, S, M (a lodestone and iron filings) 
 Duration: Concentration, up to 1 minute 
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. 

Revivify

 
 3rd-level necromancy  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (diamonds worth 300 GP, which the spell consumes) 
 Duration: Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. 

Rope Trick

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (powdered corn extract and a twisted loop of parchment) 
 Duration: 1 hour 
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extra-dimensional space that lasts until the spell ends. The extra-dimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extra-dimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope. Anything inside the extra-dimensional space drops out when the spell ends. 

Sacred Flame

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Instantaneous 
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 

Sanctuary

 
 1st-level abjuration  
 Casting Time: 1 bonus action 
 Range: 30 feet 
 Components: V, S, M (a small silver mirror) 
 Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. 

Scorching Ray

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Instantaneous 
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. 

Scrying

 
 5th-level divination  
 Casting Time: 10 minutes 
 Range: Self 
 Components: V, S, M (a focus worth at least 1,000 GP, such as a crystal ball, a silver mirror, or a font filled with holy water) 
 Duration: Concentration, up to 10 minutes 
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.  

 Knowledge 	
 Save Modifier 	

Secondhand (you have heard of the target)	
+5	

Firsthand (you have met the target)	
+0	

Familiar (you know the target well)	
?5	

 Connection 	
 Save Modifier 	
Likeness or picture	
?2	

Possession or garment	
?4	

Body part, lock of hair, bit of nail, or the like	
?10 	

 
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. 

Secret Chest

 
 4th-level conjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 GP, and a Tiny replica made from the same materials worth at least 50 GP 
 Duration: Instantaneous 
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. 

See Invisibility

 
 2nd-level divination  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) 
 Duration: 1 hour 
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. 

Seeming

 
 5th-level illusion  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S 
 Duration: 8 hours 
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. 

Sending

 
 3rd-level evocation  
 Casting Time: 1 action 
 Range: Unlimited 
 Components: V, S, M (a short piece of fine copper wire) 
 Duration: 1 round 
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. 

Sequester

 
 7th-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 GP, which the spell consumes) 
 Duration: Until dispelled 
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarasque awakens." This spell also ends if the target takes any damage. 

Shapechange

 
 9th-level transmutation  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S, M (a jade circlet worth at least 1,500 GP, which you must place on your head before you cast the spell) 
 Duration: Concentration, up to 1 hour 
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. 

Shatter

 
 2nd-level evocation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a chip of mica) 
 Duration: Instantaneous 
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. 

Shield

 
 1st-level abjuration  
 Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell 
 Range: Self 
 Components: V, S 
 Duration: 1 round 
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. 

Shield of Faith

 
 1st-level abjuration  
 Casting Time: 1 bonus action 
 Range: 60 feet 
 Components: V, S, M (a small parchment with a bit of holy text written on it) 
 Duration: Concentration, up to 10 minutes 
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. 

Shillelagh

 
 Transmutation cantrip  
 Casting Time: 1 bonus action 
 Range: Touch 
 Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) 
 Duration: 1 minute 
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. 

Shocking Grasp

 
 Evocation cantrip  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Instantaneous 
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. 
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 

Silence

 
 2nd-level illusion (ritual)  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 

Silent Image

 
 1st-level illusion  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a bit of fleece) 
 Duration: Concentration, up to 10 minutes 
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. 

Simulacrum

 
 7th-level illusion  
 Casting Time: 12 hours 
 Range: Touch 
 Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 GP, sprinkled over the duplicate and consumed by the spell) 
 Duration: Until dispelled 
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 GP per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. 

Sleep

 
 1st-level enchantment  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) 
 Duration: 1 minute 
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. 

Sleet Storm

 
 3rd-level conjuration  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (a pinch of dust and a few drops of water) 
 Duration: Concentration, up to 1 minute 
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. 

Slow

 
 3rd-level transmutation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a drop of molasses) 
 Duration: Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. 

Spare the Dying

 
 Necromancy cantrip  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S 
 Duration: Instantaneous 
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. 

Speak with Animals

 
 1st-level divination (ritual)  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: 10 minutes 
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. 

Speak with Dead

 
 3rd-level necromancy  
 Casting Time: 1 action 
 Range: 10 feet 
 Components: V, S, M (burning incense) 
 Duration: 10 minutes 
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. 

Speak with Plants

 
 3rd-level transmutation  
 Casting Time: 1 action 
 Range: Self (30-foot radius) 
 Components: V, S 
 Duration: 10 minutes 
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. 

Spider Climb

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a drop of bitumen and a spider) 
 Duration: Concentration, up to 1 hour 
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. 

Spike Growth

 
 2nd-level transmutation  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) 
 Duration: Concentration, up to 10 minutes 
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. 

Spirit Guardians

 
 3rd-level conjuration  
 Casting Time: 1 action 
 Range: Self (15-foot radius) 
 Components: V, S, M (a holy symbol) 
 Duration: Concentration, up to 10 minutes 
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. 

Spiritual Weapon

 
 2nd-level evocation  
 Casting Time: 1 bonus action 
 Range: 60 feet 
 Components: V, S 
 Duration: 1 minute 
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon make this spell's effect resemble that weapon. 
 At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. 

Stinking Cloud

 
 3rd-level conjuration  
 Casting Time: 1 action 
 Range: 90 feet 
 Components: V, S, M (a rotten egg or several skunk cabbage leaves) 
 Duration: Concentration, up to 1 minute 
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. 

Stone Shape

 
 4th-level transmutation  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) 
 Duration: Instantaneous 
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. 

Stoneskin

 
 4th-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (diamond dust worth 100 GP, which the spell consumes) 
 Duration: Concentration, up to 1 hour 
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. 

Storm of Vengeance

 
 9th-level conjuration  
 Casting Time: 1 action 
 Range: Sight 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. 
 Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. 
 Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 
 Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. 
 Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. 

Suggestion

 
 2nd-level enchantment  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) 
 Duration: Concentration, up to 8 hours 
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends. 

Sunbeam

 
 6th-level evocation  
 Casting Time: 1 action 
 Range: Self (60-foot line) 
 Components: V, S, M (a magnifying glass) 
 Duration: Concentration, up to 1 minute 
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. 

Sunburst

 
 8th-level evocation  
 Casting Time: 1 action 
 Range: 150 feet 
 Components: V, S, M (fire and a piece of sunstone) 
 Duration: Instantaneous 
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. 

Symbol

 
 7th-level abjuration  
 Casting Time: 1 minute 
 Range: Touch 
 Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 GP, which the spell consumes) 
 Duration: Until dispelled or triggered 
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. 
 Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. 
 Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. 
 Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. 
 Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. 
 Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. 
 Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. 
 Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. 

Telekinesis

 
 5th-level transmutation  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: Concentration, up to 10 minutes 
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. 
 Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. 
 Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. 

Telepathic Bond

 
 5th-level divination (ritual)  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (pieces of eggshell from two different kinds of creatures) 
 Duration: 1 hour 
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. 

Teleport

 
 7th-level conjuration  
 Casting Time: 1 action 
 Range: 10 feet 
 Components: V 
 Duration: Instantaneous 
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. 

 Familiarity 	
 Mishap 	
 Similar Area 	
 Off Target 	
 On Target 	

Permanent circle	
-	
-	
-	
01-100	

Associated object	
-	
-	
-	
01-100	

Very familiar	
01-05	
06-13	
14-24	
25-100	

Seen casually	
01-33	
34-43	
44-53	
54-100	

Viewed once	
01-43	
44-53	
54-73	
74-100	
Description	
01-43	
44-53	
54-73	
74-100	

False destination	
01-50	
51-100	
-	
-	

 
  Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. 
 On Target. You and your group (or the target object) appear where you want to. 
 Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. 
 Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. 
 Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM re-rolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). 

Teleportation Circle

 
 5th-level conjuration  
 Casting Time: 1 minute 
 Range: 10 feet 
 Components: V, M (rare chalks and inks infused with precious gems with 50 GP, which the spell consumes) 
 Duration: 1 round 
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. 

Thaumaturgy

 
 Transmutation cantrip  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V 
 Duration: Up to 1 minute 
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:   
1•	Your voice booms up to three times as loud as normal for 1 minute.

1•	You cause flames to flicker, brighten, dim, or change color for 1 minute.

1•	You cause harmless tremors in the ground for 1 minute.

1•	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.

1•	You instantaneously cause an unlocked door or window to fly open or slam shut.

1•	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. 

Thunderwave

 
 1st-level evocation  
 Casting Time: 1 action 
 Range: Self (15-foot cube) 
 Components: V, S 
 Duration: Instantaneous 
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. 
 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. 

Time Stop

 
 9th-level transmutation  
 Casting Time: 1 action 
 Range: Self 
 Components: V 
 Duration: Instantaneous 
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. 

Tiny Hut

 
 3rd-level evocation (ritual)  
 Casting Time: 1 minute 
 Range: Self (10-foot-radius hemisphere) 
 Components: V, S, M (a small crystal bead) 
 Duration: 8 hours 
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. 

Tongues

 
 3rd-level divination  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, M (a small clay model of a ziggurat) 
 Duration: 1 hour 
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. 

Transport via Plants

 
 6th-level conjuration  
 Casting Time: 1 action 
 Range: 10 feet 
 Components: V, S 
 Duration: 1 round 
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. 

Tree Stride

 
 5th-level conjuration  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree. 

True Polymorph

 
 9th-level transmutation  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) 
 Duration: Concentration, up to 1 hour 
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. 
 Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. 
 Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. 
 Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. 

True Resurrection

 
 9th-level necromancy  
 Casting Time: 1 hour 
 Range: Touch 
 Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 GP, which the spell consumes) 
 Duration: Instantaneous 
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. 

True Seeing

 
 6th-level divination  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) 
 Duration: 1 hour 
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. 

True Strike

 
 Divination cantrip  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: S 
 Duration: Concentration, up to 1 round 
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. 

Unseen Servant

 
 1st-level conjuration (ritual)  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a piece of string and a bit of wood) 
 Duration: 1 hour 
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 

Vampiric Touch

 
 3rd-level necromancy  
 Casting Time: 1 action 
 Range: Self 
 Components: V, S 
 Duration: Concentration, up to 1 minute 
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. 
 At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. 

Vicious Mockery

 
 Enchantment cantrip  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V 
 Duration: Instantaneous 
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). 

Wall of Fire

 
 4th-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a small piece of phosphorus) 
 Duration: Concentration, up to 1 minute 
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. 
 At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. 

Wall of Force

 
 5th-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a pinch of powder made by crushing a clear gemstone) 
 Duration: Concentration, up to 10 minutes 
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. 

Wall of Ice

 
 6th-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a small piece of quartz) 
 Duration: Concentration, up to 10 minutes 
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. 

Wall of Stone

 
 5th-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a small block of granite) 
 Duration: Concentration, up to 10 minutes 
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. 

Wall of Thorns

 
 6th-level conjuration  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a handful of thorns) 
 Duration: Concentration, up to 10 minutes 
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. 
 At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. 

Warding Bond

 
 2nd-level abjuration  
 Casting Time: 1 action 
 Range: Touch 
 Components: V, S, M (a pair of platinum rings worth at least 50 GP each, which you and the target must wear for the duration) 
 Duration: 1 hour 
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. 

Water Breathing

 
 3rd-level transmutation (ritual)  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a short reed or piece of straw) 
 Duration: 24 hours 
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. 

Water Walk

 
 3rd-level transmutation (ritual)  
 Casting Time: 1 action 
 Range: 30 feet 
 Components: V, S, M (a piece of cork) 
 Duration: 1 hour 
This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. 

Web

 
 2nd-level conjuration  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S, M (a bit of spiderweb) 
 Duration: Concentration, up to 1 hour 
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. 

Weird

 
 9th-level illusion  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S 
 Duration: Concentration, up to one minute 
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. 

Wind Walk

 
 6th-level transmutation  
 Casting Time: 1 minute 
 Range: 30 feet 
 Components: V, S, M (fire and holy water) 
 Duration: 8 hours 
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. 

Wind Wall

 
 3rd-level evocation  
 Casting Time: 1 action 
 Range: 120 feet 
 Components: V, S, M (a tiny fan and a feather of exotic origin) 
 Duration: Concentration, up to 1 minute 
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. 

Wish

 
 9th-level conjuration  
 Casting Time: 1 action 
 Range: Self 
 Components: V 
 Duration: Instantaneous 
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:    
1•	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.

1•	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.

1•	You grant up to ten creatures that you can see resistance to a damage type you choose.

1•	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.

1•	You undo a single recent event by forcing a re-roll 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 re-roll to be made with advantage or disadvantage, and you can choose whether to use the re-roll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress. 

Word of Recall

 
 6th-level conjuration  
 Casting Time: 1 action 
 Range: 5 feet 
 Components: V 
 Duration: Instantaneous 
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. 

Zone of Truth

 
 2nd-level enchantment  
 Casting Time: 1 action 
 Range: 60 feet 
 Components: V, S 
 Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. 

Traps

 
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.  
 A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbol that function as traps. 

Traps in Play

 
When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.  
Triggering a Trap
 
 Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the glyph of warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating.  
Detecting and Disabling a Trap 
 
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.  
 A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.  
 Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, dispel magic has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use dispel magic.  
 In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.  
 You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.  
 Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.  
 Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. 
 Trap Effects 
 
The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.  
 Trap Save DCs and Attack Bonuses  

Trap Danger	
Save DC	
Attack Bonus 	

Setback	
10-11	
+3 to +5 	

Dangerous	
12-15	
+6 to +8 	

Deadly	
16-20	
+9 to +12 	

 
 Damage Severity by Level  

Character Level	
Setback	
Dangerous	
Deadly 	

1st-4th	
1d10	
2d10	
4d10 	

5th-10th	
2d10	
4d10	
10d10 	

11th-16th	
4d10	
10d10	
18d10 	

17th-20th	
10d10	
18d10	
24d10 	

 
Complex Traps 
 
Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.  
 When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.  
 For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.  

Sample Traps

 
The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. 
 Collapsing Roof  
Mechanical trap 
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. 
The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. 
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. 
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. 
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.  
 Falling Net  
Mechanical trap 
This trap uses a trip wire to release a net suspended from the ceiling. 
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. 
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section. 
 Fire-Breathing Statue  
Magic trap This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. 
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. 
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. 
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 13) cast on the statue destroys the trap. 
 Pits  
Mechanical trap Four basic pit traps are presented here. 
 Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. 
The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper). 
 Hidden Pit. This pit has a cover constructed from material identical to the floor around it. 
A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. 
When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. 
Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. 
 Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. 
A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. 
 Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. 
 Poison Darts  
Mechanical trap When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. 
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. 
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. 
 Poison Needle  
Mechanical trap A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. 
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. 
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. 
 Rolling Sphere  
Mechanical trap When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone. 
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. 
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. 
Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. 
The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. 
As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. 
 Sphere of Annihilation  
Magic trap 
Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. 
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a sphere of annihilation that can't be controlled or moved. It is otherwise identical to a normal sphere of annihilation. 
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this enchantment.  

Diseases

 
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. 
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. 
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. 

Sample Diseases

 
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. 
Cackle Fever
 
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. 
Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. 
On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. 
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. 
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. 
When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later. 
Sewer Plague
 
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats. 
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. 
It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. 
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. 
Sight Rot
 
This painful infection causes bleeding from the eyes and eventually blinds the victim. 
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. 
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.  

Madness

 
In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. 
Going Mad
 
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. 
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. 
Madness Effects
 
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. 
A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes. 
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. 
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured. 
 Short-Term Madness  

 d100 	
 Effect (lasts 1d10 minutes) 	

01-20	
The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.	

21-30	
The character becomes incapacitated and spends the duration screaming, laughing, or weeping.	

31-40	
The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.	

41-50	
The character begins babbling and is incapable of normal speech or spellcasting. 51-60 The character must use his or her action each round to attack the nearest creature.	

51-60	
The character must use his or her action each round to attack the nearest creature.	

61-70	
The character experiences vivid hallucinations and has disadvantage on ability checks.	

71-75	
The character does whatever anyone tells him or her to do that isn't obviously self- destructive.	

76-80	
The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.	

81-90	
The character is stunned.	

91-100	
The character falls unconscious.	

 
 Long-Term Madness  

 d100 	
 Effect (lasts 1d10 × 10 hours) 	

01-10	
The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.	

11-20	
The character experiences vivid hallucinations and has disadvantage on ability checks.	

21-30	
The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.	

31-40	
The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.	

41-45	
The character experiences a powerful delusion.Choose a potion. The character imagines that he or she is under its effects.	

46-55	
The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.	

56-65	
The character is blinded (25%) or deafened (75%).	

66-75	
The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.	

76-85	
The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.	

86-90	
Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.	

91-95	
The character loses the ability to speak.	

96-100	
The character falls unconscious. No amount of jostling or damage can wake the character. 	

 
 Indefinite Madness  

d100 	
Flaw (lasts until cured)	

01-15	
"Being drunk keeps me sane."	

16-25	
"I keep whatever I find."	

26-30	
"I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name."	

31-35	
"I must bend the truth, exaggerate, or outright lie to be interesting to other people."	

36-45	
"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it."	

46-50	
"I find it hard to care about anything that goes on around me."	

51-55	
"I don't like the way people judge me all the time."	

56-70	
"I am the smartest, wisest, strongest, fastest, and most beautiful person I know."	

71-80	
"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time."	

81-85	
"There's only one person I can trust. And only I can see this special friend."	

86-95	
"I can't take anything seriously. The more serious the situation, the funnier I find it."	

96-100	
"I've discovered that I really like killing people." Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness. 	

 

Objects

 
When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. 
Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. 
For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. 
Statistics for Objects
 
When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. 
 Armor Class. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.  
 Object Armor Class  

 Substance 	
 AC 	

Cloth, paper, rope 	
11	

Crystal, glass, ice 	
13	

Wood, bone 	
15	

Stone 	
17	

Iron, steel 	
19	

Mithral 	
21	

Adamantine 	
23	

 
 Hit Points. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.  
 Object Hit Points  

 Size 	
 Fragile 	
 Resilient 	

Tiny (bottle, lock)	
2 (1d4)	
5 (2d4)	

Small (chest, lute)	
3 (1d6)	
10 (3d6)	

Medium (barrel, chandelier)	
4 (1d8)	
18 (4d8)	

Large (cart, 10-ft.-by-10-ft. window)	
5 (1d10)	
27 (5d10)	

 
 Huge and Gargantuan Objects. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points. 
 Objects and Damage Types. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment. 
 Damage Threshold. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.  

Poisons

 
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. 
Poisons come in the following four types. 
 Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. 
 Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. 
 Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. 
 Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.  
 Poisons  

 Item 	
 Type 	
 Price per Dose 	

Assassin's blood	
Ingested	
150 GP	

Burnt othur fumes	
Inhaled	
500 GP	

Drow poison	
Injury	
200 GP	

Essence of ether	
Inhaled	
300 GP	

Malice	
Inhaled	
250 GP	

Midnight tears	
Ingested	
1,500 GP	

Oil of taggit	
Contact	
400 GP	

Pale tincture	
Ingested	
250 GP	

Purple worm poison	
Injury	
2,000 GP	

Serpent venom	
Injury	
200 GP	

Torpor	
Ingested	
600 GP	

Truth serum	
Ingested	
150 GP	

Wyvern poison	
Injury	
1,200 gp 	

 
Sample Poisons Each type of poison has its own debilitating effects. 
Assassin's Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. 
Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. 
After three successful saves, the poison ends. 
 Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 
 Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. 
 Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. 
 Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. 
 Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. 
 Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. 
 Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. 
 Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. 
 Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. 
 Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.  

Magic Items

 
Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. 

Adamantine Armor 

 
 Armor (medium or heavy, but not hide), uncommon  
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. 

Ammunition, +1, +2, or +3

 
 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare(+3)  
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. 

Amulet of Health

 
 Wondrous item, rare (requires attunement)  
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. 

Amulet of Proof against Detection and Location

 
 Wondrous item, uncommon (requires attunement)  
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. 

Amulet of the Planes

 
 Wondrous item, very rare (requires attunement)  
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a 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. 

Animated Shield

 
 Armor (shield), very rare (requires attunement)  
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. 

Apparatus of the Crab

 
 Wondrous item, legendary  
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. 
When certain levers are used, the apparatus transforms to resemble a giant lobster. 
The apparatus of the Crab is a Large object with the following statistics: 
Armor Class: 20 
Hit Points: 200 
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) 
Damage Immunities: poison, psychic 
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. 
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. 
A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. 

Lever	
Up	
Down	

Legs and tail extend, allowing the apparatus to walk and swim.	
Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.	

Forward window shutter opens.	
Forward window shutter closes.	

Side window shutters open (two per side).	
Side window shutters close (two per side).	

Two claws extend from the front sides of the apparatus.	
The claws retract.	

Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.	
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).	

The apparatus walks or swims forward.	
The apparatus walks or swims backward.	

The apparatus turns 90 degrees left.	
The apparatus turns 90 degrees right.	

Eyelike fixtures emit bright light in a 30--foot radius and dim light for an additional 30 feet.	
The light turns off.	

The apparatus sinks as much as 20 feet in liquid.	
The apparatus rises up to 20 feet in liquid.	

The rear hatch unseals and opens.	
The rear hatch closes and seals.	

 

Armor, +1, +2, or +3

 
 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary(+3)  
You have a bonus to AC while wearing this armor. 
The bonus is determined by its rarity. 

Armor of Invulnerability

 
 Armor (plate), legendary (requires attunement)  
You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. 

Armor of Resistance

 
 Armor (light, medium, or heavy), rare (requires attunement)  
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.  

d10	
Damage Type	

1	
Acid	

2	
Cold	

3	
Fire	

4	
Force	

5	
Lightning	

6	
Necrotic	

7	
Poison	

8	
Psychic	

9	
Radiant	

10	
Thunder	

 

Armor of Vulnerability

 
 Armor (plate), rare (requires attunement)  
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. 
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). 

Arrow-Catching Shield

 
 Armor (shield), rare (requires attunement)  
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. 

Arrow of Slaying

 
 Weapon (arrow), very rare  
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. 
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. 
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. 

Bag of Beans

 
 Wondrous item, rare  
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. 
If you dump the bag's contents out on the ground, they explode in a 10--foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. 
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM 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 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 	

02-10	
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. 	

11-20	
A treant sprouts. 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 51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. 	

61-70	
A hungry bulette 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 GM'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. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.	

100	
A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of exist.	

 

Bag of Devouring

 
 Wondrous item, very rare  
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extra-dimensional creature. Turning the bag inside out closes the orifice. 
The extra-dimensional 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 
GM 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. 

Bag of Holding

 
 Wondrous item, uncommon  
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. 
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. 
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. 
Placing a bag of holding inside an extra-dimensional space created by a 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. 

Bag of Tricks

 
 Wondrous item, uncommon  
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. 
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. 
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. 
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. 
 Gray Bag of Tricks  

d8	
Creature	

1	
Weasel	

2	
Giant rat	

3	
Badger	

4	
Boar	

5	
Panther	

6	
Giant badger	

7	
Dire wolf	

8	
Giant elk	

 
 Rust Bag of Tricks  

d8	
Creature	

1	
Rat	

2	
Owl	

3	
Mastiff	

4	
Goat	

5	
Giant goat	

6	
Giant boar	

7	
Lion	

8	
Brown bear	

 
 Tan Bag of Tricks  

d8	
Creature	

1	
Jackal	

2	
Ape	

3	
Baboon	

4	
Axe beak	

5	
Black bear	

6	
Giant weasel	

7	
Giant hyena	

8	
Tiger	

 

Bead of Force

 
 Wondrous item, rare  
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. 
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. 
Each creature within a 10--foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. 
Only breathable air can pass through the sphere's wall. No attack or other effect can. 
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. 

Belt of Dwarvenkind

 
 Wondrous item, rare (requires attunement)  
While wearing this belt, you gain the following benefits:    
1•	 Your Constitution score increases by 2, to a maximum of 20. 

1•	 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:   
1•	 You have advantage on saving throws against poison, and you have resistance against poison damage. 

1•	 You have darkvision out to a range of 60 feet. 

1•	 You can speak, read, and write Dwarvish.

Belt of Giant Strength

 
Belt of Giant Strength 
 
 Wondrous item, rarity varies (requires attunement)  
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. 
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. 

Type	
Strength	
Rarity	

Hill giant	
21	
Rare	

Stone/frost giant	
23	
Very rare	

Fire giant	
25	
Very rare	

Cloud giant	
27	
Legendary	

Storm giant	
29	
>Legendary.	

 

Berserker Ax

 
 Weapon (any ax), rare (requires attunement)  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. 
Curse. This ax 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 ax, 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 ax 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 ax. 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. 

Boots of Elvenkind

 
 Wondrous item, uncommon  
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. 

Boots of Levitation

 
 Wondrous item, rare (requires attunement)  
While you wear these boots, you can use an action to cast the levitate spell on yourself at will. 

Boots of Speed

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

Boots of Striding and Springing

 
 Wondrous item, uncommon (requires attunement)  
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. 

Boots of the Winterlands

 
 Wondrous item, uncommon (requires attunement)  
These furred boots are snug and feel quite warm. 
While you wear them, you gain the following benefits:    
1•	 You have resistance to cold damage. 

1•	 You ignore difficult terrain created by ice or snow. 

1•	 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. 

Bowl of Commanding Water Elementals

 
 Wondrous item, rare  
While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. 
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. 

Bracers of Archery

 
 Wondrous item, uncommon (requires attunement)  
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. 

Bracers of Defense

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

Brazier of Commanding Fire Elementals

 
 Wondrous item, rare  
While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. 
The brazier weighs 5 pounds. 

Brooch of Shielding

 
 Wondrous item, uncommon (requires attunement)  
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. 

Broom of Flying

 
 Wondrous item, uncommon  
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. 
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. 

Candle of Invocation

 
 Wondrous item, very rare (requires attunement)  
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly. 

 d20 	
 Alignment 	

1-2	
Chaotic evil	

3-4	
Chaotic neutral	

5-7	
Chaotic good	

8-9	
Neutral evil	

10-11	
Neutral	

12-13	
Neutral good	

14-15	
Lawful evil	

16-17	
Lawful neutral	

18-20	
Lawful good	

 
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. 
While lit, the candle sheds dim light in a 30--foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st--level slot. 
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. 

Cape of the Mountebank

 
 Wondrous item, rare  
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. 
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. 

Carpet of Flying

 
 Wondrous item, very rare  
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. 
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. 

 d100 	
 Size 	
 Capacity 	
 Flying Speed 	

01-20	
3 ft. × 5 ft.	
200 lb.	
80 feet	

21-55	
4 ft. × 6 ft.	
400 lb.	
60 feet	

56-80	
5 ft. × 7 ft.	
600 lb.	
40 feet	

81-100	
6 ft. × 9 ft.	
800 lb.	
30 feet	

 
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. 

Censer of Controlling Air Elementals

 
 Wondrous item, rare  
While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. 
This 6--inch--wide, 1--foot--high vessel resembles a chalice with a decorated lid. It weighs 1 pound. 

Chime of Opening

 
Chime of Opening 
 
 Wondrous item, rare  
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. 
If no locks or latches remain, the object itself opens. 
The chime can be used ten times. After the tenth time, it cracks and becomes useless. 

Circlet of Blasting

 
 Wondrous item, uncommon  
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. 

Cloak of Arachnida

 
 Wondrous item, very rare (requires attunement)  
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:    
1•	 You have resistance to poison damage. 

1•	 You have a climbing speed equal to your walking speed. 

1•	 You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. 

1•	 You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. 

1•	 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. 

Cloak of Displacement

 
 Wondrous item, rare (requires attunement)  
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. 

Cloak of Elvenkind

 
 Wondrous item, uncommon (requires attunement)  
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. 

Cloak of Protection

 
 Wondrous item, uncommon (requires attunement)  
You gain a +1 bonus to AC and saving throws while you wear this cloak. 

Cloak of the Bat

 
 Wondrous item, rare (requires attunement)  
While wearing this cloak, you have advantage on 
Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. 
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, 
Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. 

Cloak of the Manta Ray

 
 Wondrous item, uncommon  
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. 

Crystal Ball

 
 Wondrous item, very rare or legendary (requires attunement)  
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. 
The following crystal ball variants are legendary items and have additional properties. 
Crystal Ball of Mind Reading. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. 
Crystal Ball of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn. 
Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. 

Cube of Force

 
 Wondrous item, rare (requires attunement)  
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. 
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. 
Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. 
You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. 
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. 
 Cube of Force Faces  

 Face 	
 Charges 	
 Effect 	

1	
1	
Gases, wind, and fog can't pass through	
the barrier.	

2	
2	
Nonliving matter can't pass through the	
barrier. Walls, floors, and ceilings can pass	
through at your discretion.	

3	
3	
Living matter can't pass through the	
barrier.	

4	
4	
Spell effects can't pass through the barrier.	

5	
5	
Nothing can pass through the barrier. Walls, floors, and ceilings can pass through	
at your discretion.	

6	
0	
The barrier deactivates.	

 
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. 

 Spell or Item 	
 Charges Lost 	

Disintegrate	
1d12	

Horn of blasting	
1d10	

Passwall	
1d6	

Prismatic spray	
1d20	

Wall of fire	
1d4.	

 

Cubic Gate

 
 Wondrous item, legendary  
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. 
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. 

Dagger of Venom

 
 Weapon (dagger), rare  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. 
That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. 

Dancing Sword

 
 Weapon (any sword), very rare (requires attunement)  
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The 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. 

Decanter of Endless Water

 
 Wondrous item, uncommon  
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. 
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:    
1•	 "Stream" produces 1 gallon of water. 

1•	 "Fountain" produces 5 gallons of water.

1•	 "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. 

Deck of Illusions

 
Deck of Illusions 
 
 Wondrous item, uncommon  
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. 
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. 
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature 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	
_____	

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	
Orc	

Two of clubs	
Kobold	

Jokers (2)	
You (the deck's owner).	

 

Deck of Many Things

 
 Wondrous item, legendary  
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty--two. 
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. 
Once a card is drawn, it fades from existence. 
Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. 

Playing Card	
Card	

Ace of diamonds	
Vizier*	

King of diamonds	
Sun	

Queen of diamonds	
Moon	

Jack of diamonds	
Star	

Two of diamonds	
Comet*	

Ace of hearts	
The Fates*	

King of hearts	
Throne	

Queen of hearts	
Key	

Jack of hearts	
Knight	

Two of hearts	
Gem*	

Ace of clubs	
Talons*	

King of clubs	
The Void	

Queen of clubs	
Flames	

Jack of clubs	
Skull	

Two of clubs	
Idiot*	

Ace of spades	
Donjon*	

King of spades	
Ruin	

Queen of spades	
Euryale	

Jack of spades	
Rogue	

Two of spades	
Balance*	

Joker (with TM)	
Fool*	

Joker (without TM)	
Jester *Found only in a deck with twenty--two cards	

 
 Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. 
 Comet. If you single--handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. 
 Otherwise, this card has no effect. 
 Donjon. You disappear and become entombed in a state of suspended animation in an extra-dimensional 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 GM 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 GM'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 GM'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. 
Avatar of Death
 
 Medium undead, neutral evil  
 Armor Class 20 
 Hit Points half the hit point maximum of its summoner 
 Speed 60 ft., fly 60 ft. (hover) 
 STR  DEX CON INT WIS CHA 
 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 
 Damage Immunities necrotic, poison 
 Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious 
 Senses darkvision 60 ft., truesight 60 ft., passive Perception 13 
 Languages all languages known to its summoner 
 Challenge - (0 XP) 
 Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
 Turning Immunity. The avatar is immune to features that turn undead. 
 Actions  
 Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. 
 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 GM 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 GM'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. 

Defender

 
 Weapon (any sword), legendary (requires attunement)  
You gain a +3 bonus to attack and damage rolls made with this magic weapon. 
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. 

Demon Armor

 
 Armor (plate), very rare (requires attunement)  
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. 
Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. 

Dimensional Shackles

 
 Wondrous item, rare  
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extra-dimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an inter-dimensional 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. 

Dragon Scale Mail

 
 Armor (scale mail), very rare (requires attunement)  
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast--off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. 
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). 
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. 

 Dragon 	
 Resistance 	

Black	
Acid	

Blue	
Lightning	

Brass	
Fire	

Bronze	
Lightning	

Copper	
Acid	

Gold	
Fire	

Green	
Poison	

Red	
Fire	

Silver	
Cold	

White	
Cold.	

 

Dragon Slayer

 
 Weapon (any sword), rare  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. 

Dust of Disappearance

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

Dust of Dryness

 
 Wondrous item, uncommon  
This small packet contains 1d6 + 4 pinches of dust. 
You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble--sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. 
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. 
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. 

Dust of Sneezing and Choking

 
 Wondrous item, uncommon  
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. 
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. 
As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. 

Dwarven Plate

 
 Armor (plate), very rare  
While wearing this armor, you gain a +2 bonus to AC. 
In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 

Dwarven Thrower

 
 Weapon (warhammer), very rare (requires attunement by a dwarf)  
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. 

Efficient Quiver

 
 Wondrous item, uncommon  
Each of the quiver's three compartments connects to an extra-dimensional 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 mid-size 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. 

Efreeti Bottle

 
 Wondrous item, very rare  
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. 
The first time the bottle is opened, the GM 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.	

 

Elemental Gem

 
 Wondrous item, uncommon  
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. 

 Gem 	
 Summoned Elemental 	

Blue sapphire	
Air elemental	

Yellow diamond	
Earth elemental	

Red corundum	
Fire elemental	

Emerald	
Water elemental.	

 

Elven Chain

 
 Armor (chain shirt), rare  
You gain a +1 bonus to AC while you wear this armor. 
You are considered proficient with this armor even if you lack proficiency with medium armor. 

Ever-smoking Bottle

 
 Wondrous item, uncommon  
Smoke leaks from the lead--stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60--foot radius from the bottle. 
The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. 
The cloud persists as long as the bottle is open. 
Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. 

Eyes of Charming

 
 Wondrous item, uncommon (requires attunement)  
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. 
The lenses regain all expended charges daily at dawn. 

Eyes of Minute Seeing

 
 Wondrous item, uncommon  
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. 

Eyes of the Eagle

 
 Wondrous item, uncommon (requires attunement)  
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. 

Feather Token

 
 Wondrous item, rare  
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-- use effect. The GM chooses the kind of token or determines it randomly. 

d100	
Feather Token	

01-20	
Anchor	

51-65	
Swan boat	

21-35	
Bird	

66-90	
Tree	

36-50	
Fan	

91-00	
Whip	

 
 Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. 
 Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one--hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. 
 Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. 
 Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50--foot--long, 20--foot-- wide boat shaped like a swan takes its place. The boat is self--propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty--two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. 
 Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5--foot--diameter trunk, and its branches at the top spread out in a 20--foot radius. 
 Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. 

Figurine of Wondrous Power

 
Figurine of Wondrous Power 
 
 Wondrous item, rarity by figurine  
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. 
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. 
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 Griffin (Rare). This bronze statuette is of a griffin rampant. It can become a griffin for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. 
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. 
Once it has been used, it can't be used again until 2 days have passed. 
Giant Fly 
Large beast, unaligned 
Armor Class 11 
Hit Points 19 (3d10 + 3) 
Speed 30 ft., fly 60 ft. 
STR DEX CON INT WIS CHA 
14 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4) 
 Senses darkvision 60 ft., passive Perception 10 
Languages - 
 Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. 
 Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:    
1•	 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. 

1•	 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. 

1•	 The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30--foot--radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

 Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. 
 Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. 
 Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. 
 Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. 
 Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. 

Flame Tongue

 
 Weapon (any sword), rare (requires attunement)  
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40--foot radius and dim light for an additional 40 feet. 
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. 

Folding Boat

 
 Wondrous item, rare  
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. 
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. 
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen 
Medium creatures comfortably. 
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. 
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. 

Frost Brand

 
 Weapon (any sword), very rare (requires attunement)  
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. 
In freezing temperatures, the blade sheds bright light in a 10--foot radius and dim light for an additional 10 feet. 
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. 

Gauntlets of Ogre Power

 
 Wondrous item, uncommon (requires attunement)  
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your 
Strength is already 19 or higher. 

Gem of Brightness

 
 Wondrous item, uncommon  
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:    
1•	 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. 

1•	 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.

1•	 The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. 

Gem of Seeing

 
 Wondrous item, rare (requires attunement)  
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 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. 

Giant Slayer

 
 Weapon (any ax or sword), rare  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. 

Glamored Studded Leather

 
 Armor (studded leather), rare  
While wearing this armor, you gain a +1 bonus to AC. 
You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. 

Gloves of Missile Snaring

 
 Wondrous item, uncommon (requires attunement)  
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your 
Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. 

Gloves of Swimming and Climbing

 
 Wondrous item, uncommon (requires attunement)  
While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. 

Goggles of Night

 
 Wondrous item, uncommon  
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. 

Hammer of Thunderbolts

 
 Weapon (maul), legendary  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. 
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. 
While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. 
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. 
The hammer regains 1d4 + 1 expended charges daily at dawn. 

Handy Haversack

 
 Wondrous item, rare  
This backpack has a central pouch and two side pouches, each of which is an extra-dimensional 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 extra-dimensional 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. 

Hat of Disguise

 
 Wondrous item, uncommon (requires attunement)  
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. 

Headband of Intellect

 
 Wondrous item, uncommon (requires attunement)  
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. 

Helm of Brilliance

 
 Wondrous item, very rare (requires attunement)  
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. 
You gain the following benefits while wearing it:    
1•	 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. 

1•	 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. 

1•	 As long as the helm has at least one ruby, you have resistance to fire damage. 

1•	 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. 

Helm of Comprehending Languages

 
 Wondrous item, uncommon  
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. 

Helm of Telepathy

 
 Wondrous item, uncommon (requires attunement)  
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. 
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. 

Helm of Teleportation

 
 Wondrous item, rare (requires attunement)  
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. 

Holy Avenger

 
 Weapon (any sword), legendary (requires attunement by a paladin)  
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. 
While you hold the drawn sword, it creates an aura in a 10--foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. 

Horn of Blasting

 
 Wondrous item, rare  
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30--foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. 
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. 

Horn of Valhalla

 
 Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)  
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. 
They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. 
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The 
GM chooses the horn's type or determines it randomly. 

 d100 	
 Horn Type 	
 Berserkers Summoned 	
 Requirement 	

01-40	
Silver	
2d4 + 2	
None	

41-75	
Brass	
3d4 + 3	
Proficiency with all simple weapons	

76-90	
Bronze	
4d4 + 4	
Proficiency with all medium armor	

91-00	
Iron	
5d4 + 5	
Proficiency 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. 

Horseshoes of a Zephyr

 
 Wondrous item, very rare  
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. 
This effect means the creature can cross or stand above non-solid 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. 

Horseshoes of Speed

 
 Wondrous item, rare  
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. 

Immovable Rod

 
 Rod, uncommon  
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. 

Instant Fortress

 
 Wondrous item, rare  
You can use an action to place this 1--inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. 
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. 
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. 
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. 

Magic Stone from a Forgotten Time

 
 Wondrous item, rarity varies (requires attunement)  
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful 
DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. 
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. 
 Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. 
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. 
 Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. 
 Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head. 
 Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. 
 Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. 
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. 
 Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. 
 Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. 
 Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. 
 Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. 
 Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. 
 Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. 
 Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. 
The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM. 
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. 
The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. 
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. 
 Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. 
 Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head. 

Iron Bands of Binding

 
 Wondrous item, rare  
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. 
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. 
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. 
Once the bands are used, they can't be used again until the next dawn. 

Iron Flask

 
 Wondrous item, legendary  
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. 
If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. 
You can use an action to remove the flask's stopper and release the creature the flask contains. 
The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. 
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. 

d100	
Contents	

1-50	
Empty	

51-54	
Demon (type 1)	

55-58	
Demon (type 2)	

59-62	
Demon (type 3)	

63-64	
Demon (type 4)	

65	
Demon (type 5)	

66	
Demon (type 6)	

67	
Deva	

68-69	
Devil (greater)	

70-73	
Devil (lesser)	

74-75	
Djinni	

76-77	
Efreeti	

78-83	
Elemental (any)	

84-86	
Invisible stalker	

87-90	
Night hag	

91	
Planetar	

92-95	
Salamander	

96	
Solar	

97-99	
Succubus/incubus	

100	
Xorn.	

 

Javelin of Lightning

 
 Weapon (javelin), uncommon  
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a 
DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. 
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. 

Lantern of Revealing

 
 Wondrous item, uncommon  
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30--foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-- foot radius. 

Luck Blade

 
 Weapon (any sword), legendary (requires attunement)  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. 
Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. 
Wish. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. 

Mace of Disruption

 
 Weapon (mace), rare (requires attunement)  
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 
Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. 
While you hold this weapon, it sheds bright light in a 20--foot radius and dim light for an additional 20 feet. 

Mace of Smiting

 
 Weapon (mace), rare  
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. 
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. 

Mace of Terror

 
 Weapon (mace), rare (requires attunement)  
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. 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. 

Mantle of Spell Resistance

 
 Wondrous item, rare (requires attunement)  
You have advantage on saving throws against spells while you wear this cloak. 

Manual of Bodily Health

 
 Wondrous item, very rare  
This book contains health and diet tips, 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. 

Manual of Gainful Exercise

 
 Wondrous item, very rare  
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. 

Manual of Golems

 
 Wondrous item, very rare  
This tome contains information and incantations necessary to make a particular type of golem. The 
GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th--level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. 

d20	
Golem	
Time	
Cost	

1-5	
Clay	
30 days	
65,000 GP	

6-17	
Flesh	
60 days	
50,000 GP	

18	
Iron	
120 days	
100,000 GP	

19-20	
Stone	
90 days	
80,000 GP	

 
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. 
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. 

Manual of Quickness of Action

 
 Wondrous item, very rare  
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. 

Marvelous Pigments

 
 Wondrous item, very rare  
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three--dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. 
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. 
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. 
Nothing created by the pigments can have a value greater than 25 GP. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. 
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. 

Medallion of Thoughts

 
 Wondrous item, uncommon (requires attunement)  
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. 

Mirror of Life Trapping

 
 Wondrous item, very rare  
When this 4--foot--tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. 
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. 
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extra-dimensional 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 extra-dimensional 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 extra-dimensional 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. 

Mithril Armor

 
 Armor (medium or heavy, but not hide), uncommon  
Mithril is a light, flexible metal. A mithril 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 mithril version of the armor doesn't. 

Necklace of Adaptation

 
 Wondrous item, uncommon (requires attunement)  
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). 

Necklace of Fireballs

 
 Wondrous item, rare  
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd--level fireball spell (save DC 15). 
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. 

Necklace of Prayer Beads

 
 Wondrous item, rare (requires attunement by a cleric, druid, or paladin)  
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. 
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save 
DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 

d20	
Bead of .	
 Spell 	

1-6	
Blessing	
 Bless 	

7-12	
Curing	
 Cure wounds (2nd level) or lesser restoration 	

13-16	
Favor	
 Greater restoration 	

17-18	
Smiting	
 Branding smite 	

19	
Summons	
 Planar ally 	

20	
Wind walking	
 Wind walk. 	

 

Nine Lives Stealer

 
 Weapon (any sword), very rare (requires attunement)  
You gain a +2 bonus to attack and damage rolls made with this magic weapon. 
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. 

Oathbow

 
 Weapon (longbow), very rare (requires attunement)  
When you nock an arrow on this bow, it whispers in 
Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. 
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. 
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. 

Oil of Etherealness

 
 Potion, rare  
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above 
Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. 

Oil of Sharpness

 
 Potion, very rare  
This clear, gelatinous oil sparkles with tiny, ultra-thin 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. 

Oil of Slipperiness

 
 Potion, uncommon  
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. 
The affected creature then gains the effect of a freedom of movement spell for 8 hours. 
Alternatively, the oil can be poured on the ground as an action, where it covers a 10--foot square, duplicating the effect of the grease spell in that area for 8 hours. 

Pearl of Power

 
 Wondrous item, uncommon (requires attunement by a spellcaster)  
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. 

Periapt of Health

 
 Wondrous item, uncommon  
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. 

Periapt of Proof against Poison

 
 Wondrous item, rare  
This delicate silver chain has a brilliant--cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. 

Periapt of Wound Closure

 
 Wondrous item, uncommon (requires attunement)  
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. 

Philter of Love

 
 Potion, uncommon  
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. 
This potion's rose--hued, effervescent liquid contains one easy--to--miss bubble shaped like a heart. 

Pipes of Haunting

 
 Wondrous item, uncommon  
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 
Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. 

Pipes of the Sewers

 
 Wondrous item, uncommon (requires attunement)  
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. 
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. 
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. 

Plate Armor of Etherealness

 
 Armor (plate), legendary (requires attunement)  
While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. 

Portable Hole

 
 Wondrous item, rare  
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. 
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extra-dimensional 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 extra-dimensional space. No matter what's in it, the hole weighs next to nothing. 
If the hole is folded up, a creature within the hole's extra-dimensional 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 extra-dimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral 
Plane. The gate then closes. The gate is one--way only and can't be reopened. 

Potion of Animal Friendship

 
 Potion, uncommon  
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. 
Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. 

Potion of Clairvoyance

 
 Potion, rare  
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. 

Potion of Climbing

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

Potion of Diminution

 
 Potion, rare  
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. 

Potion of Flying

 
 Potion, very rare  
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. 

Potion of Gaseous Form

 
 Potion, rare  
When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. 

Potion of Giant Strength

 
 Potion, rarity varies  
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. 
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. 

Type of Giant	
Strength	
Rarity	

Hill giant	
21	
Uncommon	

Frost/stone giant	
23	
Rare	

Fire giant	
25	
Rare	

Cloud giant	
27	
Very rare	

Storm giant	
29	
Legendary.	

 

Potion of Growth

 
 Potion, uncommon  
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. 
Shaking the bottle fails to interrupt this process. 

Potion of Healing

 
 Potion, rarity varies  
You regain hit points when you drink this potion. 
The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. 
Potions of Healing

Potion of .	
Rarity	
HP Regained	

Healing	
Common	
2d4 + 2	

Greater healing	
Uncommon	
4d4 + 4	

Superior healing	
Rare	
8d4 + 8	

Supreme healing	
Very rare	
10d4 + 20.	

 

Potion of Heroism

 
 Potion, rare  
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. 

Potion of Invisibility

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

Potion of Mind Reading

 
 Potion, rare  
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. 

Potion of Poison

 
 Potion, uncommon  
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. 
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. 

Potion of Resistance

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

d10	
Damage Type	

1	
Acid	

2	
Cold	

3	
Fire	

4	
Force	

5	
Lightning	

6	
Necrotic	

7	
Poison	

8	
Psychic	

9	
Radiant	

10	
Thunder.	

 

Potion of Speed

 
 Potion, very rare  
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). 
The potion's yellow fluid is streaked with black and swirls on its own. 

Potion of Water Breathing

 
 Potion, uncommon  
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish--like bubble floating in it. 

Restorative Ointment

 
 Wondrous item, uncommon  
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. 
The jar and its contents weigh 1/2 pound. 
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. 

Ring of Animal Influence

 
 Ring, rare  
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:    
1•	 Animal friendship (save DC 13) 

1•	 Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower 

1•	 Speak with animals.

Ring of Djinni Summoning

 
 Ring, legendary (requires attunement)  
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. 
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. 
After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. 

Ring of Elemental Command

 
 Ring, legendary (requires attunement)  
This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. 
While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. 
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. 
 Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. 
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:    
1•	 You have resistance to lightning damage. 

1•	 You have a flying speed equal to your walking speed and can hover. 

1•	 You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).

 Ring of Earth Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. 
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:    
1•	 You have resistance to acid damage. 

1•	 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. 

1•	 You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

 Ring of Fire Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. 
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:    
1•	 You are immune to fire damage. 

1•	 You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).

Ring of Water Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. 
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:    
1•	 You can breathe underwater and have a swimming speed equal to your walking speed.

1•	 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).

Ring of Evasion

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

Ring of Feather Falling

 
 Ring, rare (requires attunement)  
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. 

Ring of Free Action

 
 Ring, rare (requires attunement)  
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. 

Ring of Invisibility

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

Ring of Jumping

 
 Ring, uncommon (requires attunement)  
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. 

Ring of Mind Shielding

 
 Ring, uncommon (requires attunement)  
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. 
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. 
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. 

Ring of Protection

 
 Ring, rare (requires attunement)  
You gain a +1 bonus to AC and saving throws while wearing this ring. 

Ring of Regeneration

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

Ring of Resistance

 
 Ring, rare (requires attunement)  
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. 

d10	
Damage Type	
Gem	

1	
Acid	
Pearl	

2	
Cold	
Tourmaline	

3	
Fire	
Garnet	

4	
Force	
Sapphire	

5	
Lightning	
Citrine	

6	
Necrotic	
Jet	

7	
Poison	
Amethyst	

8	
Psychic	
Jade	

9	
Radiant	
Topaz	

10	
Thunder	
Spinel.	

 

Ring of Shooting Stars

 
 Ring, very rare (requires attunement outdoors at night)  
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. 
Casting either spell from the ring requires an action. 
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. 
 Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. 
 Ball Lightning. You can expend 2 charges as an action to create one to four 3--foot--diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. 
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30--foot radius. 
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. 
When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. 

Spheres	
Lightning Damage	

4	
2d4	

3	
2d6	

2	
5d4	

1	
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. 

Ring of Spell Storing

 
 Ring, rare (requires attunement)  
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the 
GM. 
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. 
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save 
DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. 

Ring of Spell Turning

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

Ring of Swimming

 
 Ring, uncommon  
You have a swimming speed of 40 feet while wearing this ring. 

Ring of Telekinesis

 
 Ring, very rare (requires attunement)  
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. 

Ring of the Ram

 
 Ring, rare (requires attunement)  
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. 
The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. 
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. 

Ring of Three Wishes

 
 Ring, legendary  
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. 

Ring of Warmth

 
 Ring, uncommon (requires attunement)  
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. 

Ring of Water Walking

 
 Ring, uncommon  
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. 

Ring of X-ray Vision

 
 Ring, rare (requires attunement)  
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. 
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. 

Robe of Eyes

 
 Wondrous item, rare (requires attunement)  
This robe is adorned with eye-like 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. 

Robe of Scintillating Colors

 
 Wondrous item, very rare (requires attunement)  
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30--foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. 

Robe of Stars

 
 Wondrous item, very rare (requires attunement)  
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. 
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th--level spell. Daily at dusk, 1d6 removed stars reappear on the robe. 
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. 

Robe of the Archmagi

 
 Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)  
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. 
The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. 
You gain these benefits while wearing the robe:    
1•	 If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. 

1•	 You have advantage on saving throws against spells and other magical effects. 

1•	 Your spell save DC and spell attack bonus each increase by 2.

Robe of Useful Items

 
 Wondrous item, uncommon  
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. 
The robe has two of each of the following patches:    
1•	 Dagger 

1•	 Bullseye lantern (filled and lit) 

1•	 Steel mirror 

1•	 10--foot pole 

1•	 Hempen rope (50 feet, coiled) 

1•	 Sack

In addition, the robe has 4d4 other patches. The 
GM 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	

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	

91-96	
Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach	

97-00	
Portable ram.	

 

Rod of Absorption

 
 Rod, very rare (requires attunement)  
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. 
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. 
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd--level spell slot. 
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. 

Rod of Alertness

 
 Rod, very rare (requires attunement)  
This rod has a flanged head and the following properties. 
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. 
 Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. 
 Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60--foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. 
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. 

Rod of Lordly Might

 
 Rod, legendary (requires attunement)  
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. 
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. 
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head. 
If you press button 2, the rod's flanged head folds down and two crescent--shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. 
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6--foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. 
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. 
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. 
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. 
 Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. 
 Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. 
 Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. 
On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. 

Rod of Rulership

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

Rod of Security

 
 Rod, very rare  
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extra-planar 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 extra-planar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extra-planar 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. 

Rope of Climbing

 
 Wondrous item, uncommon  
This 60--foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. 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. 

Rope of Entanglement

 
 Wondrous item, rare  
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. 
The target must succeed on a DC 15 Dexterity saving throw or become restrained. 
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a 
DC 15 Strength or Dexterity check (target's choice). 
On a success, the creature is no longer restrained by the rope. 
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. 

Scarab of Protection

 
 Wondrous item, legendary (requires attunement)  
If you hold this beetle--shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:   
1•	 You have advantage on saving throws against spells. 

1•	 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.

Scimitar of Speed

 
 Weapon (scimitar), very rare (requires attunement)  
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. 

Shield, +1, +2, or +3

 
 Armor (shield), uncommon (+1), rare (+2), or very rare (+3)  
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. 

Shield of Missile Attraction

 
 Armor (shield), rare (requires attunement)  
While holding this shield, you have resistance to damage from ranged weapon attacks. 
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. 

Slippers of Spider Climbing

 
 Wondrous item, uncommon (requires attunement)  
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. 
However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. 

Sovereign Glue

 
 Wondrous item, legendary  
This viscous, milky--white substance can form a permanent adhesive bond between any two objects. 
It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. 
One ounce of the glue can cover a 1--foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell. 

Spell Scroll

 
 Scroll, varies  
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can 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 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. 
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. 
Spell Scroll 

Spell Level	
Rarity	
Save DC	
Attack Bonus	

Cantrip	
Common	
13	
+5	

1st	
Common	
13	
+5	

2nd	
Uncommon	
13	
+5	

3rd	
Uncommon	
15	
+7	

4th	
Rare	
15	
+7	

5th	
Rare	
17	
+9	

6th	
Very rare	
17	
+9	

7th	
Very rare	
18	
+10	

8th	
Very rare	
18	
+10	

9th	
Legendary	
19	
+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 an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. 

Spellguard Shield

 
 Armor (shield), very rare (requires attunement)  
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. 

Sphere of Annihilation

 
 Wondrous item, legendary  
This 2--foot--diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. 
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. 
The sphere is stationary until someone controls it. 
If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × 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 extra-dimensional space, such as that within a portable hole, the GM 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 extra-dimensional space.	

86-00	
A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.	

 

Staff of Charming

 
 Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)  
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. 
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. 
You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. 
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. 

Staff of Fire

 
 Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)  
You have resistance to fire damage while you hold this staff. 
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). 
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. 

Staff of Frost

 
 Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)  
You have resistance to cold damage while you hold this staff. 
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). 
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. 

Staff of Healing

 
 Staff, rare (requires attunement by a bard, cleric, or druid)  
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). 
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. 

Staff of Power

 
Staff of Power 
 
 Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)  
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. 
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. 
 Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. 
 Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th--level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th--level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). 
 Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30--foot--radius sphere centered on it. 
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. 
If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. 
Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. 

Distance from Origin	
Damage	

10 ft. away or closer	
8 × the number of charges in the staff	

11 to 20 ft. away	
6 × the number of charges in the staff	

21 to 30 ft. away	
4 × the number of charges in the staff.	

 

Staff of Striking

 
 Staff, very rare (requires attunement)  
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. 
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. 

Staff of Swarming Insects

 
 Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)  
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. 
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). 
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30--foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. 

Staff of the Magi

 
 Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)  
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. 
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. 
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). 
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th--level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th--level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). 
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. 
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30--foot--radius sphere centered on it. 
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. 
If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. 
Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. 

Distance from Origin	
Damage	

10 ft. away or closer	
8 × the number of charges in the staff	

11 to 20 ft. away	
6 × the number of charges in the staff	

21 to 30 ft. away	
4 × the number of charges in the staff.	

 

Staff of the Python

 
 Staff, uncommon (requires attunement by a cleric, druid, or warlock)  
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. 
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. 
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. 

Staff of the Woodlands

 
 Staff, rare (requires attunement by a druid)  
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. 
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. 
Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). 
You can also use an action to cast the pass without trace spell from the staff without using any charges. 
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5--foot--diameter trunk, and its branches at the top spread out in a 20--foot radius. 
The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. 
While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. 

Staff of Thunder and Lightning

 
 Staff, very rare (requires attunement)  
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. 
 Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. 
 Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. 
 Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. 
 Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. 
On a successful save, a creature takes half damage and isn't deafened. 
 Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. 

Staff of Withering

 
 Staff, rare (requires attunement by a cleric, druid, or warlock)  
This staff has 3 charges and regains 1d3 expended charges daily at dawn. 
The staff can be wielded as a magic quarterstaff. 
On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. 

Stone of Controlling Earth Elementals

 
 Wondrous item, rare  
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.  

Stone of Good Luck (Luckstone)

 
 Wondrous item, uncommon (requires attunement)  
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. 

Sun Blade

 
 Weapon (longsword), rare (requires attunement)  
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. 
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. 
The sword's luminous blade emits bright light in a 15--foot radius and dim light for an additional 15 feet. 
The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. 

Sword of Life Stealing

 
 Weapon (any sword), rare (requires attunement)  
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. 

Sword of Sharpness

 
 Weapon (any sword that deals slashing damage), very rare (requires attunement)  
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. 
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. 
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-- foot radius and dim light for an additional 10 feet. 
Speaking the command word again or sheathing the sword puts out the light. 

Sword of Wounding

 
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. 
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. 

Talisman of Pure Good

 
 Wondrous item, legendary (requires attunement by a creature of good alignment)  
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. 
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. 
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. 

Talisman of the Sphere

 
 Wondrous item, legendary (requires attunement)  
When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. 

Talisman of Ultimate Evil

 
 Wondrous item, legendary (requires attunement by a creature of evil alignment)  
This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. 
If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. 
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 
Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul--smelling slime and is destroyed. 

Tome of Clear Thought

 
 Wondrous item, very rare  
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your 
Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. 

Tome of Leadership and Influence

 
 Wondrous item, very rare  
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. 

Tome of Understanding

 
 Wondrous item, very rare  
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. 

Trident of Fish Command

 
 Weapon (trident), uncommon (requires attunement)  
This trident is a magic weapon. It has 3 charges. 
While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. 

Universal Solvent

 
 Wondrous item, legendary  
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. 

Vicious Weapon

 
 Weapon (any), rare  
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. 

Vorpal Sword

 
 Weapon (any sword that deals slashing damage), legendary (requires attunement)  
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. 
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. 
A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. 

Wand of Binding

 
 Wand, rare (requires attunement by a spellcaster)  
This wand has 7 charges for the following properties. 
It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 
 Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). 
 Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. 

Wand of Enemy Detection

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

Wand of Fear

 
 Wand, rare (requires attunement)  
This wand has 7 charges for the following properties. 
It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 
 Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). 
 Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60--foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. 
While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the 
 Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. 

Wand of Fireballs

 
 Wand, rare (requires attunement by a spellcaster)  
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd--level version of the spell. 
You can increase the spell slot level by one for each additional charge you expend. 
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 

Wand of Lightning Bolts

 
 Wand, rare (requires attunement by a spellcaster)  
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd--level version of the spell. 
You can increase the spell slot level by one for each additional charge you expend. 
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 

Wand of Magic Detection

 
 Wand, uncommon  
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. 

Wand of Magic Missiles

 
 Wand, uncommon  
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st--level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 

Wand of Paralysis

 
 Wand, rare (requires attunement by a spellcaster)  
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to 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. 

Wand of Polymorph

 
 Wand, very rare (requires attunement by a spellcaster)  
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 

Wand of Secrets

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

Wand of the War Mage, +1, +2, or +3

 
 Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)  
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. 

Wand of Web

 
 Wand, uncommon (requires attunement by a spellcaster)  
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. 

Wand of Wonder

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

d100	
Effect	

01-05	
You cast slow.	

06-10	
You cast faerie fire.	

11-15	
You are stunned until the start of your next turn, believing something awesome just happened.	

16-20	
You cast gust of wind.	

21-25	
You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.	

26-30	
You cast stinking cloud.	

31-33	
Heavy rain falls in a 60--foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.	

34-36	
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.	

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 GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.	

66-69	
You shrink yourself as if you had cast enlarge/reduce on yourself.	

70-79	
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 1d4 × 10 gems, each worth 1 GP, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, 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.	

 

Weapon, +1, +2, or +3

 
 Weapon (any), uncommon (+1), rare (+2), or very rare (+3)  
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. 

Well of Many Worlds

 
 Wondrous item, legendary  
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. 
You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two--way portal to another world or plane of existence. Each time the item opens a portal, the 
GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours. 

Wind Fan

 
 Wondrous item, uncommon  
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. 
Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. 

Winged Boots

 
 Wondrous item, uncommon (requires attunement)  
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. 
The boots regain 2 hours of flying capability for every 12 hours they aren't in use. 

Wings of Flying

 
 Wondrous item, rare (requires attunement)  
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. 
When they disappear, you can't use them again for 1d12 hours. 

Sentient Magic Items

 
 Some magic items possess sentience and personality. 
Such an item might be possessed, haunted by the spirit of a previous owner, or self--aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. 
Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. 
Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. 
Creating Sentient Magic Items
 
When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. Abilities A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. 
Communication
 
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. 

d100	
Communication	

01-60	
The item communicates by transmitting emotion to the creature carrying or wielding it.	

61-90	
The item can speak, read, and understand one or more languages.	

91-00	
 The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.	

 
Senses
 
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. 
You can choose its senses or roll on the following table. 

d4	
Senses	

Hearing and normal vision out to 30 feet.	
1	

Hearing and normal vision out to 60 feet	
2	

Hearing and normal vision out to 120 feet.	
3	

Hearing and darkvision out to 120 feet.	
4	

 
Alignment
 
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. 

d100	
Alignment	

d100	
Alignment	

01-15	
Lawful good	

74-85	
Chaotic neutral	

16-35	
Neutral good	

86-89	
Lawful evil	

36-50	
Chaotic good	

90-96	
Neutral evil	

51-63	
Lawful neutral	

97-00	
Chaotic evil	

64-73	
Neutral	

 
Special Purpose
 
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. 

d10	
Purpose	

1	
 Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)	

2	
 Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.	

3	
 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.	

4	
 Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.	

5	
 Templar: The item seeks to defend the servants and interests of a particular deity.	

6	
 Destroyer: The item craves destruction and goads its user to fight arbitrarily.	

7	
 Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.	

8	
 Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.	

9	
 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.	

10	
 Creator Seeker: The item seeks its creator and wants to understand why it was created.	

 
Conflict
 
A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:    
1•	 The item insists on being carried or worn at all times. 

1•	 The item demands that its wielder dispose of anything the item finds repugnant. 

1•	 The item demands that its wielder pursue the item's goals to the exclusion of all other goals. 

1•	 The item demands to be given to someone else.

If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:   
1•	 Make it impossible for its wielder to attune to it. 

1•	 Suppress one or more of its activated properties. 

1•	 Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn. 

Orb of Dragonkind

 
 Wondrous item, artifact (requires attunement)  
Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards 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 wizard 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 wizard towers 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 ______, or something else the GM decides. 
Random Properties. An Orb of Dragonkind has the following random properties:    
1•	2 minor beneficial properties 

1•	1 minor detrimental property 

1•	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 will break it though. 

Monsters

 
 A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. 
Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the Player's Handbook for more information on creature size and space. 
 Size Categories  

Size	
Space	
Examples	

Tiny	
2 1/2 by 2 1/2 ft.	
Imp, sprite	

Small	
5 by 5 ft.	
Giant rat, goblin	

Medium	
5 by 5 ft.	
Orc, werewolf	

Large	
10 by 10 ft.	
Hippogriff, ogre	

Huge	
15 by 15 ft.	
Fire giant, treant	

Gargantuan	
20 by 20 ft. or larger	
Kraken, purple worm	

 
Modifying Creatures
 
Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a variant or template, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating. 
Type
 
A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. 
The game includes the following monster types, which have no rules of their own. 
 Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and _______. 
 Beasts are non-humanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. 
 Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. 
 Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of _______, such as _______, are constructs shaped from the raw material of the plane by the will of more powerful creatures. 
 Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. 
 Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers and invisible stalkers. 
 Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the _______, also called the Plane of ________. Some are also found in the Outer Planes. Fey include dryads, pixies, and satyrs. 
 Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and _________. 
 Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. 
 Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. 
 Monstrosities are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan----ti). They defy categorization, and in some sense serve as a catch----all category for creatures that don't fit into any other type. 
 Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. 
 Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. 
 Undead are once----living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. 
Tags
 
A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. 
Alignment
 
A monster's alignment provides a clue to its disposition and how it behaves in a role-playing or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the Player's Handbook for descriptions of the different alignments. 
The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good----aligned green dragon or an evil storm giant, there's nothing stopping you. 
Some creatures can have any alignment. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. 
Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don't have an alignment. 
Armor Class
 
A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. 
Hit Points
 
A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the Player's Handbook. 
A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4 1/2). 
A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. 
 Hit Dice by Size  

Monster Size	
Hit Die	
Average HP per Die	

Tiny	
d4	
2 1/2	

Small	
d6	
3 1/2	

Medium	
d8	
4 1/2	

Large	
d10	
5 1/2	

Huge	
d12	
6 1/2	

Gargantuan	
d20	
10 1/2	

 
A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11). 
Speed
 
A monster's speed tells you how far it can move on its turn. For more information on speed, see the Player's Handbook. 
All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground----based locomotion have a walking speed of 0 feet. 
Some creatures have one or more of the following additional movement modes. 
 Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. 
 Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. 
 Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player's Handbook). Such a monster stops hovering when it dies. 
 Swim A monster that has a swimming speed doesn't need to spend extra movement to swim. 
Ability Scores
 
Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the Player's Handbook. 
Saving Throws
 
The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. 
A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). 
 Proficiency Bonus by Challenge Rating  

Challenge Proficiency	
Bonus	

0	
+2	

1/8	
+2	

1/4	
+2	

1/2	
+2	

1	
+2	

2	
+2	

3	
+2	

4	
+2	

5	
+3	

6	
+3	

7	
+3	

8	
+3	

9	
+4	

10	
+4	

11	
+4	

12	
+4	

13	
+5	

14	
+5	

15	
+5	

16	
+5	

17	
+6	

18	
+6	

19	
+6	

20	
+6	

21	
+7	

22	
+7	

23	
+7	

24	
+7	

25	
+8	

26	
+8	

27	
+8	

28	
+8	

29	
+9	

30	
+9	

 
Skills
 
The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. 
A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger----than----expected bonus (usually double its proficiency bonus) to account for its heightened expertise. 
Vulnerabilities, Resistances, and Immunities
 
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. 
Senses
 
The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. 
 Blindsight A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. 
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. 
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. 
 Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. 
 Tremorsense A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense. 
 Truesight A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. 
Armor, Weapon, and Tool Proficiencies
 
Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. 
For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither. 
See the Player's Handbook for rules on using armor or weapons without proficiency. 
Languages
 
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language. 
 Telepathy  
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. 
A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated. 
A creature within the area of an anti-magic field or in any other location where magic doesn't function can't send or receive telepathic messages. 
Challenge
 
A monster's challenge rating tells you how great a threat the monster is. An appropriately equipped and well----rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd----level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. 
Monsters that are significantly weaker than 1st---- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. 
Some monsters present a greater challenge than even a typical 20th----level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. 
 Experience Points  
The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. 
Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. 
Experience Points by Challenge Rating

Challenge	
XP	

0	
0 or 10	

1/8	
25	

1/4	
50	

1/2	
100	

1	
200	

2	
450	

3	
700	

4	
1,100	

5	
1,800	

6	
2,300	

7	
2,900	

8	
3,900	

9	
5,000	

10	
5,900	

11	
7,200	

12	
8,400	

13	
10,000	

14	
11,500	

15	
13,000	

16	
15,000	

17	
18,000	

18	
20,000	

19	
22,000	

20	
25,000	

21	
33,000	

22	
41,000	

23	
50,000	

24	
62,000	

25	
75,000	

26	
90,000	

27	
105,000	

28	
120,000	

29	
135,000	

30	
155,000	

 
Special Traits
 
Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. 
 Innate Spellcasting  
A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. 
An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage. 
A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. 
 Spellcasting  
A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player's Handbook). The spellcaster level is also used for any cantrips included in the feature. 
The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. 
A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd----level lightning bolt spell can cast it as a 5th----level spell by using one of its 5th----level spell slots. You can change the spells that a monster knows or has prepared, replacing any spell on its spell list with a spell of the same level and from the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating. 
 Psionics  
A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. 
Actions
 
When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player's Handbook. 
 Melee and Ranged Attacks  
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the Player's Handbook. 
  Creature vs. Target . The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object. 
  Hit . Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. 
  Miss . If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation. 
 Multiattack  
A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. 
 Ammunition  
A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. 
Reactions
 
If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. 
Limited Usage
 
Some special abilities have restrictions on the number of times they can be used. 
  X/Day . The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again. 
  Recharge X-Y . The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. 
For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. 
  Recharge after a Short or Long Rest . This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. 
Grapple Rules for Monsters
 
Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. 
A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10 + the monster's Strength (Athletics) modifier. 
Equipment
 
A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. 
You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. 
If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. 
Legendary Creatures
 
A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. 
If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects. 
Legendary Actions
 
A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. 
A Legendary Creature's Lair
 
A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. 
 Lair Actions  
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. 
 Regional Effects  
The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. 

Aboleth

 
 Large aberration, lawful evil  
 Armor Class 17 (natural armor) 
 Hit Points 135 (18d10 + 36) 
 Speed 10 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) 
 Saving Throws Con +6, Int +8, Wis +6 
 Skills History +12, Perception +10 
 Senses darkvision 120 ft., passive Perception 20 
 Languages Deep Speech, telepathy 120 ft. 
 Challenge 10 (5,900 XP) 
 Amphibious. The aboleth can breathe air and water. 
 Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. 
 Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. 
 Actions Multiattack. The aboleth makes three tentacle attacks. 
 Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. 
 Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage. 
 Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. 
 Detect. The aboleth makes a Wisdom (Perception) check. 
 Tail Swipe. The aboleth makes one tail attack. Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. 

Deva

 
 Medium celestial, lawful good  
 Armor Class 17 (natural armor) 
 Hit Points 136 (16d8 + 64) 
 Speed 30 ft., fly 90 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) 
 Saving Throws Wis +9, Cha +9 
 Skills Insight +9, Perception +9 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened 
 Senses darkvision 120 ft., passive Perception 19 
 Languages all, telepathy 120 ft. 
 Challenge 10 (5,900 XP) 
 Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). 
 Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead Magic Resistance. The deva has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The deva makes two melee attacks. 
 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. 
 Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. 
 Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. 

Planetar

 
 Large celestial, lawful good   
 Armor Class 19 (natural armor) 
 Hit Points 200 (16d10 + 112) 
 Speed 40 ft., fly 120 ft.  
 STR DEX CON INT WIS CHA  
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) 
 Saving Throws Con +12, Wis +11, Cha +12 
 Skills Perception +11 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened 
 Senses truesight 120 ft., passive Perception 21 
 Languages all, telepathy 120 ft. 
 Challenge 16 (15,000 XP) 
 Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). 
 Divine Awareness. The planetar knows if it hears a lie. 
 Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The planetar makes two melee attacks. 
 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. 
 Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. 

Solar

 
 Large celestial, lawful good  
 Armor Class 21 (natural armor) 
 Hit Points 243 (18d10 + 144) 
 Speed 50 ft., fly 150 ft.  
 STR DEX CON INT WIS CHA  
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) 
 Saving Throws Int +14, Wis +14, Cha +17 
 Skills Perception +14 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned 
 Senses truesight 120 ft., passive Perception 24 
 Languages all, telepathy 120 ft. 
 Challenge 21 (33,000 XP) 
 Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). 
 Divine Awareness. The solar knows if it hears a lie. 
 Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weather Magic Resistance. The solar has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The solar makes two greatsword attacks. 
 Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. 
 Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. 
 Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet 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 The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. 
 Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet 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 feet 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. 

Animated Armor

 
 Medium construct, unaligned  
 Armor Class 18 (natural armor) 
 Hit Points 33 (6d8 + 6) 
 Speed 25 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 
 Languages - 
 Challenge 1 (200 XP) 
 Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. 
 False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. 
 Actions Multiattack. The armor makes two melee attacks. 
 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 

Flying Sword

 
 Small construct, unaligned  
 Armor Class 17 (natural armor) 
 Hit Points 17 (5d6) 
 Speed 0 ft., fly 50 ft. (hover)  
 STR DEX CON INT WIS CHA  
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5) 
 Saving Throws Dex +4 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 
 Languages - 
 Challenge 1/4 (50 XP) 
 Antimagic Susceptibility. The sword is incapacitated while in the area of an anti-magic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. 
 False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. 
 Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. 

Rug of Smothering

 
 Large construct, unaligned  
 Armor Class 12 
 Hit Points 33 (6d10) 
 Speed 10 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 
 Languages - 
 Challenge 2 (450 XP) 
 Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. 
 Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. 
 False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug. 
 Actions Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. 

Ankheg

 
 Large monstrosity, unaligned  
 Armor Class 14 (natural armor), 11 while prone 
 Hit Points 39 (6d10 + 6) 
 Speed 30 ft., burrow 10 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2) 
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 
 Languages - 
 Challenge 2 (450 XP) 
 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a ++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. 
 Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet 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. 

Azer

 
 Medium elemental, lawful neutral  
 Armor Class 17 (natural armor, shield) 
 Hit Points 39 (6d8 + 12) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 
 Saving Throws Con +4 Damage Immunities fire, poison Condition Immunities poisoned 
 Senses passive Perception 11 
 Languages Ignan 
 Challenge 2 (450 XP) 
 Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. 
 Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). 
 Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 
 Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. 

Basilisk

 
 Medium monstrosity, unaligned  
 Armor Class 15 (natural armor) 
 Hit Points 52 (8d8 + 16) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2) 
 Senses darkvision 60 ft., passive Perception 9 
 Languages - 
 Challenge 3 (700 XP) 
 Petrifying Gaze. If a creature starts its turn within 30 feet 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 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. 
 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. 

Behir

 
 Huge monstrosity, neutral evil   
 Armor Class 17 (natural armor) 
 Hit Points 168 (16d12 + 64) 
 Speed 50 ft., climb 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1) 
 Skills Perception +6, Stealth +7 Damage Immunities lightning 
 Senses darkvision 90 ft., passive Perception 16 
 Languages Draconic 
 Challenge 11 (7,200 XP) 
 Actions Multiattack. The behir makes two attacks: one with its bite and one to constrict. 
 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. 
 Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 feet long and 5 feet 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. 
 Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet 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 feet of movement, exiting prone. 

Bugbear

 
 Medium humanoid (goblinoid), chaotic evil  
 Armor Class 16 (hide armor, shield) 
 Hit Points 27 (5d8 + 5) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) 
 Skills Stealth +6, Survival +2 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Common, Goblin 
 Challenge 1 (200 XP) 
 Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). 
 Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. 
 Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. 
 Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. 

Bulette

 
 Large monstrosity, unaligned  
 Armor Class 17 (natural armor) 
 Hit Points 94 (9d10 + 45) 
 Speed 40 ft., burrow 40 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3) 
 Skills Perception +6 
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 
 Languages - 
 Challenge 5 (1,800 XP) 
 Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. 
 Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. 
 Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet 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 feet 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. 

Centaur

 
 Large monstrosity, neutral good  
 Armor Class 12 
 Hit Points 45 (6d10 + 12) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) 
 Skills Athletics +6, Perception +3, Survival +3 
 Senses passive Perception 13 
 Languages Elvish, Sylvan 
 Challenge 2 (450 XP) 
 Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. 
 Actions Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. 
 Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 

Chimera

 
 Large monstrosity, chaotic evil  
 Armor Class 14 (natural armor) 
 Hit Points 114 (12d10 + 48) 
 Speed 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) 
 Skills Perception +8 
 Senses darkvision 60 ft., passive Perception 18 
 Languages understands Draconic but can't speak 
 Challenge 6 (2,300 XP) 
 Actions Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. 
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. 
 Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. 
 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. 

Chuul

 
 Large aberration, chaotic evil  
 Armor Class 16 (natural armor) 
 Hit Points 93 (11d10 + 33) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3) 
 Skills Perception +4 Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 14 
 Languages understands Deep Speech but can't speak 
 Challenge 4 (1,100 XP) 
 Amphibious. The chuul can breathe air and water. 
 Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. 
 Actions Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. 
 Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. 
 Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Cloaker

 
 Large aberration, chaotic neutral  
 Armor Class 14 (natural armor) 
 Hit Points 78 (12d10 + 12) 
 Speed 10 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 
 Skills Stealth +5 
 Senses darkvision 60 ft., passive Perception 11 
 Languages Deep Speech, Undercommon 
 Challenge 8 (3,900 XP) 
 Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. 
 False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. 
 Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. 
 Actions Multiattack. The cloaker makes two attacks: one with its bite and one with its tail. 
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. 
 Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. 
 Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours 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. 

Cockatrice

 
 Small monstrosity, unaligned  
 Armor Class 11 
 Hit Points 27 (6d6 + 6) 
 Speed 20 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3) 
 Senses darkvision 60 ft., passive Perception 11 
 Languages - 
 Challenge 1/2 (100 XP) 
 Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. 

Couatl

 
 Medium celestial, lawful good  
 Armor Class 19 (natural armor) 
 Hit Points 97 (13d8 + 39) 
 Speed 30 ft., fly 90 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) 
 Saving Throws Con +5, Wis +7, Cha +6 Damage Resistances radiant Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks 
 Senses truesight 120 ft., passive Perception 15 
 Languages all, telepathy 120 ft. 
 Challenge 4 (1,100 XP) 
 Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scrying Magic Weapons. The couatl's weapon attacks are magical. 
 Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. 
 Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. 
 Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. 
 Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. 

Darkmantle

 
 Small monstrosity, unaligned  
 Armor Class 11 
 Hit Points 22 (5d6 + 5) 
 Speed 10 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 
 Skills Stealth +3 
 Senses blindsight 60 ft., passive Perception 10 
 Languages - 
 Challenge 1/2 (100 XP) 
 Echolocation. The darkmantle can't use its blindsight while deafened. 
 False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. 
 Actions Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is a aMedium 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. 
 Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. 

Balor

 
 Huge fiend (demon), chaotic evil  
 Armor Class 19 (natural armor) 
 Hit Points 262 (21d12 + 126) 
 Speed 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) 
 Saving Throws Str +14, Con +12, Wis +9, Cha +12 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned 
 Senses truesight 120 ft., passive Perception 13 
 Languages Abyssal, telepathy 120 ft. 
 Challenge 19 (22,000 XP) 
 Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. 
 Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. 
 Magic Resistance. The balor has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The balor's weapon attacks are magical. 
 Actions Multiattack. The balor makes two attacks: one with its longsword and one with its whip. 
 Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. 
 Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. 
 Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 

Dretch

 
 Small fiend (demon), chaotic evil  
 Armor Class 11 (natural armor) 
 Hit Points 18 (4d6 + 4) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 3 (-4) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 9 
 Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) 
 Challenge 1/4 (50 XP) 
 Actions Multiattack. The dretch makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. 
 Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. 
 Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. 

Glabrezu

 
 Large fiend (demon), chaotic evil  
 Armor Class 17 (natural armor) 
 Hit Points 157 (15d10 + 75) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) 
 Saving Throws Str +9, Con +9, Wis +7, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned 
 Senses truesight 120 ft., passive Perception 13 
 Languages Abyssal, telepathy 120 ft. 
 Challenge 9 (5,000 XP) 
 Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic 1/day each: confusion, fly, power word stun Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. 
 Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a ++a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. 
 Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. 

Hezrou

 
 Large fiend (demon), chaotic evil  
 Armor Class 16 (natural armor) 
 Hit Points 136 (13d10 + 65) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1) 
 Saving Throws Str +7, Con +8, Wis +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 11 
 Languages Abyssal, telepathy 120 ft. 
 Challenge 8 (3,900 XP) 
 Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects. 
 Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. 
 Actions Multiattack. The hezrou makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 

Marilith

 
 Large fiend (demon), chaotic evil  
 Armor Class 18 (natural armor) 
 Hit Points 189 (18d10 + 90) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 
 Saving Throws Str +9, Con +10, Wis +8, Cha +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned 
 Senses truesight 120 ft., passive Perception 13 
 Languages Abyssal, telepathy 120 ft. 
 Challenge 16 (15,000 XP) 
 Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The marilith's weapon attacks are magical. 
 Reactive. The marilith can take one reaction on every turn in a combat. 
 Actions Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail. 
 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
 Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a aMedium 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. 
 Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 
 Reactions Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. 

Nalfeshnee

 
 Large fiend (demon), chaotic evil  
 Armor Class 18 (natural armor) 
 Hit Points 184 (16d10 + 96) 
 Speed 20 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2) 
 Saving Throws Con +11, Int +9, Wis +6, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned 
 Senses truesight 120 ft., passive Perception 11 
 Languages Abyssal, telepathy 120 ft. 
 Challenge 13 (10,000 XP) 
 Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage. 
 Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Horror Nimbus (Recharge 5-6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. 
 Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 

Quasit

 
 Tiny fiend (demon, shapechanger), chaotic evil  
 Armor Class 13 
 Hit Points 7 (3d4) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) 
 Skills Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 10 
 Languages Abyssal, Common 
 Challenge 1 (200 XP) 
 Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. Actions Claws (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. 
 Scare (1/Day). One creature of the quasit's choice within 20 feet 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. 
 Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. 

Vrock

 
 Large fiend (demon), chaotic evil  
 Armor Class 15 (natural armor) 
 Hit Points 104 (11d10 + 44) 
 Speed 40 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) 
 Saving Throws Dex +5, Wis +4, Cha +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 11 
 Languages Abyssal, telepathy 120 ft. 
 Challenge 6 (2,300 XP) 
 Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The vrock makes two attacks: one with its beak and one with its talons. 
 Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 
 Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. 
 Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. 
 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. 

Barbed Devi

 
 Medium fiend (devil), lawful evil  
 Armor Class 15 (natural armor) 
 Hit Points 110 (13d8 + 52) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 
 Saving Throws Str +6, Con +7, Wis +5, Cha +5 
 Skills Deception +5, Insight +5, Perception +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 18 
 Languages Infernal, telepathy 120 ft. 
 Challenge 5 (1,800 XP) 
 Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 
 Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. 
 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
 Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 
 Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. 

Bearded Devil

 
 Medium fiend (devil), lawful evil  
 Armor Class 13 (natural armor) 
 Hit Points 52 (8d8 + 16) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 
 Saving Throws Str +5, Con +4, Wis +2 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 10 
 Languages Infernal, telepathy 120 ft. Challenge 3 (700 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 
 Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. 
 Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it. 
 Actions Multiattack. The devil makes two attacks: one with its beard and one with its glaive. 
 Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 

Bone Devil

 
 Large fiend (devil), lawful evil  
 Armor Class 19 (natural armor) 
 Hit Points 142 (15d10 + 60) 
 Speed 40 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3) 
 Saving Throws Int +5, Wis +6, Cha +7 
 Skills Deception +7, Insight +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 12 
 Languages Infernal, telepathy 120 ft. Challenge 9 (5,000 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 
 Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The devil makes three attacks: two with its claws and one with its sting. 
 Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. 
 Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Chain Devil

 
 Medium fiend (devil), lawful evil  
 Armor Class 16 (natural armor) 
 Hit Points 85 (10d8 + 40) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 
 Saving Throws Con +7, Wis +4, Cha +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 11 
 Languages Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 
 Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The devil makes two attacks with its chains. 
 Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. 
 Reactions Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. 

Erinyes

 
 Medium fiend (devil), lawful evil  
 Armor Class 18 (plate) 
 Hit Points 153 (18d8 + 72) 
 Speed 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 
 Saving Throws Dex +7, Con +8, Wis +6, Cha +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses truesight 120 ft., passive Perception 12 
 Languages Infernal, telepathy 120 ft. 
 Challenge 12 (8,400 XP) 
 Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). 
 Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The erinyes makes three attacks. 
 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. 
 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. 
 Reactions Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. 

Horned Devil

 
 Large fiend (devil), lawful evil  
 Armor Class 18 (natural armor) 
 Hit Points 178 (17d10 + 85) 
 Speed 20 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) 
 Saving Throws Str +10, Dex +7, Wis +7, Cha +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 13 
 Languages Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 
 Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. 
 Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. 
 Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 
 Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. 

Ice Devil

 
 Large fiend (devil), lawful evil  
 Armor Class 18 (natural armor) 
 Hit Points 180 (19d10 + 76) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) 
 Saving Throws Dex +7, Con +9, Wis +7, Cha +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold, fire, poison Condition Immunities poisoned 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 
 Languages Infernal, telepathy 120 ft. Challenge 14 (11,500 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 
 Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. 
 Actions Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. 
 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. 
 Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. 
 Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. 
 Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. 

Imp

 
 Tiny fiend (devil, shapechanger), lawful evil  
 Armor Class 13 
 Hit Points 10 (3d4 + 3) 
 Speed 20 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 
 Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 120 ft., passive Perception 11 
 Languages Infernal, Common 
 Challenge 1 (200 XP) 
 Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Devil's Sight. Magical darkness doesn't impede the imp's darkvision. 
 Magic Resistance. The imp has advantage on saving throws against spells and other magical effects. Actions 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. 
 Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. 

Lemure

 
 Medium fiend (devil), lawful evil  
 Armor Class 7 
 Hit Points 13 (3d8) 
 Speed 15 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4) Damage Resistances cold Damage Immunities fire, poison Condition Immunities charmed, frightened, poisoned 
 Senses darkvision 120 ft., passive Perception 10 
 Languages understands Infernal but can't speak Challenge 0 (10 XP) Devil's Sight. Magical darkness doesn't impede the lemure's darkvision. 
 Hellish Rejuvenation. A lemure that dies in Hell 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. 
 Actions Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. 

Pit Fiend

 
 Large fiend (devil), lawful evil  
 Armor Class 19 (natural armor) 
 Hit Points 300 (24d10 + 168) 
 Speed 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) 
 Saving Throws Dex +8, Con +13, Wis +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned 
 Senses truesight 120 ft., passive Perception 14 
 Languages Infernal, telepathy 120 ft. 
 Challenge 20 (25,000 XP) 
 Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. 
 Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The pit fiend's weapon attacks are magical. 
 Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: hold monster, wall of fire Actions Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. 
 Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. 
 Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. 
 Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. 

Plesiosaurus

 
 Large beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 68 (8d10 + 24) 
 Speed 20 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3) 
 Skills Perception +3, Stealth +4 
 Senses passive Perception 13 
 Languages - 
 Challenge 2 (450 XP) 
 Hold Breath. The plesiosaurus can hold its breath for 1 hour. 
 Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage. 

Triceratops

 
 Huge beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 95 (10d12 + 30) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3) 
 Senses passive Perception 10 
 Languages - 
 Challenge 5 (1,800 XP) 
 Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. 
 Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. 
 Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage. 

Tyrannosaurus Rex

 
 Huge beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 136 (13d12 + 52) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages - 
 Challenge 8 (3,900 XP) 
 Actions Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. 
 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a ++a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. 
 Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. 

Doppelganger

 
 Medium monstrosity (shapechanger), neutral  
 Armor Class 14 
 Hit Points 52 (8d8 + 16) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 
 Skills Deception +6, Insight +3 Condition Immunities charmed 
 Senses darkvision 60 ft., passive Perception 11 
 Languages Common 
 Challenge 3 (700 XP) 
 Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised. 
 Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. 
 Actions Multiattack. The doppelganger makes two melee attacks. 
 Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. 
 Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, 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. 

Ancient Black Dragon

 
Ancient Black Dragon 
 
 Gargantuan dragon, chaotic evil  
 Armor Class 22 (natural armor) 
 Hit Points 367 (21d20 + 147) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) 
 Saving Throws Dex +9, Con +14, Wis +9, Cha +11 
 Skills Perception +16, Stealth +9 Damage Immunities acid 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 
 Languages Common, Draconic 
 Challenge 21 (33,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. 
 Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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 The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Black Dragon

 
 Huge dragon, chaotic evil  
 Armor Class 19 (natural armor) 
 Hit Points 195 (17d12 + 85) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) 
 Saving Throws Dex +7, Con +10, Wis +6, Cha +8 
 Skills Perception +11, Stealth +7 Damage Immunities acid 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 
 Languages Common, Draconic 
 Challenge 14 (11,500 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. 
 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Black Dragon

 
 Large dragon, chaotic evil  
 Armor Class 18 (natural armor) 
 Hit Points 127 (15d10 + 45) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
 Saving Throws Dex +5, Con +6, Wis +3, Cha +5 
 Skills Perception +6, Stealth +5 Damage Immunities acid 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 
 Languages Common, Draconic 
 Challenge 7 (2,900 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
 Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. 

Black Dragon Wyrmling

 
 Medium dragon, chaotic evil  
 Armor Class 17 (natural armor) 
 Hit Points 33 (6d8 + 6) 
 Speed 30 ft., fly 60 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1) 
 Saving Throws Dex +4, Con +3, Wis +2, Cha +3 
 Skills Perception +4, Stealth +4 Damage Immunities acid 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 2 (450 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. 
 Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. 

Ancient Blue Dragon

 
 Gargantuan dragon, lawful evil  
 Armor Class 22 (natural armor) 
 Hit Points 481 (26d20 + 208) 
 Speed 40 ft., burrow 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) 
 Saving Throws Dex +7, Con +15, Wis +10, Cha +12 
 Skills Perception +17, Stealth +7 Damage Immunities lightning 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
 Languages Common, Draconic Challenge 23 (50,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. 
 Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. 
 Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Blue Dragon

 
 Huge dragon, lawful evil  
 Armor Class 19 (natural armor) 
 Hit Points 225 (18d12 + 108) 
 Speed 40 ft., burrow 30 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) 
 Saving Throws Dex +5, Con +11, Wis +7, Cha +9 
 Skills Perception +12, Stealth +5 Damage Immunities lightning 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 
 Languages Common, Draconic Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. 
 Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. 
 Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 Lightning Breath (Recharge 5-6). 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. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Blue Dragon

 
 Large dragon, lawful evil  
 Armor Class 18 (natural armor) 
 Hit Points 152 (16d10 + 64) 
 Speed 40 ft., burrow 20 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) 
 Saving Throws Dex +4, Con +8, Wis +5, Cha +7 
 Skills Perception +9, Stealth +4 Damage Immunities lightning 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 
 Languages Common, Draconic 
 Challenge 9 (5,000 XP) 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. 
 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
 Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. 

Blue Dragon Wyrmling

 
 Medium dragon, lawful evil  
 Armor Class 17 (natural armor) 
 Hit Points 52 (8d8 + 16) 
 Speed 30 ft., burrow 15 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) 
 Saving Throws Dex +2, Con +4, Wis +2, Cha +4 
 Skills Perception +4, Stealth +2 Damage Immunities lightning 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 3 (700 XP) 
 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. 
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. 

Ancient Green Dragon

 
 Gargantuan dragon, lawful evil  
 Armor Class 21 (natural armor) 
 Hit Points 385 (22d20 + 154) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) 
 Saving Throws Dex +8, Con +14, Wis +10, Cha +11 
 Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 Damage Immunities poison Condition Immunities poisoned 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
 Languages Common, Draconic 
 Challenge 22 (41,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. 
 Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Green Dragon

 
 Huge dragon, lawful evil  
 Armor Class 19 (natural armor) 
 Hit Points 207 (18d12 + 90) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) 
 Saving Throws Dex +6, Con +10, Wis +7, Cha +8 
 Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 Damage Immunities poison Condition Immunities poisoned 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 
 Languages Common, Draconic 
 Challenge 15 (13,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. 
 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Green Dragon

 
 Large dragon, lawful evil  
 Armor Class 18 (natural armor) 
 Hit Points 136 (16d10 + 48) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 
 Saving Throws Dex +4, Con +6, Wis +4, Cha +5 
 Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison Condition Immunities poisoned 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 
 Languages Common, Draconic 
 Challenge 8 (3,900 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. 

Green Dragon Wyrmling

 
 Medium dragon, lawful evil  
 Armor Class 17 (natural armor) 
 Hit Points 38 (7d8 + 7) 
 Speed 30 ft., fly 60 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) 
 Saving Throws Dex +3, Con +3, Wis +2, Cha +3 
 Skills Perception +4, Stealth +3 Damage Immunities poison Condition Immunities poisoned 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 2 (450 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. 
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. 

Ancient Red Dragon

 
 Gargantuan dragon, chaotic evil  
 Armor Class 22 (natural armor) 
 Hit Points 546 (28d20 + 252) 
 Speed 40 ft., climb 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) 
 Saving Throws Dex +7, Con +16, Wis +9, Cha +13 
 Skills Perception +16, Stealth +7 Damage Immunities fire 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 
 Languages Common, Draconic Challenge 24 (62,000 XP) 
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. 
 Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. 
 Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Red Dragon

 
 Huge dragon, chaotic evil  
 Armor Class 19 (natural armor) 
 Hit Points 256 (19d12 + 133) 
 Speed 40 ft., climb 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) 
 Saving Throws Dex +6, Con +13, Wis +7, Cha +11 
 Skills Perception +13, Stealth +6 Damage Immunities fire 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 
 Languages Common, Draconic Challenge 17 (18,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. 
 Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Red Dragon

 
 Large dragon, chaotic evil  
 Armor Class 18 (natural armor) 
 Hit Points 178 (17d10 + 85) 
 Speed 40 ft., climb 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) 
 Saving Throws Dex +4, Con +9, Wis +4, Cha +8 
 Skills Perception +8, Stealth +4 Damage Immunities fire 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 
 Languages Common, Draconic 
 Challenge 10 (5,900 XP) 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. 
 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
 Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. 

Red Dragon Wyrmling

 
 Medium dragon, chaotic evil  
 Armor Class 17 (natural armor) 
 Hit Points 75 (10d8 + 30) 
 Speed 30 ft., climb 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
 Saving Throws Dex +2, Con +5, Wis +2, Cha +4 
 Skills Perception +4, Stealth +2 Damage Immunities fire 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic Challenge 4 (1,100 XP) Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. 
 Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. 

Ancient White Dragon

 
 Gargantuan dragon, chaotic evil  
 Armor Class 20 (natural armor) 
 Hit Points 333 (18d20 + 144) 
 Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) 
 Saving Throws Dex +6, Con +14, Wis +7, Cha +8 
 Skills Perception +13, Stealth +6 Damage Immunities cold 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 
 Languages Common, Draconic 
 Challenge 20 (25,000 XP) 
 Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. 
 Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 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 (16d8) cold damage on a failed save, or half as much damage on a successful one. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult White Dragon

 
 Huge dragon, chaotic evil  
 Armor Class 18 (natural armor) 
 Hit Points 200 (16d12 + 96) 
 Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1) 
 Saving Throws Dex +5, Con +11, Wis +6, Cha +6 
 Skills Perception +11, Stealth +5 Damage Immunities cold 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 
 Languages Common, Draconic 
 Challenge 13 (10,000 XP) 
 Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. 
 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
 Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young White Dragon

 
 Large dragon, chaotic evil  
 Armor Class 17 (natural armor) 
 Hit Points 133 (14d10 + 56) 
 Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1) 
 Saving Throws Dex +3, Con +7, Wis +3, Cha +4 
 Skills Perception +6, Stealth +3 Damage Immunities cold 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 
 Languages Common, Draconic 
 Challenge 6 (2,300 XP) 
 Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
 Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. 

White Dragon Wyrmling

 
 Medium dragon, chaotic evil  
 Armor Class 16 (natural armor) 
 Hit Points 32 (5d8 + 10) 
 Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0) 
 Saving Throws Dex +2, Con +4, Wis +2, Cha +2 
 Skills Perception +4, Stealth +2 Damage Immunities cold 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 2 (450 XP) 
 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. 
 Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. 

Ancient Brass Dragon

 
 Gargantuan dragon, chaotic good  
 Armor Class 20 (natural armor) 
 Hit Points 297 (17d20 + 119) 
 Speed 40 ft., burrow 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) 
 Saving Throws Dex +6, Con +13, Wis +8, Cha +10 
 Skills History +9, Perception +14, Persuasion +10, Stealth +6 Damage Immunities fire 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 
 Languages Common, Draconic Challenge 20 (25,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. 
 Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Brass Dragon

 
 Huge dragon, chaotic good  
 Armor Class 18 (natural armor) 
 Hit Points 172 (15d12 + 75) 
 Speed 40 ft., burrow 30 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3) 
 Saving Throws Dex +5, Con +10, Wis +6, Cha +8 
 Skills History +7, Perception +11, Persuasion +8, Stealth +5 Damage Immunities fire 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 
 Languages Common, Draconic Challenge 13 (10,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. 
 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 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. 
 Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Brass Dragon

 
 Large dragon, chaotic good  
 Armor Class 17 (natural armor) 
 Hit Points 110 (13d10 + 39) 
 Speed 40 ft., burrow 20 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
 Saving Throws Dex +3, Con +6, Wis +3, Cha +5 
 Skills Perception +6, Persuasion +5, Stealth +3 Damage Immunities fire 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 
 Languages Common, Draconic 
 Challenge 6 (2,300 XP) 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. 
 Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. 

Brass Dragon Wyrmling

 
 Medium dragon, chaotic good  
 Armor Class 16 (natural armor) 
 Hit Points 16 (3d8 + 3) 
 Speed 30 ft., burrow 15 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1) 
 Saving Throws Dex +2, Con +3, Wis +2, Cha +3 
 Skills Perception +4, Stealth +2 Damage Immunities fire 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 1 (200 XP) 
 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. 
 Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. 

Ancient Bronze Dragon

 
 Gargantuan dragon, lawful good  
 Armor Class 22 (natural armor) 
 Hit Points 444 (24d20 + 192) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) 
 Saving Throws Dex +7, Con +15, Wis +10, Cha +12 
 Skills Insight +10, Perception +17, Stealth +7 Damage Immunities lightning 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
 Languages Common, Draconic 
 Challenge 22 (41,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. 
 Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. 
 Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 
 Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Bronze Dragon

 
 Huge dragon, lawful good  
 Armor Class 19 (natural armor) 
 Hit Points 212 (17d12 + 102) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) 
 Saving Throws Dex +5, Con +11, Wis +7, Cha +9 
 Skills Insight +7, Perception +12, Stealth +5 Damage Immunities lightning 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 
 Languages Common, Draconic 
 Challenge 15 (13,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. 
 Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. 
 Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Bronze Dragon

 
 Large dragon, lawful good  
 Armor Class 18 (natural armor) 
 Hit Points 142 (15d10 + 60) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) 
 Saving Throws Dex +3, Con +7, Wis +4, Cha +6 
 Skills Insight +4, Perception +7, Stealth +3 Damage Immunities lightning 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 
 Languages Common, Draconic 
 Challenge 8 (3,900 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. 
 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Lightning Breath. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. 
 Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. 

Bronze Dragon Wyrmling

 
 Medium dragon, lawful good  
 Armor Class 17 (natural armor) 
 Hit Points 32 (5d8 + 10) 
 Speed 30 ft., fly 60 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) 
 Saving Throws Dex +2, Con +4, Wis +2, Cha +4 
 Skills Perception +4, Stealth +2 Damage Immunities lightning 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 2 (450 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Lightning Breath. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. 
 Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. 

Ancient Copper Dragon

 
 Gargantuan dragon, chaotic good  
 Armor Class 21 (natural armor) 
 Hit Points 350 (20d20 + 140) 
 Speed 40 ft., climb 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) 
 Saving Throws Dex +8, Con +14, Wis +10, Cha +11 
 Skills Deception +11, Perception +17, Stealth +8 Damage Immunities acid 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
 Languages Common, Draconic Challenge 21 (33,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. 
 Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 
 Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Copper Dragon

 
 Huge dragon, chaotic good  
 Armor Class 18 (natural armor) 
 Hit Points 184 (16d12 + 80) 
 Speed 40 ft., climb 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) 
 Saving Throws Dex +6, Con +10, Wis +7, Cha +8 
 Skills Deception +8, Perception +12, Stealth +6 Damage Immunities acid 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 
 Languages Common, Draconic Challenge 14 (11,500 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. 
 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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. 
 Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Copper Dragon

 
 Large dragon, chaotic good  
 Armor Class 17 (natural armor) 
 Hit Points 119 (14d10 + 42) 
 Speed 40 ft., climb 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 
 Saving Throws Dex +4, Con +6, Wis +4, Cha +5 
 Skills Deception +5, Perception +7, Stealth +4 Damage Immunities acid 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 
 Languages Common, Draconic 
 Challenge 7 (2,900 XP) 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. 
 Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. 

Copper Dragon Wyrmling

 
 Medium dragon, chaotic good  
 Armor Class 16 (natural armor) 
 Hit Points 22 (4d8 + 4) 
 Speed 30 ft., climb 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) 
 Saving Throws Dex +3, Con +3, Wis +2, Cha +3 
 Skills Perception +4, Stealth +3 Damage Immunities acid 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 1 (200 XP) 
 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. 
 Slowing Breath. The dragon exhales gas in a 15-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. 

Ancient Gold Dragon

 
 Gargantuan dragon, lawful good  
 Armor Class 22 (natural armor) 
 Hit Points 546 (28d20 + 252) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) 
 Saving Throws Dex +9, Con +16, Wis +10, Cha +16 
 Skills Insight +10, Perception +17, Persuasion +16, Stealth +9 Damage Immunities fire 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
 Languages Common, Draconic 
 Challenge 24 (62,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. 
 Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. 
 Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Gold Dragon

 
 Huge dragon, lawful good  
 Armor Class 19 (natural armor) 
 Hit Points 256 (19d12 + 133) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7) 
 Saving Throws Dex +8, Con +13, Wis +8, Cha +13 
 Skills Insight +8, Perception +14, Persuasion +13, Stealth +8 Damage Immunities fire 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 
 Languages Common, Draconic 
 Challenge 17 (18,000 XP) 
 Amphibious. The dragon can breathe air and water. 
 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. 
 Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet 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. 

Young Gold Dragon

 
 Large dragon, lawful good  
 Armor Class 18 (natural armor) 
 Hit Points 178 (17d10 + 85) 
 Speed 40 ft., fly 80 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) 
 Saving Throws Dex +6, Con +9, Wis +5, Cha +9 
 Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 Damage Immunities fire 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 
 Languages Common, Draconic 
 Challenge 10 (5,900 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. 
 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. 
 Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Gold Dragon Wyrmling

 
 Medium dragon, lawful good  
 Armor Class 17 (natural armor) 
 Hit Points 60 (8d8 + 24) 
 Speed 30 ft., fly 60 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3) 
 Saving Throws Dex +4, Con +5, Wis +2, Cha +5 
 Skills Perception +4, Stealth +4 Damage Immunities fire 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 3 (700 XP) 
 Amphibious. The dragon can breathe air and water. 
 Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. 
 Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Ancient Silver Dragon

 
 Gargantuan dragon, lawful good  
 Armor Class 22 (natural armor) 
 Hit Points 487 (25d20 + 225) 
 Speed 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) 
 Saving Throws Dex +7, Con +16, Wis +9, Cha +13 
 Skills Arcana +11, History +11, Perception +16, Stealth +7 Damage Immunities cold 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 
 Languages Common, Draconic Challenge 23 (50,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. 
 Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. 
 Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. 

Adult Silver Dragon

 
 Huge dragon, lawful good  
 Armor Class 19 (natural armor) 
 Hit Points 243 (18d12 + 126) 
 Speed 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) 
 Saving Throws Dex +5, Con +12, Wis +6, Cha +10 
 Skills Arcana +8, History +8, Perception +11, Stealth +5 Damage Immunities cold 
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 
 Languages Common, Draconic Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 
 Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. 
 Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
 Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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. 
 Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. 
 Detect. The dragon makes a Wisdom (Perception) check. 
 Tail Attack. The dragon makes a tail attack. 
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 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. 

Young Silver Dragon

 
 Large dragon, lawful good  
 Armor Class 18 (natural armor) 
 Hit Points 168 (16d10 + 80) 
 Speed 40 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) 
 Saving Throws Dex +4, Con +9, Wis +4, Cha +8 
 Skills Arcana +6, History +6, Perception +8, Stealth +4 Damage Immunities cold 
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 
 Languages Common, Draconic 
 Challenge 9 (5,000 XP) 
 Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. 
 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Cold Breath. The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. 
 Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Silver Dragon Wyrmling

 
 Medium dragon, lawful good  
 Armor Class 17 (natural armor) 
 Hit Points 45 (6d8 + 18) 
 Speed 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
 Saving Throws Dex +2, Con +5, Wis +2, Cha +4 
 Skills Perception +4, Stealth +2 Damage Immunities cold 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
 Languages Draconic 
 Challenge 2 (450 XP) 
 Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. 
 Cold Breath. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. 
 Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Dragon Turtle

 
 Gargantuan dragon, neutral  
 Armor Class 20 (natural armor) 
 Hit Points 341 (22d20 + 110) 
 Speed 20 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1) 
 Saving Throws Dex +6, Con +11, Wis +7 Damage Resistances fire 
 Senses darkvision 120 ft., passive Perception 11 
 Languages Aquan, Draconic 
 Challenge 17 (18,000 XP) 
 Amphibious. The dragon turtle can breathe air and water. 
 Actions Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. 
 Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage. 
 Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. 
 Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. 
Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. 

Drider

 
 Large monstrosity, chaotic evil  
 Armor Class 19 (natural armor) 
 Hit Points 123 (13d10 + 52) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 
 Skills Perception +5, Stealth +9 
 Senses darkvision 120 ft., passive Perception 15 
 Languages Elvish, Undercommon 
 Challenge 6 (2,300 XP) 
 Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. 
 Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
 Web Walker. The drider ignores movement restrictions caused by webbing. 
 Actions Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. 
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. 
 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. 
 Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. 

Dryad

 
 Medium fey, neutral  
 Armor Class 11 (16 with barkskin) 
 Hit Points 22 (5d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) 
 Skills Perception +4, Stealth +5 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Elvish, Sylvan 
 Challenge 1 (200 XP) 
 Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language. 
 Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. 
 Actions Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. 
 Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time. 

Duergar

 
 Medium humanoid (dwarf), lawful evil  
 Armor Class 16 (scale mail, shield) 
 Hit Points 26 (4d8 + 8) 
 Speed 25 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) Damage Resistances poison 
 Senses darkvision 120 ft., passive Perception 10 
 Languages Dwarvish, Undercommon 
 Challenge 1 (200 XP) 
 Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. 
 Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. 
 War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. 
 Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. 

Elementals Air Elemental

 
 Large elemental, neutral  
 Armor Class 15 
 Hit Points 90 (12d10 + 24) 
 Speed 0 ft., fly 90 ft. (hover)  
 STR DEX CON INT WIS CHA  
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 
 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Auran 
 Challenge 5 (1,800 XP) 
 Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. 
 Actions Multiattack. The elemental makes two slam attacks. 
 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
 Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. 

Earth Elemental

 
 Large elemental, neutral  
 Armor Class 17 (natural armor) 
 Hit Points 126 (12d10 + 60) 
 Speed 30 ft., burrow 30 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) 
 Damage Vulnerabilities  thunder 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious 
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 
 Languages Terran 
 Challenge 5 (1,800 XP) 
 Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. 
 Siege Monster. The elemental deals double damage to objects and structures. 
 Actions Multiattack. The elemental makes two slam attacks. 
 Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. 

Fire Elemental

 
 Large elemental, neutral  
 Armor Class 13 
 Hit Points 102 (12d10 + 36) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Ignan 
 Challenge 5 (1,800 XP) 
 Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet 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. 
 Illumination. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. 
 Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. 
 Actions Multiattack. The elemental makes two touch attacks. 
 Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. 

Water Elemental

 
 Large elemental, neutral  
 Armor Class 14 (natural armor) 
 Hit Points 114 (12d10 + 48) 
 Speed 30 ft., swim 90 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) 
 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Aquan 
 Challenge 5 (1,800 XP) 
 Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. 
 Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. 
 Actions Multiattack. The elemental makes two slam attacks. 
 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
 Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. 

Elf, Drow

 
 Medium humanoid (elf), neutral evil  
 Armor Class 15 (chain shirt) 
 Hit Points 13 (3d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 
 Skills Perception +2, Stealth +4 
 Senses darkvision 120 ft., passive Perception 12 
 Languages Elvish, Undercommon 
 Challenge 1/4 (50 XP) 
 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. 
 Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
 Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. 

Ettercap

 
 Medium monstrosity, neutral evil  
 Armor Class 13 (natural armor) 
 Hit Points 44 (8d8 + 8) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1) 
 Skills Perception +3, Stealth +4, Survival +3 
 Senses darkvision 60 ft., passive Perception 13 
 Languages - 
 Challenge 2 (450 XP) 
 Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. 
 Web Walker. The ettercap ignores movement restrictions caused by webbing. 
 Actions Multiattack. The ettercap makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. 
 Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also 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. 

Ettin

 
 Large giant, chaotic evil  
 Armor Class 12 (natural armor) 
 Hit Points 85 (10d10 + 30) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1) 
 Skills Perception +4 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Giant, Orc 
 Challenge 4 (1,100 XP) 
 Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. 
 Wakeful. When one of the ettin's heads is asleep, its other head is awake. 
 Actions Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar. 
 Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
 Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. 

Shrieker

 
 Medium plant, unaligned  
 Armor Class 5 
 Hit Points 13 (3d8) 
 Speed 0 ft.  
 STR DEX CON INT WIS CHA  
1 (-5) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5) Condition Immunities blinded, deafened, frightened 
 Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 
 Languages - 
 Challenge 0 (10 XP) 
 False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. 
 Reactions  
 Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. 

Violet Fungus

 
 Medium plant, unaligned  
 Armor Class 5 
 Hit Points 18 (4d8) 
 Speed 5 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5) Condition Immunities blinded, deafened, frightened 
 Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 
 Languages - 
 Challenge 1/4 (50 XP) 
 False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. 
 Actions Multiattack. The fungus makes 1d4 Rotting Touch attacks. 
 Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage. 

Gargoyle

 
 Medium elemental, chaotic evil  
 Armor Class 15 (natural armor) 
 Hit Points 52 (7d8 + 21) 
 Speed 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2) 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine 
 Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Terran 
 Challenge 2 (450 XP) 
 False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. 
 Actions Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 

Djinni

 
 Large elemental, chaotic good  
 Armor Class 17 (natural armor) 
 Hit Points 161 (14d10 + 84) 
 Speed 30 ft., fly 90 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5) 
 Saving Throws Dex +6, Wis +7, Cha +9 
 Damage Immunities lightning, thunder 
 Senses darkvision 120 ft., passive Perception 13 
 Languages Auran 
 Challenge 11 (7,200 XP) 
 Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. 
 Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift Actions Multiattack. The djinni makes three scimitar attacks. 
 Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). 
 Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. 

Efreeti

 
 Large elemental, lawful evil  
 Armor Class 17 (natural armor) 
 Hit Points 200 (16d10 + 112) 
 Speed 40 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3) 
 Saving Throws Int +7, Wis +6, Cha +7 
 Damage Immunities fire 
 Senses darkvision 120 ft., passive Perception 12 
 Languages Ignan 
 Challenge 11 (7,200 XP) 
 Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. 
 Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire Actions Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. 
 Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. 
 Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. 

Ghost

 
 Medium undead, any alignment  
 Armor Class 11 
 Hit Points 45 (10d8) 
 Speed 0 ft., fly 40 ft. (hover)  
 STR DEX CON INT WIS CHA  
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 
 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained 
 Senses darkvision 60 ft., passive Perception 11 
 Languages any languages it knew in life 
 Challenge 4 (1,100 XP) 
 Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. 
 Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
 Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. 
 Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. 
 Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. 
 Possession (Recharge 6). One humanoid that the ghost can see within 5 feet 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 feet 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. 

Ghast

 
 Medium undead, chaotic evil  
 Armor Class 13 
 Hit Points 36 (8d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) 
 Damage Resistances necrotic 
 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Common 
 Challenge 2 (450 XP) 
 Stench. Any creature that starts its turn within 5 feet 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. 
 Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. 
 Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. 
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Ghoul

 
 Medium undead, chaotic evil  
 Armor Class 12 
 Hit Points 22 (5d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 
 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Common 
 Challenge 1 (200 XP) 
 Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. 
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Cloud Giant

 
 Huge giant, neutral good (50%) or neutral evil (50%)  
 Armor Class 14 (natural armor) 
 Hit Points 200 (16d12 + 96) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) 
 Saving Throws Con +10, Wis +7, Cha +7 
 Skills Insight +7, Perception +7 
 Senses passive Perception 17 
 Languages Common, Giant 
 Challenge 9 (5,000 XP) 
 Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. 
 Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous form Actions Multiattack. The giant makes two morningstar attacks. 
 Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. 
 Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. 

Fire Giant

 
 Huge giant, lawful evil  
 Armor Class 18 (plate) 
 Hit Points 162 (13d12 + 78) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 
 Saving Throws Dex +3, Con +10, Cha +5 
 Skills Athletics +11, Perception +6 
 Damage Immunities fire 
 Senses passive Perception 16 
 Languages Giant 
 Challenge 9 (5,000 XP) 
 Actions Multiattack. The giant makes two greatsword attacks. 
 Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. 
 Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. 

Frost Giant

 
 Huge giant, neutral evil  
 Armor Class 15 (patchwork armor) 
 Hit Points 138 (12d12 + 60) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1) 
 Saving Throws Con +8, Wis +3, Cha +4 
 Skills Athletics +9, Perception +3 
 Damage Immunities cold 
 Senses passive Perception 13 
 Languages Giant 
 Challenge 8 (3,900 XP) 
 Actions Multiattack. The giant makes two greataxe attacks. 
 Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. 
 Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 

Hill Giant

 
 Huge giant, chaotic evil  
 Armor Class 13 (natural armor) 
 Hit Points 105 (10d12 + 40) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2) 
 Skills Perception +2 
 Senses passive Perception 12 
 Languages Giant 
 Challenge 5 (1,800 XP) 
 Actions Multiattack. The giant makes two greatclub attacks. 
 Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
 Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. 

Stone Giant

 
 Huge giant, neutral  
 Armor Class 17 (natural armor) 
 Hit Points 126 (11d12 + 55) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1) 
 Saving Throws Dex +5, Con +8, Wis +4 
 Skills Athletics +12, Perception +4 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Giant 
 Challenge 7 (2,900 XP) 
 Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. 
 Actions Multiattack. The giant makes two greatclub attacks. 
 Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
 Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. 
 Reactions  
 Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. 

Storm Giant

 
 Huge giant, chaotic good  
 Armor Class 16 (scale mail) 
 Hit Points 230 (20d12 + 100) 
 Speed 50 ft., swim 50 ft.  
 STR DEX CON INT WIS CHA  
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 
 Saving Throws Str +14, Con +10, Wis +9, Cha +9 
 Skills Arcana +8, Athletics +14, History +8, Perception +9 
 Damage Resistances cold 
 Damage Immunities lightning, thunder 
 Senses passive Perception 19 
 Languages Common, Giant 
 Challenge 13 (10,000 XP) 
 Amphibious. The giant can breathe air and water. 
 Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing Actions Multiattack. The giant makes two greatsword attacks. 
 Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. 
 Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. 
 Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. 

Gibbering Mouther

 
 Medium aberration, neutral  
 Armor Class 9 
 Hit Points 67 (9d8 + 27) 
 Speed 10 ft., swim 10 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) Condition Immunities prone 
 Senses darkvision 60 ft., passive Perception 10 
 Languages - 
 Challenge 2 (450 XP) 
 Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. 
 Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. 
 Actions Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. 
 Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is a aMedium 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. 
 Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. 

Gnoll

 
 Medium humanoid (gnoll), chaotic evil  
 Armor Class 15 (hide armor, shield) 
 Hit Points 22 (5d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2) 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Gnoll 
 Challenge 1/2 (100 XP) 
 Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. 
 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. 
 Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. 
 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.  

Gnome, Deep (Svirfneblin)

 
 Small humanoid (gnome), neutral good  
 Armor Class 15 (chain shirt) 
 Hit Points 16 (3d6 + 6) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1) 
 Skills Investigation +3, Perception +2, Stealth +4 
 Senses darkvision 120 ft., passive Perception 12 
 Languages Gnomish, Terran, Undercommon 
 Challenge 1/2 (100 XP) 
 Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. 
 Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. 
 Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self Actions War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
 Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Goblin

 
 Small humanoid (goblinoid), neutral evil  
 Armor Class 15 (leather armor, shield) 
 Hit Points 7 (2d6) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 
 Skills Stealth +6 
 Senses darkvision 60 ft., passive Perception 9 
 Languages Common, Goblin 
 Challenge 1/4 (50 XP) 
 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. 
 Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 
 Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Clay Golem

 
 Large construct, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 133 (14d10 + 56) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) 
 Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned 
 Senses darkvision 60 ft., passive Perception 9 
 Languages understands the languages of its creator but can't speak 
 Challenge 9 (5,000 XP) 
 Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. 
 Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. 
 Immutable Form. The golem is immune to any spell or effect that would alter its form. 
 Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The golem's weapon attacks are magical. 
 Actions Multiattack. The golem makes two slam attacks. 
 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. 
 Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. 

Flesh Golem

 
 Medium construct, neutral  
 Armor Class 9 
 Hit Points 93 (11d8 + 44) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) 
 Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages understands the languages of its creator but can't speak 
 Challenge 5 (1,800 XP) 
 Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. 
 Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. 
 Immutable Form. The golem is immune to any spell or effect that would alter its form. 
 Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. 
 Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The golem's weapon attacks are magical. 
 Actions Multiattack. The golem makes two slam attacks. 
 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 

Iron Golem

 
 Large construct, unaligned  
 Armor Class 20 (natural armor) 
 Hit Points 210 (20d10 + 100) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 
 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned 
 Senses darkvision 120 ft., passive Perception 10 
 Languages understands the languages of its creator but can't speak 
 Challenge 16 (15,000 XP) 
 Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. 
 Immutable Form. The golem is immune to any spell or effect that would alter its form. 
 Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The golem's weapon attacks are magical. 
 Actions Multiattack. The golem makes two melee attacks. 
 Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. 
 Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage. 
 Poison Breath (Recharge 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. 

Stone Golem

 
 Large construct, unaligned  
 Armor Class 17 (natural armor) 
 Hit Points 178 (17d10 + 85) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 
 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned 
 Senses darkvision 120 ft., passive Perception 10 
 Languages understands the languages of its creator but can't speak 
 Challenge 10 (5,900 XP) 
 Immutable Form. The golem is immune to any spell or effect that would alter its form. 
 Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The golem's weapon attacks are magical. 
 Actions Multiattack. The golem makes two slam attacks. 
 Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
 Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet 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. 

Gorgon

 
 Large monstrosity, unaligned  
 Armor Class 19 (natural armor) 
 Hit Points 114 (12d10 + 48) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 11 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2) 
 Skills Perception +4 Condition Immunities petrified 
 Senses darkvision 60 ft., passive Perception 14 
 Languages - 
 Challenge 5 (1,800 XP) 
 Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. 
 Actions  
 Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. 
 Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. 
 Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. 

Grick

 
 Medium monstrosity, neutral  
 Armor Class 14 (natural armor) 
 Hit Points 27 (6d8) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 14 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3) 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Senses darkvision 60 ft., passive Perception 12 
 Languages - 
 Challenge 2 (450 XP) 
 Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. 
 Actions  
 Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. 
 Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. 
 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Griffon

 
 Large monstrosity, unaligned  
 Armor Class 12 
 Hit Points 59 (7d10 + 21) 
 Speed 30 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1) 
 Skills Perception +5 
 Senses darkvision 60 ft., passive Perception 15 
 Languages - 
 Challenge 2 (450 XP) 
 Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Multiattack. The griffon makes two attacks: one with its beak and one with its claws. 
 Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 

Grimlock

 
 Medium humanoid (grimlock), neutral evil  
 Armor Class 11 
 Hit Points 11 (2d8 + 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2) 
 Skills Athletics +5, Perception +3, Stealth +3 Condition Immunities blinded 
 Senses blindsight 30 ft. 
 or 10 ft . while deafened (blind beyond this radius), passive Perception 13 
 Languages Undercommon Challenge 1/4 (50 XP) Blind 
 Senses. The grimlock can't use its blindsight while deafened and unable to smell. 
 Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. 

Green Hag

 
 Medium fey, neutral evil  
 Armor Class 17 (natural armor) 
 Hit Points 82 (11d8 + 33) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 
 Skills Arcana +3, Deception +4, Perception +4, Stealth +3 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Common, Draconic, Sylvan 
 Challenge 3 (700 XP) 
 Amphibious. The hag can breathe air and water. 
 Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. 
 Actions  
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
 Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. 
 Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. 

Night Hag

 
 Medium fiend, neutral evil  
 Armor Class 17 (natural armor) 
 Hit Points 112 (15d8 + 45) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 
 Skills Deception +7, Insight +6, Perception +6, Stealth +6 
 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed 
 Senses darkvision 120 ft., passive Perception 16 
 Languages Abyssal, Common, Infernal, Primordial 
 Challenge 5 (1,800 XP) 
 Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Actions Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
 Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. 
 Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. 
 Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. 

Sea Hag

 
 Medium fey, chaotic evil  
 Armor Class 14 (natural armor) 
 Hit Points 52 (7d8 + 21) 
 Speed 30 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 
 Senses darkvision 60 ft., passive Perception 11 
 Languages Aquan, Common, Giant 
 Challenge 2 (450 XP) 
 Amphibious. The hag can breathe air and water. 
 Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. 
 Actions  
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
 Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. 
 Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.  

Half-Dragon Template

 
 A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows.   
  Challenge. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template.  
 Senses. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. 
 Resistances. The half-dragon gains resistance to a type of damage based on its color. Color Damage Resistance Black or copper Acid Blue or bronze Lightning Brass, gold, or red Fire Green Poison Silver or white Cold  
 Languages. The half-dragon speaks Draconic in addition to any other languages it knows. New Action: Breath Weapon. The half-dragon has the breath weapon of its dragon half. The half- dragon's size determines how this action functions. Size Breath Weapon Optional Prerequisite Large or smaller As a wyrmling Challenge 2 or higher Huge As a young dragon Challenge 7 or higher Gargantuan As an adult dragon Challenge 8 or higher  

Half-Red Dragon Veteran

 
 Medium humanoid (human), any alignment  
 Armor Class 18 (plate) 
 Hit Points 65 (10d8 + 20) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
 Skills Athletics +5, Perception +2 
 Damage Resistances fire 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 
 Languages Common, Draconic 
 Challenge 5 (1,800 XP) 
 Actions  
 Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. 
 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. 
 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
 Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
 Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. 

Harpy

 
 Medium monstrosity, chaotic evil  
 Armor Class 11 
 Hit Points 38 (7d8 + 7) 
 Speed 20 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) 
 Senses passive Perception 10 
 Languages Common 
 Challenge 1 (200 XP) 
 Actions  
 Multiattack. The harpy makes two attacks: one with its claws and one with its club. 
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. 
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. 
 Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet 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 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. 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, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. 

Hell Hound

 
 Medium fiend, lawful evil  
 Armor Class 15 (natural armor) 
 Hit Points 45 (7d8 + 14) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) 
 Skills Perception +5 
 Damage Immunities fire 
 Senses darkvision 60 ft., passive Perception 15 
 Languages understands Infernal but can't speak it 
 Challenge 3 (700 XP) 
 Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. 
 Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. 

Hippogriff

 
 Large monstrosity, unaligned  
 Armor Class 11 
 Hit Points 19 (3d10 + 3) 
 Speed 40 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1) 
 Skills Perception +5 
 Senses passive Perception 15 
 Languages - 
 Challenge 1 (200 XP) 
 Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws. 
 Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. 
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 

Hobgoblin

 
 Medium humanoid (goblinoid), lawful evil  
 Armor Class 18 (chain mail, shield) 
 Hit Points 11 (2d8 + 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Common, Goblin 
 Challenge 1/2 (100 XP) 
 Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. 
 Actions  
 Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. 
 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 

Homunculus

 
 Tiny construct, neutral  
 Armor Class 13 (natural armor) 
 Hit Points 5 (2d4) 
 Speed 20 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2) 
 Damage Immunities poison Condition Immunities charmed, poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages understands the languages of its creator but can't speak 
 Challenge 0 (10 XP) 
 Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. 

Hydra

 
 Huge monstrosity, unaligned  
 Armor Class 15 (natural armor) 
 Hit Points 172 (15d12 + 75) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2) 
 Skills Perception +6 
 Senses darkvision 60 ft., passive Perception 16 
 Languages - 
 Challenge 8 (3,900 XP) 
 Hold Breath. The hydra can hold its breath for 1 hour. 
 Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. 
 Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. 
 Wakeful. While the hydra sleeps, at least one of its heads is awake. 
 Actions  
 Multiattack. The hydra makes as many bite attacks as it has heads. 
 Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. 

Invisible Stalker

 
 Medium elemental, neutral  
 Armor Class 14 
 Hit Points 104 (16d8 + 32) 
 Speed 50 ft., fly 50 ft. (hover)  
 STR DEX CON INT WIS CHA  
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 
 Skills Perception +8, Stealth +10 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious 
 Senses darkvision 60 ft., passive Perception 18 
 Languages Auran, understands Common but doesn't speak it 
 Challenge 6 (2,300 XP) 
 Invisibility. 
 The stalker is invisible. 
 Faultless Tracker . The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. 
 Actions  
 Multiattack. The stalker makes two slam attacks. 
 Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. 

Kobold

 
 Small humanoid (kobold), lawful evil  
 Armor Class 12 
 Hit Points 5 (2d6 - 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) 
 Senses darkvision 60 ft., passive Perception 8 
 Languages Common, Draconic 
 Challenge 1/8 (25 XP) 
 Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
 Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
 Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 

Kraken

 
 Gargantuan monstrosity (titan), chaotic evil  
 Armor Class 18 (natural armor) 
 Hit Points 472 (27d20 + 189) 
 Speed 20 ft., swim 60 ft.  
 STR DEX CON INT WIS CHA  
30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5) 
 Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11 
 Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened, paralyzed 
 Senses truesight 120 ft., passive Perception 14 
 Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. 
 Challenge 23 (50,000 XP) 
 Amphibious. The kraken can breathe air and water. 
 Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. 
 Siege Monster. The kraken deals double damage to objects and structures. 
 Actions  
 Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. 
 Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a ++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. 
 Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. 
 Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. 
 Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. 
 Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. 

Lamia

 
 Large monstrosity, chaotic evil  
 Armor Class 13 (natural armor) 
 Hit Points 97 (13d10 + 26) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3) 
 Skills Deception +7, Insight +4, Stealth +3 
 Senses darkvision 60 ft., passive Perception 12 
 Languages Abyssal, Common 
 Challenge 4 (1,100 XP) 
 Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas Actions Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. 
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. 
 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
 Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. 

Lich

 
 Medium undead, any evil alignment  
 Armor Class 17 (natural armor) 
 Hit Points 135 (18d8 + 54) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 
 Saving Throws Con +10, Int +12, Wis +9 
 Skills Arcana +18, History +12, Insight +9, Perception +9 
 Damage Resistances cold, lightning, necrotic 
 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned 
 Senses truesight 120 ft., passive Perception 19 
 Languages Common plus up to five other languages Challenge 21 (33,000 XP) Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. 
 Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. 
 Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. 
 Actions  
 Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 Legendary Actions  
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. 
 Cantrip. The lich casts a cantrip. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each non-undead 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. 

Lizardfolk

 
 Medium humanoid (lizardfolk), neutral  
 Armor Class 15 (natural armor, shield) 
 Hit Points 22 (4d8 + 4) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2) 
 Skills Perception +3, Stealth +4, Survival +5 
 Senses passive Perception 13 
 Languages Draconic 
 Challenge 1/2 (100 XP) 
 Hold Breath. The lizardfolk can hold its breath for 15 minutes. 
 Actions  
 Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. 
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
 Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Werebear

 
 Medium humanoid (human, shapechanger), neutral good  
 Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form 
 Hit Points 135 (18d8 + 54) 
 Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) 
 Skills Perception +7 
 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons 
 Senses passive Perception 17 
 Languages Common (can't speak in bear form) 
 Challenge 5 (1,800 XP) 
 Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. 
 Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. 
 Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
 Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. 

Wereboar

 
 Medium humanoid (human, shapechanger), neutral evil  
 Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form 
 Hit Points 78 (12d8 + 24) 
 Speed 30 ft. (40 ft. in boar form)  
 STR DEX CON INT WIS CHA  
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1) 
 Skills Perception +2 
 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons 
 Senses passive Perception 12 
 Languages Common (can't speak in boar form) 
 Challenge 4 (1,100 XP) 
 Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. 
 Actions 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. 
 Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. 

Wererat

 
 Medium humanoid (human, shapechanger), lawful evil  
 Armor Class 12 
 Hit Points 33 (6d8 + 6) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) 
 Skills Perception +2, Stealth +4 
 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons 
 Senses darkvision 60 ft. (rat form only), passive Perception 12 
 Languages Common (can't speak in rat form) 
 Challenge 2 (450 XP) 
 Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions 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. 
 Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Weretiger

 
 Medium humanoid (human, shapechanger), neutral  
 Armor Class 12 
 Hit Points 120 (16d8 + 48) 
 Speed 30 ft. (40 ft. in tiger form)  
 STR DEX CON INT WIS CHA  
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0) 
 Skills Perception +5, Stealth +4 
 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons 
 Senses darkvision 60 ft., passive Perception 15 
 Languages Common (can't speak in tiger form) 
 Challenge 4 (1,100 XP) 
 Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. 
 Actions 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. 
 Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. 
 Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
 Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 

Werewolf

 
 Medium humanoid (human, shapechanger), chaotic evil  
 Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form 
 Hit Points 58 (9d8 + 18) 
 Speed 30 ft. (40 ft. in wolf form)  
 STR DEX CON INT WIS CHA  
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
 Skills Perception +4, Stealth +3 
 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons 
 Senses passive Perception 14 
 Languages Common (can't speak in wolf form) 
 Challenge 3 (700 XP) 
 Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Actions 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. 
 Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. 
 Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. 

Magmin

 
 Small elemental, chaotic neutral  
 Armor Class 14 (natural armor) 
 Hit Points 9 (2d6 + 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0) 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities fire 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Ignan 
 Challenge 1/2 (100 XP) 
 Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. 
 Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 
 Actions  
 Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. 

Manticore

 
 Large monstrosity, lawful evil  
 Armor Class 14 (natural armor) 
 Hit Points 68 (8d10 + 24) 
 Speed 30 ft., fly 50 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1) 
 Senses darkvision 60 ft., passive Perception 11 
 Languages Common 
 Challenge 3 (700 XP) 
 Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. 
 Actions  
 Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. 
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
 Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 

Medusa

 
 Medium monstrosity, lawful evil  
 Armor Class 15 (natural armor) 
 Hit Points 127 (17d8 + 51) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 
 Skills Deception +5, Insight +4, Perception +4, Stealth +5 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Common 
 Challenge 6 (2,300 XP) 
 Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet 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 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. 
 Actions  
 Multiattack. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. 
 Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. 
 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. 

Dust Mephit

 
 Small elemental, neutral evil  
 Armor Class 12 
 Hit Points 17 (5d6) 
 Speed 30 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 10 (+0) 
 Skills Perception +2, Stealth +4 Damage Vulnerabilities fire 
 Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 12 
 Languages Auran, Terran 
 Challenge 1/2 (100 XP) 
 Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. 
 Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. 
 Actions  
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. 
 Blinding Breath (Recharge 6). The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Ice Mephit

 
 Small elemental, neutral evil  
 Armor Class 11 
 Hit Points 21 (6d6) 
 Speed 30 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1) 
 Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire 
 Damage Immunities cold, poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 12 
 Languages Aquan, Auran 
 Challenge 1/2 (100 XP) 
 Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. 
 False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. 
 Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. 
 Actions  
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. 
 Frost Breath (Recharge 6). The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. 

Magma Mephit

 
 Small elemental, neutral evil  
 Armor Class 11 
 Hit Points 22 (5d6 + 5) 
 Speed 30 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0) 
 Skills Stealth +3 Damage Vulnerabilities cold 
 Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Ignan, Terran 
 Challenge 1/2 (100 XP) 
 Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. 
 False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. 
 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. 
 Actions  
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. 
 Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. 

Steam Mephit

 
 Small elemental, neutral evil  
 Armor Class 10 
 Hit Points 21 (6d6) 
 Speed 30 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 
 Damage Immunities fire, poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Aquan, Ignan 
 Challenge 1/4 (50 XP) 
 Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. 
 Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. 
 Actions  
 Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. 
 Steam Breath (Recharge 6). The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. 

Merfolk

 
 Medium humanoid (merfolk), neutral  
 Armor Class 11 
 Hit Points 11 (2d8 + 2) 
 Speed 10 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) 
 Skills Perception +2 
 Senses passive Perception 12 
 Languages Aquan, Common 
 Challenge 1/8 (25 XP) 
 Amphibious. The merfolk can breathe air and water. 
 Actions  
 Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. 

Merrow

 
 Large monstrosity, chaotic evil  
 Armor Class 13 (natural armor) 
 Hit Points 45 (6d10 + 12) 
 Speed 10 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Abyssal, Aquan 
 Challenge 2 (450 XP) 
 Amphibious. The merrow can breathe air and water. 
 Actions  
 Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon. 
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. 
 Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a ++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. 

Mimic

 
 Medium monstrosity (shapechanger), neutral  
 Armor Class 12 (natural armor) 
 Hit Points 58 (9d8 + 18) 
 Speed 15 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) 
 Skills Stealth +5 
 Damage Immunities acid Condition Immunities prone 
 Senses darkvision 60 ft., passive Perception 11 
 Languages - 
 Challenge 2 (450 XP) 
 Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. 
 False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. 
 Grappler. The mimic has advantage on attack rolls against any creature grappled by it. 
 Actions  
 Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. 
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. 

Minotaur

 
 Large monstrosity, chaotic evil  
 Armor Class 14 (natural armor) 
 Hit Points 76 (9d10 + 27) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1) 
 Skills Perception +7 
 Senses darkvision 60 ft., passive Perception 17 
 Languages Abyssal 
 Challenge 3 (700 XP) 
 Charge. If the minotaur 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. 
 Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. 
 Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. 
 Actions  
 Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. 
 Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. 

Mummies Mummy

 
 Medium undead, lawful evil  
 Armor Class 11 (natural armor) 
 Hit Points 58 (9d8 + 18) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1) 
 Saving Throws Wis +2 Damage Vulnerabilities fire 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned 
 Senses darkvision 60 ft., passive Perception 10 
 Languages the languages it knew in life 
 Challenge 3 (700 XP) 
 Actions  
 Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. 
 Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. 
 Dreadful Glare. The mummy targets one creature it can see within 60 feet 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. 

Mummy Lord

 
 Medium undead, lawful evil  
 Armor Class 17 (natural armor) 
 Hit Points 97 (13d8 + 39) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3) 
 Saving Throws Con +8, Int +5, Wis +9, Cha +8 
 Skills History +5, Religion +5 Damage Vulnerabilities fire 
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned 
 Senses darkvision 60 ft., passive Perception 14 
 Languages the languages it knew in life 
 Challenge 15 (13,000 XP) 
 Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects. 
 Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. 
 Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): animate dead, dispel magic 4th level (3 slots): divination, guardian of faith 5th level (2 slots): contagion, insect plague 6th level (1 slot): harm Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. 
 Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. 
 Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. 
 Legendary Actions  
The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. 
 Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. 
 Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. 

Guardian Naga

 
 Large monstrosity, lawful good  
 Armor Class 18 (natural armor) 
 Hit Points 127 (15d10 + 45) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4) 
 Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8 
 Damage Immunities poison Condition Immunities charmed, poisoned 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Celestial, Common 
 Challenge 10 (5,900 XP) 
 Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. 
 Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (3 slots): bestow curse, clairvoyance 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas 6th level (1 slot): true seeing Actions Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. 
 Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. 

Spirit Naga

 
 Large monstrosity, chaotic evil  
 Armor Class 15 (natural armor) 
 Hit Points 75 (10d10 + 20) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) 
 Saving Throws Dex +6, Con +5, Wis +5, Cha +6 
 Damage Immunities poison Condition Immunities charmed, poisoned 
 Senses darkvision 60 ft., passive Perception 12 
 Languages Abyssal, Common 
 Challenge 8 (3,900 XP) 
 Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. 
 Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots): lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person Actions Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. 

Nightmare

 
 Large fiend, neutral evil  
 Armor Class 13 (natural armor) 
 Hit Points 68 (8d10 + 24) 
 Speed 60 ft., fly 90 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 
 Damage Immunities fire 
 Senses passive Perception 11 
 Languages understands Abyssal, Common, and Infernal but can't speak 
 Challenge 3 (700 XP) 
 Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it. 
 Illumination. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. 
 Actions  
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. 
 Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. 

Ogre

 
 Large giant, chaotic evil  
 Armor Class 11 (hide armor) 
 Hit Points 59 (7d10 + 21) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) 
 Senses darkvision 60 ft., passive Perception 8 
 Languages Common, Giant 
 Challenge 2 (450 XP) 
 Actions  
 Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
 Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. 

Oni

 
 Large giant, lawful evil  
 Armor Class 16 (chain mail) 
 Hit Points 110 (13d10 + 39) 
 Speed 30 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 
 Saving Throws Dex +3, Con +6, Wis +4, Cha +5 
 Skills Arcana +5, Deception +8, Perception +4 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Common, Giant 
 Challenge 7 (2,900 XP) 
 Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep Magic Weapons. The oni's weapon attacks are magical. 
 Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. 
 Actions  
 Multiattack. The oni makes two attacks, either with its claws or its glaive. 
 Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. 
 Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. 
 Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. 

Black Pudding

 
 Large ooze, unaligned  
 Armor Class 7 
 Hit Points 85 (10d10 + 30) 
 Speed 20 ft., climb 20 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5) 
 Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 
 Languages - 
 Challenge 4 (1,100 XP) 
 Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing. 
 Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. 
 Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Actions  
 Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. 
 Reactions  
 Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. 

Gelatinous Cube

 
 Large ooze, unaligned  
 Armor Class 6 
 Hit Points 84 (8d10 + 40) 
 Speed 15 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 
 Languages - 
 Challenge 2 (450 XP) 
 Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. 
 Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. 
 Actions  
 Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. 
 Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. 

Gray Ooze

 
 Medium ooze, unaligned  
 Armor Class 8 
 Hit Points 22 (3d8 + 9) 
 Speed 10 ft., climb 10 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) 
 Skills Stealth +2 
 Damage Resistances acid, cold, fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 
 Languages - 
 Challenge 1/2 (100 XP) 
 Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. 
 Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. 
 False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. 
 Actions  
 Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. 

Ochre Jelly

 
 Large ooze, unaligned  
 Armor Class 8 
 Hit Points 45 (6d10 + 12) 
 Speed 10 ft., climb 10 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5) 
 Damage Resistances acid 
 Damage Immunities lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 
 Languages - 
 Challenge 2 (450 XP) 
 Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. 
 Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Actions  
 Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. 
 Reactions  
 Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. 

Orc

 
 Medium humanoid (orc), chaotic evil  
 Armor Class 13 (hide armor) 
 Hit Points 15 (2d8 + 6) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) 
 Skills Intimidation +2 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Common, Orc 
 Challenge 1/2 (100 XP) 
 Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. 
 Actions  
 Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. 
 Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 

Otyugh

 
 Large aberration, neutral  
 Armor Class 14 (natural armor) 
 Hit Points 114 (12d10 + 48) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2) 
 Saving Throws Con +7 
 Senses darkvision 120 ft., passive Perception 11 
 Languages Otyugh 
 Challenge 5 (1,800 XP) 
 Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. 
 Actions  
 Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles. 
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. 
 Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is a aMedium 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. 
 Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. 

Owlbear

 
 Large monstrosity, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 59 (7d10 + 21) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3 
 Senses darkvision 60 ft., passive Perception 13 
 Languages - 
 Challenge 3 (700 XP) 
 Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. 
 Actions  
 Multiattack. The owlbear makes two attacks: one with its beak and one with its claws. 
 Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. 
 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. 

Pegasus

 
 Large celestial, chaotic good  
 Armor Class 12 
 Hit Points 59 (7d10 + 21) 
 Speed 60 ft., fly 90 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 
 Saving Throws Dex +4, Wis +4, Cha +3 
 Skills Perception +6 
 Senses passive Perception 16 
 Languages understands Celestial, Common, Elvish, and Sylvan but can't speak 
 Challenge 2 (450 XP) 
 Actions  
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 

Pseudodragon

 
 Tiny dragon, neutral good  
 Armor Class 13 (natural armor) 
 Hit Points 7 (2d4 + 2) 
 Speed 15 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 
 Skills Perception +3, Stealth +4 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 
 Languages understands Common and Draconic but can't speak Challenge 1/4 (50 XP) Keen 
 Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. 
 Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects. 
 Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
 Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. 

Purple Worm

 
 Gargantuan monstrosity, unaligned  
 Armor Class 18 (natural armor) 
 Hit Points 247 (15d20 + 90) 
 Speed 50 ft., burrow 30 ft.  
 STR DEX CON INT WIS CHA  
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3) 
 Saving Throws Con +11, Wis +4 
 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 
 Languages - 
 Challenge 15 (13,000 XP) 
 Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. 
 Actions  
 Multiattack. The worm makes two attacks: one with its bite and one with its stinger. 
 Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a ++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. 
 Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. 

Rakshasa

 
 Medium fiend, lawful evil  
 Armor Class 16 (natural armor) 
 Hit Points 110 (13d8 + 52) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5) 
 Skills Deception +10, Insight +8 Damage Vulnerabilities piercing from magic weapons wielded by good creatures 
 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks 
 Senses darkvision 60 ft., passive Perception 13 
 Languages Common, Infernal 
 Challenge 13 (10,000 XP) 
 Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. 
 Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing Actions Multiattack. The rakshasa makes two claw attacks. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. 

Remorhaz

 
 Huge monstrosity, unaligned  
 Armor Class 17 (natural armor) 
 Hit Points 195 (17d12 + 85) 
 Speed 30 ft., burrow 20 ft.  
 STR DEX CON INT WIS CHA  
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3) 
 Damage Immunities cold, fire 
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 
 Languages - 
 Challenge 11 (7,200 XP) 
 Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. 
 Actions  
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. 
 Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the 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. 

Roc

 
 Gargantuan monstrosity, unaligned  
 Armor Class 15 (natural armor) 
 Hit Points 248 (16d20 + 80) 
 Speed 20 ft., fly 120 ft.  
 STR DEX CON INT WIS CHA  
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1) 
 Saving Throws Dex +4, Con +9, Wis +4, Cha +3 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages - Challenge 11 (7,200 XP) Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Multiattack. The roc makes two attacks: one with its beak and one with its talons. 
 Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. 
 Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. 

Roper

 
 Large monstrosity, neutral evil  
 Armor Class 20 (natural armor) 
 Hit Points 93 (11d10 + 33) 
 Speed 10 ft., climb 10 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) 
 Skills Perception +6, Stealth +5 
 Senses darkvision 60 ft., passive Perception 16 
 Languages - 
 Challenge 5 (1,800 XP) 
 False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. 
 Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. 
 Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Actions  
 Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. 
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. 
 Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. 
 Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it. 

Rust Monster

 
 Medium monstrosity, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 27 (5d8 + 5) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 6 (-2) 
 Senses darkvision 60 ft., passive Perception 11 
 Languages - 
 Challenge 1/2 (100 XP) 
 Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. 
 Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. 
 Actions  
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
 Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. 

Sahuagin

 
 Medium humanoid (sahuagin), lawful evil  
 Armor Class 12 (natural armor) 
 Hit Points 22 (4d8 + 4) 
 Speed 30 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1) 
 Skills Perception +5 
 Senses darkvision 120 ft., passive Perception 15 
 Languages Sahuagin 
 Challenge 1/2 (100 XP) 
 Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. 
 Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. 
 Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. 
 Actions  
 Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. 
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. 
 Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. 

Salamander

 
 Large elemental, neutral evil  
 Armor Class 15 (natural armor) 
 Hit Points 90 (12d10 + 24) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 
 Damage Vulnerabilities  cold 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities fire 
 Senses darkvision 60 ft., passive Perception 10 
 Languages Ignan 
 Challenge 5 (1,800 XP) 
 Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. 
 Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). 
 Actions  
 Multiattack. The salamander makes two attacks: one with its spear and one with its tail. 
 Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
 or range 20 ft ./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. 
 Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. 

Satyr

 
 Medium fey, chaotic neutral  
 Armor Class 14 (leather armor) 
 Hit Points 31 (7d8) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 
 Skills Perception +2, Performance +6, Stealth +5 
 Senses passive Perception 12 
 Languages Common, Elvish, Sylvan 
 Challenge 1/2 (100 XP) 
 Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. 
 Actions  
 Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. 
 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
 Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 

Shadow

 
 Medium undead, chaotic evil  
 Armor Class 12 
 Hit Points 16 (3d8 + 3) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) 
 Skills Stealth +4 (+6 in dim light or darkness) 
 Damage Vulnerabilities  radiant 
 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained 
 Senses darkvision 60 ft., passive Perception 10 
 Languages - 
 Challenge 1/2 (100 XP) 
 Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing. 
 Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. 
 Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. 
 Actions  
 Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. 

Shambling Mound

 
 Large plant, unaligned  
 Armor Class 15 (natural armor) 
 Hit Points 136 (16d10 + 48) 
 Speed 20 ft., swim 20 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3) 
 Skills Stealth +2 
 Damage Resistances cold, fire 
 Damage Immunities lightning Condition Immunities blinded, deafened, exhaustion 
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 
 Languages - 
 Challenge 5 (1,800 XP) 
 Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. 
 Actions  
 Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. 
 Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
 Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. 

Shield Guardian

 
 Large construct, unaligned  
 Armor Class 17 (natural armor) 
 Hit Points 142 (15d10 + 60) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4) 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 
 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned 
 Languages understands commands given in any language but can't speak 
 Challenge 7 (2,900 XP) 
 Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. 
 Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. 
 Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. 
 Actions  
 Multiattack. The guardian makes two fist attacks. 
 Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
 Reactions  
 Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. 

Skeleton

 
 Medium undead, lawful evil  
 Armor Class 13 (armor scraps) 
 Hit Points 13 (2d8 + 4) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 
 Damage Vulnerabilities  bludgeoning 
 Damage Immunities poison Condition Immunities exhaustion, poisoned 
 Senses darkvision 60 ft., passive Perception 9 
 Languages understands all languages it knew in life but can't speak 
 Challenge 1/4 (50 XP) 
 Actions  
 Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Minotaur Skeleton

 
 Large undead, lawful evil  
 Armor Class 12 (natural armor) 
 Hit Points 67 (9d10 + 18) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 
 Damage Vulnerabilities  bludgeoning 
 Damage Immunities poison Condition Immunities exhaustion, poisoned 
 Senses darkvision 60 ft., passive Perception 9 
 Languages understands Abyssal but can't speak 
 Challenge 2 (450 XP) 
 Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. 
 Actions  
 Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. 
 Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. 

Warhorse Skeleton

 
 Large undead, lawful evil  
 Armor Class 13 (barding scraps) 
 Hit Points 22 (3d10 + 6) 
 Speed 60 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3) 
 Damage Vulnerabilities  bludgeoning 
 Damage Immunities poison Condition Immunities exhaustion, poisoned 
 Senses darkvision 60 ft., passive Perception 9 
 Languages - 
 Challenge 1/2 (100 XP) 
 Actions  
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 

Specter

 
 Medium undead, chaotic evil  
 Armor Class 12 
 Hit Points 22 (5d8) 
 Speed 0 ft., fly 50 ft. (hover)  
 STR DEX CON INT WIS CHA  
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 
 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious 
 Senses darkvision 60 ft., passive Perception 10 
 Languages understands all languages it knew in life but can't speak 
 Challenge 1 (200 XP) 
 Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
 Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 

Androsphinx

 
 Large monstrosity, lawful neutral  
 Armor Class 17 (natural armor) 
 Hit Points 199 (19d10 + 95) 
 Speed 40 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6) 
 Saving Throws Dex +6, Con +11, Int +9, Wis +10 
 Skills Arcana +9, Perception +10, Religion +15 
 Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened 
 Senses truesight 120 ft., passive Perception 20 
 Languages Common, Sphinx 
 Challenge 17 (18,000 XP) 
 Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. 
 Magic Weapons. The sphinx's weapon attacks are magical. 
 Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth 3rd level (3 slots): dispel magic, tongues 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, greater restoration 6th level (1 slot): heroes' feast Actions Multiattack. The sphinx makes two claw attacks. 
 Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. 
 Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. 
 First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. 
 Legendary Actions  
The sphinx 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 sphinx regains spent legendary actions at the start of its turn. 
 Claw Attack. The sphinx makes one claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. 

Gynosphinx

 
 Large monstrosity, lawful neutral  
 Armor Class 17 (natural armor) 
 Hit Points 136 (16d10 + 48) 
 Speed 40 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 
 Skills Arcana +12, History +12, Perception +8, Religion +8 
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
 Damage Immunities psychic Condition Immunities charmed, frightened 
 Senses truesight 120 ft., passive Perception 18 
 Languages Common, Sphinx 
 Challenge 11 (7,200 XP) 
 Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. 
 Magic Weapons. The sphinx's weapon attacks are magical. 
 Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore Actions Multiattack. The sphinx makes two claw attacks. 
 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
 Legendary Actions  
The sphinx 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 sphinx regains spent legendary actions at the start of its turn. 
 Claw Attack. The sphinx makes one claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. 

Sprite

 
 Tiny fey, neutral good  
 Armor Class 15 (leather armor) 
 Hit Points 2 (1d4) 
 Speed 10 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 
 Skills Perception +3, Stealth +8 
 Senses passive Perception 13 
 Languages Common, Elvish, Sylvan 
 Challenge 1/4 (50 XP) 
 Actions  
 Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 
 Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. 
 Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. 
 Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. 

Stirge

 
 Tiny beast, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 2 (1d4) 
 Speed 10 ft., fly 40 ft.  
 STR DEX CON INT WIS CHA  
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2) 
 Senses darkvision 60 ft., passive Perception 9 
 Languages - 
 Challenge 1/8 (25 XP) 
 Actions  
 Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.  

Succubus/Incubus

 
 Medium fiend (shapechanger), neutral evil  
 Armor Class 15 (natural armor) 
 Hit Points 66 (12d8 + 12) 
 Speed 30 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) 
 Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 
 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks 
 Senses darkvision 60 ft., passive Perception 15 
 Languages Abyssal, Common, Infernal, telepathy 60 ft. 
 Challenge 4 (1,100 XP) 
 Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. 
 Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
 Actions Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
 Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. 
 Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 
 Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. 

Tarrasque

 
 Gargantuan monstrosity (titan), unaligned  
 Armor Class 25 (natural armor) 
 Hit Points 676 (33d20 + 330) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) 
 Saving Throws Int +5, Wis +9, Cha +9 
 Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, paralyzed, poisoned 
 Senses blindsight 120 ft., passive Perception 10 
 Languages - Challenge 30 (155,000 XP) Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. 
 Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects. 
 Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. 
 Siege Monster. The tarrasque deals double damage to objects and structures. 
 Actions  
 Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. 
 Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. 
 Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. 
 Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. 
 Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. 
 Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. 
 Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. 
 Legendary Actions  
The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. 
 Attack. The tarrasque makes one claw attack or tail attack. 
 Move. The tarrasque moves up to half its speed. Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow. 

Treant

 
 Huge plant, chaotic good  
 Armor Class 16 (natural armor) 
 Hit Points 138 (12d12 + 60) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) 
 Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire 
 Senses passive Perception 13 
 Languages Common, Druidic, Elvish, Sylvan 
 Challenge 9 (5,000 XP) 
 False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. 
 Siege Monster. The treant deals double damage to objects and structures. 
 Actions  
 Multiattack. The treant makes two slam attacks. 
 Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. 
 Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
 Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. 

Troll

 
 Large giant, chaotic evil  
 Armor Class 15 (natural armor) 
 Hit Points 84 (8d10 + 40) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) 
 Skills Perception +2 
 Senses darkvision 60 ft., passive Perception 12 
 Languages Giant 
 Challenge 5 (1,800 XP) 
 Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. 
 Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. 
 Actions  
 Multiattack. The troll makes three attacks: one with its bite and two with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 

Unicorn

 
 Large celestial, lawful good  
 Armor Class 12 
 Hit Points 67 (9d10 + 18) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) 
 Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned 
 Senses darkvision 60 ft., passive Perception 13 
 Languages Celestial, Elvish, Sylvan, telepathy 60 ft. 
 Challenge 5 (1,800 XP) 
 Charge. If the unicorn moves at least 20 feet 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. 
 Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects. 
 Magic Weapons. The unicorn's weapon attacks are magical. 
 Actions  
 Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn. 
 Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
 Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
 Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. 
 Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet 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  
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. 
 Hooves. The unicorn makes one attack with its hooves. Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet 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. 

Vampire

 
 Medium undead (shapechanger), lawful evil  
 Armor Class 16 (natural armor) 
 Hit Points 144 (17d8 + 68) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) 
 Saving Throws Dex +9, Wis +7, Cha +9 
 Skills Perception +7, Stealth +9 
 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks 
 Senses darkvision 120 ft., passive Perception 17 
 Languages the languages it knew in life 
 Challenge 13 (10,000 XP) 
 Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. 
 Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. 
 Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. 
 Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. 
 Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. 
 Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. 
 Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. 
 Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. 
 Actions 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). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. 
 Charm. The vampire targets one humanoid it can see within 30 feet 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 bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. 
 Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. 
 Legendary Actions  
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. 
 Move. The vampire moves up to its speed without provoking opportunity attacks. 
 Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack. 

Vampire Spawn

 
 Medium undead, neutral evil  
 Armor Class 15 (natural armor) 
 Hit Points 82 (11d8 + 33) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 
 Saving Throws Dex +6, Wis +3 
 Skills Perception +3, Stealth +6 
 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks 
 Senses darkvision 60 ft., passive Perception 13 
 Languages the languages it knew in life 
 Challenge 5 (1,800 XP) 
 Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. 
 Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. 
 Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. 
 Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. 
 Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. 
 Actions  
 Multiattack. The vampire makes two attacks, only one of which can be a bite attack. 
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). 
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 

Wight

 
 Medium undead, neutral evil  
 Armor Class 14 (studded leather) 
 Hit Points 45 (6d8 + 18) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 
 Skills Perception +3, Stealth +4 
 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered 
 Damage Immunities poison Condition Immunities exhaustion, poisoned 
 Senses darkvision 60 ft., passive Perception 13 
 Languages the languages it knew in life 
 Challenge 3 (700 XP) 
 Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. 
 Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. 
 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. 
 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.  

Will-o'-Wisp

 
 Tiny undead, chaotic evil  
 Armor Class 19 
 Hit Points 22 (9d4) 
 Speed 0 ft., fly 50 ft. (hover)  
 STR DEX CON INT WIS CHA  
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 
 Damage Immunities lightning, poison 
 Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious 
 Senses darkvision 120 ft., passive Perception 12 
 Languages the languages it knew in life 
 Challenge 2 (450 XP) 
 Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. 
 Ephemeral. The will-o'-wisp can't wear or carry anything. 
 Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
 Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. 
 Actions  
 Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. 
 Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). 

Wraith

 
 Medium undead, neutral evil  
 Armor Class 13 
 Hit Points 67 (9d8 + 27) 
 Speed 0 ft., fly 60 ft. (hover)  
 STR DEX CON INT WIS CHA  
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 
 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered 
 Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained 
 Senses darkvision 60 ft., passive Perception 12 
 Languages the languages it knew in life 
 Challenge 5 (1,800 XP) 
 Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
 Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 
 Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. 

Wyvern

 
 Large dragon, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 110 (13d10 + 39) 
 Speed 20 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) 
 Skills Perception +4 
 Senses darkvision 60 ft., passive Perception 14 
 Languages - 
 Challenge 6 (2,300 XP) 
 Actions  
 Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. 
 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. 
 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
 Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. 

Xorn

 
 Medium elemental, neutral  
 Armor Class 19 (natural armor) 
 Hit Points 73 (7d8 + 42) 
 Speed 20 ft., burrow 20 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0) 
 Skills Perception +6, Stealth +3 
 Damage Resistances piercing and slashing from nonmagical attacks that aren't adamantine 
 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 
 Languages Terran 
 Challenge 5 (1,800 XP) 
 Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. 
 Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. 
 Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. 
 Actions  
 Multiattack. The xorn makes three claw attacks and one bite attack. 
 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. 

Zombie

 
 Medium undead, neutral evil  
 Armor Class 8 
 Hit Points 22 (3d8 + 9) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 
 Saving Throws Wis +0 
 Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 8 
 Languages understands the languages it knew in life but can't speak 
 Challenge 1/4 (50 XP) 
 Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. 
 Actions  
 Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. 

Ogre Zombie

 
 Large undead, neutral evil  
 Armor Class 8 
 Hit Points 85 (9d10 + 36) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3) 
 Saving Throws Wis +0 
 Damage Immunities poison Condition Immunities poisoned 
 Senses darkvision 60 ft., passive Perception 8 
 Languages understands Common and Giant but can't speak 
 Challenge 2 (450 XP) 
 Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. 
 Actions  
 Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.  

Appendix A Conditions

 
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition. 
Blinded
   
1•	 A blinded creature can't see and automatically fails any ability check that requires sight. 

1•	 Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Charmed 
   
1•	 A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. 

1•	 The charmer has advantage on any ability check to interact socially with the creature.

Deafened 
   
1•	 A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhaustion
 
 Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. 

Level	
Effect	

1	
Disadvantage on ability checks	

2	
Speed halved	

3	
Disadvantage on attack rolls and saving throws	

 4	
Hit point maximum halved	

5	
Speed reduced to 0	

6	
Death	

 
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. 
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. 
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. 
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. 
Frightened 
   
1•	 A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. 

1•	 The creature can't willingly move closer to the source of its fear.

Grappled 
   
1•	 A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. 

1•	 The condition ends if the grappler is incapacitated (see the condition). 

1•	 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 thunder-wave spell.

Incapacitated 
   
1•	 An incapacitated creature can't take actions or reactions.

Invisible 
   
1•	 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. 

1•	 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Paralyzed 
   
1•	 A paralyzed creature is incapacitated (see the condition) and can't move or speak. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 Attack rolls against the creature have advantage. 

1•	 Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified 
   
1•	 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. 

1•	 The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. 

1•	 Attack rolls against the creature have advantage. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 The creature has resistance to all damage. 

1•	 The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned 
   
1•	 A poisoned creature has disadvantage on attack rolls and ability checks.

Prone 
   
1•	 A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. 

1•	 The creature has disadvantage on attack rolls. 

1•	 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 
   
1•	 A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. 

1•	 Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. 

1•	 The creature has disadvantage on Dexterity saving throws.

Stunned 
   
1•	 A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 Attack rolls against the creature have advantage.

Unconscious 
   
1•	 An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings 

1•	 The creature drops whatever it's holding and falls prone. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 Attack rolls against the creature have advantage. 

1•	 Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Appendix PH-A: Conditions

 
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition. 
Blinded
   
1•	 A blinded creature can't see and automatically fails any ability check that requires sight. 

1•	 Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Charmed 
   
1•	 A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. 

1•	 The charmer has advantage on any ability check to interact socially with the creature.

Deafened 
   
1•	 A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhaustion
 
 Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. 

Level	
Effect	

1	
Disadvantage on ability checks	

2	
Speed halved	

3	
Disadvantage on attack rolls and saving throws	

 4	
Hit point maximum halved	

5	
Speed reduced to 0	

6	
Death	

 
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. 
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. 
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. 
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. 
Frightened 
   
1•	 A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. 

1•	 The creature can't willingly move closer to the source of its fear.

Grappled 
   
1•	 A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. 

1•	 The condition ends if the grappler is incapacitated (see the condition). 

1•	 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 thunder-wave spell.

Incapacitated 
   
1•	 An incapacitated creature can't take actions or reactions.

Invisible 
   
1•	 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. 

1•	 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Paralyzed 
   
1•	 A paralyzed creature is incapacitated (see the condition) and can't move or speak. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 Attack rolls against the creature have advantage. 

1•	 Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified 
   
1•	 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. 

1•	 The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. 

1•	 Attack rolls against the creature have advantage. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 The creature has resistance to all damage. 

1•	 The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned 
   
1•	 A poisoned creature has disadvantage on attack rolls and ability checks.

Prone 
   
1•	 A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. 

1•	 The creature has disadvantage on attack rolls. 

1•	 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 
   
1•	 A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. 

1•	 Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. 

1•	 The creature has disadvantage on Dexterity saving throws.

Stunned 
   
1•	 A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 Attack rolls against the creature have advantage.

Unconscious 
   
1•	 An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings 

1•	 The creature drops whatever it's holding and falls prone. 

1•	 The creature automatically fails Strength and Dexterity saving throws. 

1•	 Attack rolls against the creature have advantage. 

1•	 Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Appendix B Pantheons

 
Appendix PH-B: Fantasy-Historical Pantheons 
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. 
The Celtic Pantheon
 
It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. 
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. 
The Greek Pantheon
 
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too. 
The Egyptian Pantheon
 
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. 
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. 
The Norse Pantheon
 
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. 
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). 
Celtic Deities

Deity	
Alignment	
Suggested Domains	
Symbol	

The Daghdha, god of weather and crops	
CG	
Nature, Trickery	
Bubbling cauldron or shield	

Arawn, god of life and death	
NE	
Life, Death	
Black star on gray background	

Belenus, god of sun, light, and warmth	
NG	
Light	
Solar disk and standing stones	

Brigantia, goddess of rivers and livestock	
NG	
Life	
Footbridge	

Diancecht, god of medicine and healing	
LG	
Life	
Crossed oak and mistletoe branches	

Dunatis, god of mountains and peaks	
N	
Nature	
Red sun-capped mountain peak	

Goibhniu, god of smiths and healing	
NG	
Knowledge, Life	
Giant mallet over sword	

Lugh, god of arts, travel, and commerce	
CN	
Knowledge, Life	
Pair of long hands	

Manannan mac Lir, god of oceans and sea creatures	
LN	
Nature, Tempest	
Wave of white water on green	

Math Mathonwy, god of magic	
NE	
Knowledge	
Staff	

Morrigan, goddess of battle	
CE	
War	
Two crossed spears	

Nuada, god of war and warriors	
N	
War	
Silver hand on black background	

Oghma, god of speech and writing	
NG	
Knowledge	
Unfurled scroll	

Silvanus, god of nature and forests	
N	
Nature	
Summer oak tree	

 
Greek Deities

Deity	
Alignment	
Suggested Domains	
Symbol	

Zeus, god of the sky, ruler of the gods	
N	
Tempest	
Fist full of lightning bolts	

Aphrodite, goddess of love and beauty	
CG	
Light	
Sea shell	

Apollo, god of light, music, and healing	
CG	
Knowledge, Life, Light	
Lyre	

Ares, god of war and strife	
CE	
War	
Spear	

Artemis, goddess of hunting and childbirth	
NG	
Life, Nature	
Bow and arrow on lunar disk	

Athena, goddess of wisdom and civilization	
LG	
Knowledge, War	
Owl	

Demeter, goddess of agriculture	
NG	
Life	
Mare's head	

Dionysus, god of mirth and wine	
CN	
Life	
Thyrsus (staff tipped with pine cone)	

Hades, god of the underworld	
LE	
Death	
Black ram	

Hecate, goddess of magic and the moon	
CE	
Knowledge, Trickery	
Setting moon	

Hephaestus, god of smithing and craft	
NG	
Knowledge	
Hammer and anvil	

Hera, goddess of marriage and intrigue	
CN	
Trickery	
Fan of peacock feathers	

Hercules, god of strength and adventure	
CG	
Tempest, War	
Lion's head	

Hermes, god of travel and commerce	
CG	
Trickery	
Caduceus (winged staff and serpents)	

Hestia, goddess of home and family	
NG	
Life	
Hearth	

Nike, goddess of victory	
LN	
War	
Winged woman	

Pan, god of nature	
CN	
Nature	
Syrinx (pan pipes)	

Poseidon, god of the sea and earthquakes	
CN	
Tempest	
Trident	

Tyche, goddess of good fortune	
N	
Trickery	
Red pentagram	

 
Egyptian Deities

Deity	
Alignment	
Suggested Domains	
Symbol	

Re-Horakhty, god of the sun, ruler of the gods	
LG	
Life, Light	
Solar disk encircled by serpent	

Anubis, god of judgment and death	
LN	
Death	
Black jackal	

Apep, god of evil, fire, and serpents	
NE	
Trickery	
Flaming snake	

Bast, goddess of cats and vengeance	
CG	
War	
Cat	

Bes, god of luck and music	
CN	
Trickery	
Image of the misshapen deity	

Hathor, goddess of love, music, and motherhood	
NG	
Life, Light	
Horned cow's head with lunar disk	

Imhotep, god of crafts and medicine	
NG	
Knowledge	
Step pyramid	

Isis, goddess of fertility and magic	
NG	
Knowledge, Life	
Ankh and star	

Nephthys, goddess of death and grief	
CG	
Death	
Horns around a lunar disk	

Osiris, god of nature and the underworld	
LG	
Life, Nature	
Crook and flail	

Ptah, god of crafts, knowledge, and secrets	
LN	
Knowledge	
Bull	

Set, god of darkness and desert storms	
CE	
Death, Tempest, Trickery	
Coiled cobra	

Sobek, god of water and crocodiles	
LE	
Nature, Tempest	
Crocodile head with horns and plumes	

Thoth, god of knowledge and wisdom	
N	
Knowledge	
Ibis	

 
Norse Deities

Deity	
Alignment	
Suggested Domains	
Symbol	

Odin, god of knowledge and war	
NG	
Knowledge, War	
Watching blue eye	

Aegir, god of the sea and storms	
NE	
Tempest	
Rough ocean waves	

Balder, god of beauty and poetry	
NG	
Life, Light	
Gem-encrusted silver chalice	

Forseti, god of justice and law	
N	
Light	
Head of a bearded man	

Frey, god of fertility and the sun	
NG	
Life, Light	
Ice-blue greatsword	

Freya, goddess of fertility and love	
NG	
Life	
Falcon	

Frigga, goddess of birth and fertility	
N	
Life, Light	
Cat	

Heimdall, god of watchfulness and loyalty	
LG	
Light, War	
Curling musical horn	

Hel, goddess of the underworld	
NE	
Death	
Woman's face, rotting on one side	

Hermod, god of luck	
CN	
Trickery	
Winged scroll	

Loki, god of thieves and trickery	
CE	
Trickery	
Flame	

Njord, god of sea and wind	
NG	
Nature, Tempest	
Gold coin	

Odur, god of light and the sun	
CG	
Light	
Solar disk	

Sif, goddess of war	
CG	
War	
Upraised sword	

Skadi, god of earth and mountains	
N	
Nature	
Mountain peak	

Surtur, god of fire giants and war	
LE	
War	
Flaming sword	

Thor, god of storms and thunder	
CG	
Tempest, War	
Hammer	

Thrym, god of frost giants and cold	
CE	
War	
White double-bladed axe	

Tyr, god of courage and strategy	
LN	
Knowledge, War	
Sword	

Uller, god of hunting and winter	
CN	
Nature	
Longbow 	

 

Appendix C: Planes of Existence

 
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. 
Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. 
The Material Plane
 
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. 
The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. 
 Beyond the Material  
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. 
Planar Travel
 
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come. 
Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. 
 Spells. A number of spells allow direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the astral projection spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. 
 Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). 
Transitive Planes
 
The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as etherealness and astral projection allow characters to enter these planes and traverse them to reach the planes beyond. 
The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. 
The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. 
Inner Planes
 
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes-Air, Earth, Fire, and Water-form a ring around the Material Plane, suspended within the churning Elemental Chaos. 
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. 
Outer Planes
 
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. 
When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. 
Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. 
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of Hell, from the first layer to the last, in a single day-if the powers of Hell desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. 
The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. 
 Outer Planes  
The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. 
Demiplanes
 
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as demiplane, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a plane shift spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The gate spell is more reliable, assuming the caster knows of the demiplane.  

Ape

 
 Medium beast, unaligned  
 Armor Class 12 
 Hit Points 19 (3d8 + 6) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) 
 Skills Athletics +5, Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 1/2 (100 XP) 
 Actions  
 Multiattack. The ape makes two fist attacks. 
 Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
 Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 

Awakened Shrub

 
 Small plant, unaligned  
 Armor Class 9 
 Hit Points 10 (3d6) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2) 
 Damage Vulnerabilities  fire 
 Damage Resistances piercing 
 Senses passive Perception 10 
 Languages one language known by its creator 
 Challenge 0 (10 XP) 
 False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub. 
 Actions  
 Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage. An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. 

Awakened Tree

 
 Huge plant, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 59 (7d12 + 14) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2) 
 Damage Vulnerabilities  fire 
 Damage Resistances bludgeoning, piercing 
 Senses passive Perception 10 
 Languages one language known by its creator 
 Challenge 2 (450 XP) 
 False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. 
 Actions  
 Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. 

Axe Beak

 
 Large beast, unaligned  
 Armor Class 11 
 Hit Points 19 (3d10 + 3) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. 

Baboon

 
 Small beast, unaligned  
 Armor Class 12 
 Hit Points 3 (1d6) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2) 
 Senses passive Perception 11 
 Languages - 
 Challenge 0 (10 XP) 
 Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. 

Badger

 
 Tiny beast, unaligned  
 Armor Class 10 
 Hit Points 3 (1d4 + 1) 
 Speed 20 ft., burrow 5 ft.  
 STR DEX CON INT WIS CHA  
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3) 
 Senses darkvision 30 ft., passive Perception 11 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 

Bat

 
 Tiny beast, unaligned  
 Armor Class 12 
 Hit Points 1 (1d4 - 1) 
 Speed 5 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) 
 Senses blindsight 60 ft., passive Perception 11 
 Languages - 
 Challenge 0 (10 XP) 
 Echolocation. The bat can't use its blindsight while deafened. 
 Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. 
 Actions  
 Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. 

Black Bear

 
 Medium beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 19 (3d8 + 6) 
 Speed 40 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 1/2 (100 XP) 
 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Multiattack. The bear makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. 

Blink Dog

 
 Medium fey, lawful good  
 Armor Class 13 
 Hit Points 22 (4d8 + 4) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) 
 Skills Perception +3, Stealth +5 
 Senses passive Perception 13 
 Languages Blink Dog, understands Sylvan but can't speak it 
 Challenge 1/4 (50 XP) 
 Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Actions  
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
 Teleport (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. 

Blood Hawk

 
 Small beast, unaligned  
 Armor Class 12 
 Hit Points 7 (2d6) 
 Speed 10 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages - 
 Challenge 1/8 (25 XP) 
 Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. 
 Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. 

Boar

 
 Medium beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 11 (2d8 + 2) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 
 Senses passive Perception 9 
 Languages - 
 Challenge 1/4 (50 XP) 
 Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. 
 Actions  
 Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. 

Brown Bear

 
 Large beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 34 (4d10 + 12) 
 Speed 40 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 1 (200 XP) 
 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Multiattack. The bear makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 

Camel

 
 Large beast, unaligned  
 Armor Class 9 
 Hit Points 15 (2d10 + 4) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3) 
 Senses passive Perception 9 
 Languages - 
 Challenge 1/8 (25 XP) 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. 

Cat

 
 Tiny beast, unaligned  
 Armor Class 12 
 Hit Points 2 (1d4) 
 Speed 40 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3, Stealth +4 
 Senses passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 

Constrictor Snake

 
 Large beast, unaligned  
 Armor Class 12 
 Hit Points 13 (2d10 + 2) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 
 Senses blindsight 10 ft., passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. 
 Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. 

Crab

 
 Tiny beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 2 (1d4) 
 Speed 20 ft., swim 20 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) 
 Skills Stealth +2 
 Senses blindsight 30 ft., passive Perception 9 
 Languages - 
 Challenge 0 (10 XP) 
 Amphibious. The crab can breathe air and water. 
 Actions  
 Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. 

Crocodile

 
 Large beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 19 (3d10 + 3) 
 Speed 20 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 
 Skills Stealth +2 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/2 (100 XP) 
 Hold Breath. The crocodile can hold its breath for 15 minutes. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. 

Death Dog

 
 Medium monstrosity, neutral evil  
 Armor Class 12 
 Hit Points 39 (6d8 + 12) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) 
 Skills Perception +5, Stealth +4 
 Senses darkvision 120 ft., passive Perception 15 
 Languages - 
 Challenge 1 (200 XP) 
 Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. 
 Actions  
 Multiattack. The dog makes two bite attacks. 
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. 

Deer

 
 Medium beast, unaligned  
 Armor Class 13 
 Hit Points 4 (1d8) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) 
 Senses passive Perception 12 
 Languages - 
 Challenge 0 (10 XP) 
 Actions  
 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. 

Dire Wolf

 
 Large beast, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 37 (5d10 + 10) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3, Stealth +4 
 Senses passive Perception 13 
 Languages - 
 Challenge 1 (200 XP) 
 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 

Draft Horse

 
 Large beast, unaligned  
 Armor Class 10 
 Hit Points 19 (3d10 + 3) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. 

Eagle

 
 Small beast, unaligned  
 Armor Class 12 
 Hit Points 3 (1d6) 
 Speed 10 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. 

Elephant

 
 Huge beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 76 (8d12 + 24) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2) 
 Senses passive Perception 10 
 Languages - 
 Challenge 4 (1,100 XP) 
 Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. 
 Actions  
 Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. 
 Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage. 

Elk

 
 Large beast, unaligned  
 Armor Class 10 
 Hit Points 13 (2d10 + 2) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 
 Actions  
 Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
 Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. 

Flying Snake

 
 Tiny beast, unaligned  
 Armor Class 14 
 Hit Points 5 (2d4) 
 Speed 30 ft., fly 60 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3) 
 Senses blindsight 10 ft., passive Perception 11 
 Languages - 
 Challenge 1/8 (25 XP) 
 Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage. A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. 

Frog

 
 Tiny beast, unaligned  
 Armor Class 11 
 Hit Points 1 (1d4 - 1) 
 Speed 20 ft., swim 20 ft.  
 STR DEX CON INT WIS CHA  
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4) 
 Skills Perception +1, Stealth +3 
 Senses darkvision 30 ft., passive Perception 11 
 Languages - 
 Challenge 0 (0 XP) 
 Amphibious. The frog can breathe air and water. 
 Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad. 

Giant Ape

 
 Huge beast, unaligned  
 Armor Class 12 
 Hit Points 157 (15d12 + 60) 
 Speed 40 ft., climb 40 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2) 
 Skills Athletics +9, Perception +4 
 Senses passive Perception 14 
 Languages - 
 Challenge 7 (2,900 XP) 
 Actions  
 Multiattack. The ape makes two fist attacks. 
 Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. 
 Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. 

Giant Badger

 
 Medium beast, unaligned  
 Armor Class 10 
 Hit Points 13 (2d8 + 4) 
 Speed 30 ft., burrow 10 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3) 
 Senses darkvision 30 ft., passive Perception 11 
 Languages - 
 Challenge 1/4 (50 XP) 
 Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Multiattack. The badger makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. 

Giant Bat

 
 Large beast, unaligned  
 Armor Class 13 
 Hit Points 22 (4d10) 
 Speed 10 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) 
 Senses blindsight 60 ft., passive Perception 11 
 Languages - 
 Challenge 1/4 (50 XP) 
 Echolocation. The bat can't use its blindsight while deafened. 
 Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. 

Giant Boar

 
 Large beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 42 (5d10 + 15) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3) 
 Senses passive Perception 8 
 Languages - 
 Challenge 2 (450 XP) 
 Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. 
 Actions  
 Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 

Giant Centipede

 
 Small beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 4 (1d6 + 1) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4) 
 Senses blindsight 30 ft., passive Perception 8 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. 

Giant Constrictor Snake

 
 Huge beast, unaligned  
 Armor Class 12 
 Hit Points 60 (8d12 + 8) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 
 Skills Perception +2 
 Senses blindsight 10 ft., passive Perception 12 
 Languages - 
 Challenge 2 (450 XP) 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. 
 Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. 

Giant Crab

 
 Medium beast, unaligned  
 Armor Class 15 (natural armor) 
 Hit Points 13 (3d8) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) 
 Skills Stealth +4 
 Senses blindsight 30 ft., passive Perception 9 
 Languages - 
 Challenge 1/8 (25 XP) 
 Amphibious. The crab can breathe air and water. 
 Actions  
 Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. 

Giant Crocodile

 
 Huge beast, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 85 (9d12 + 27) 
 Speed 30 ft., swim 50 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) 
 Skills Stealth +5 
 Senses passive Perception 10 
 Languages - 
 Challenge 5 (1,800 XP) 
 Hold Breath. The crocodile can hold its breath for 30 minutes. 
 Actions  
 Multiattack. The crocodile makes two attacks: one with its bite and one with its tail. 
 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. 
 Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. 

Giant Eagle

 
 Large beast, neutral good  
 Armor Class 13 
 Hit Points 26 (4d10 + 4) 
 Speed 10 ft., fly 80 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0) 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages Giant Eagle, understands Common and Auran but can't speak them 
 Challenge 1 (200 XP) 
 Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Multiattack. The eagle makes two attacks: one with its beak and one with its talons. 
 Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
 Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). 

Giant Elk

 
 Huge beast, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 42 (5d12 + 10) 
 Speed 60 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0) 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them 
 Challenge 2 (450 XP) 
 Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. 
 Actions  
 Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage. The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. 

Giant Fire Beetle

 
 Small beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 4 (1d6 + 1) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4) 
 Senses blindsight 30 ft., passive Perception 8 
 Languages - 
 Challenge 0 (10 XP) 
 Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 
 Actions  
 Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage. A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. 

Giant Frog

 
 Medium beast, unaligned  
 Armor Class 11 
 Hit Points 18 (4d8) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4) 
 Skills Perception +2, Stealth +3 
 Senses darkvision 30 ft., passive Perception 12 
 Languages - 
 Challenge 1/4 (50 XP) 
 Amphibious. The frog can breathe air and water. 
 Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. 
 Actions  
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. 
 Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 

Giant Goat

 
 Large beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 19 (3d10 + 3) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 
 Senses passive Perception 11 
 Languages - 
 Challenge 1/2 (100 XP) 
 Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 
 Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. 
 Actions  
 Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. 

Giant Hyena

 
 Large beast, unaligned  
 Armor Class 12 
 Hit Points 45 (6d10 + 12) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 1 (200 XP) 
 Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 

Giant Lizard

 
 Large beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 19 (3d10 + 3) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 
 Senses darkvision 30 ft., passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. 

Giant Octopus

 
 Large beast, unaligned  
 Armor Class 11 
 Hit Points 52 (8d10 + 8) 
 Speed 10 ft., swim 60 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3) 
 Skills Perception +4, Stealth +5 
 Senses darkvision 60 ft., passive Perception 14 
 Languages - 
 Challenge 1 (200 XP) 
 Hold Breath. While out of water, the octopus can hold its breath for 1 hour. 
 Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. 
 Water Breathing. The octopus can breathe only underwater. 
 Actions  
 Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. 

Giant Owl

 
 Large beast, neutral  
 Armor Class 12 
 Hit Points 19 (3d10 + 3) 
 Speed 5 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) 
 Skills Perception +5, Stealth +4 
 Senses darkvision 120 ft., passive Perception 15 
 Languages Giant Owl, understands Common, Elvish, and Sylvan but can't speak them 
 Challenge 1/4 (50 XP) 
 Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. 
 Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. 
 Actions  
 Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms. 

Giant Poisonous Snake

 
 Medium beast, unaligned  
 Armor Class 14 
 Hit Points 11 (2d8 + 2) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) 
 Skills Perception +2 
 Senses blindsight 10 ft., passive Perception 12 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. 

Giant Rat

 
 Small beast, unaligned  
 Armor Class 12 
 Hit Points 7 (2d6) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) 
 Senses darkvision 60 ft., passive Perception 10 
 Languages - 
 Challenge 1/8 (25 XP) 
 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. 
 Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Variant: Diseased Giant Rats Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. 
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. 

Giant Scorpion

 
 Large beast, unaligned  
 Armor Class 15 (natural armor) 
 Hit Points 52 (7d10 + 14) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4) 
 Senses blindsight 60 ft., passive Perception 9 
 Languages - 
 Challenge 3 (700 XP) 
 Actions  
 Multiattack. The scorpion makes three attacks: two with its claws and one with its sting. 
 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. 
 Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. 

Giant Sea Horse

 
 Large beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 16 (3d10) 
 Speed 0 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3) 
 Senses passive Perception 11 
 Languages - 
 Challenge 1/2 (100 XP) 
 Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. 
 Water Breathing. The sea horse can breathe only underwater. 
 Actions  
 Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. 

Giant Shark

 
 Huge beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 126 (11d12 + 55) 
 Speed 0 ft., swim 50 ft.  
 STR DEX CON INT WIS CHA  
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3) 
 Skills Perception +3 
 Senses blindsight 60 ft., passive Perception 13 
 Languages - 
 Challenge 5 (1,800 XP) 
 Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. 
 Water Breathing. The shark can breathe only underwater. 
 Actions  
 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. 

Giant Spider

 
 Large beast, unaligned  
 Armor Class 14 (natural armor) 
 Hit Points 26 (4d10 + 4) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) 
 Skills Stealth +7 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 
 Languages - 
 Challenge 1 (200 XP) 
 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. 
 Web Walker. The spider ignores movement restrictions caused by webbing. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. 
 Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. 

Giant Toad

 
 Large beast, unaligned  
 Armor Class 11 
 Hit Points 39 (6d10 + 6) 
 Speed 20 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4) 
 Senses darkvision 30 ft., passive Perception 10 
 Languages - 
 Challenge 1 (200 XP) 
 Amphibious. The toad can breathe air and water. 
 Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. 
 Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 

Giant Vulture

 
 Large beast, neutral evil  
 Armor Class 10 
 Hit Points 22 (3d10 + 6) 
 Speed 10 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages understands Common but can't speak 
 Challenge 1 (200 XP) 
 Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. 
 Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Multiattack. The vulture makes two attacks: one with its beak and one with its talons. 
 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. 
 Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. 

Giant Wasp

 
 Medium beast, unaligned  
 Armor Class 12 
 Hit Points 13 (3d8) 
 Speed 10 ft., fly 50 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/2 (100 XP) 
 Actions  
 Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. 

Giant Weasel

 
 Medium beast, unaligned  
 Armor Class 13 
 Hit Points 9 (2d8) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3) 
 Skills Perception +3, Stealth +5 
 Senses darkvision 60 ft., passive Perception 13 
 Languages - 
 Challenge 1/8 (25 XP) 
 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 

Giant Wolf Spider

 
 Medium beast, unaligned  
 Armor Class 13 
 Hit Points 11 (2d8 + 2) 
 Speed 40 ft., climb 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 
 Skills Perception +3, Stealth +7 
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 
 Languages - 
 Challenge 1/4 (50 XP) 
 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. 
 Web Walker. The spider ignores movement restrictions caused by webbing. 
 Actions  
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. 

Goat

 
 Medium beast, unaligned  
 Armor Class 10 
 Hit Points 4 (1d8) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3) 
 Senses passive Perception 10 
 Languages - 
 Challenge 0 (10 XP) 
 Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. 
 Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. 
 Actions  
 Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. 

Hawk

 
 Tiny beast, unaligned  
 Armor Class 13 
 Hit Points 1 (1d4 - 1) 
 Speed 10 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) 
 Skills Perception +4 
 Senses passive Perception 14 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. 
 Actions  
 Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 

Hunter Shark

 
 Large beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 45 (6d10 + 12) 
 Speed 0 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3) 
 Skills Perception +2 
 Senses blindsight 30 ft., passive Perception 12 
 Languages - 
 Challenge 2 (450 XP) 
 Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. 
 Water Breathing. The shark can breathe only underwater. 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. 

Hyena

 
 Medium beast, unaligned  
 Armor Class 11 
 Hit Points 5 (1d8 + 1) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. 

Jackal

 
 Small beast, unaligned  
 Armor Class 12 
 Hit Points 3 (1d6) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. 

Killer Whale

 
 Huge beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 90 (12d12 + 12) 
 Speed 0 ft., swim 60 ft.  
 STR DEX CON INT WIS CHA  
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3 
 Senses blindsight 120 ft., passive Perception 13 
 Languages - 
 Challenge 3 (700 XP) 
 Echolocation. The whale can't use its blindsight while deafened. 
 Hold Breath. The whale can hold its breath for 30 minutes. 
 Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. 

Lion

 
 Large beast, unaligned  
 Armor Class 12 
 Hit Points 26 (4d10 + 4) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) 
 Skills Perception +3, Stealth +6 
 Senses passive Perception 13 
 Languages - 
 Challenge 1 (200 XP) 
 Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. 
 Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. 
 Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 

Lizard

 
 Tiny beast, unaligned  
 Armor Class 10 
 Hit Points 2 (1d4) 
 Speed 20 ft., climb 20 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) 
 Senses darkvision 30 ft., passive Perception 9 
 Languages - 
 Challenge 0 (10 XP) 
 Actions  
 Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 

Mammoth

 
 Huge beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 126 (11d12 + 55) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2) 
 Senses passive Perception 10 
 Languages - 
 Challenge 6 (2,300 XP) 
 Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. 
 Actions  
 Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. 
 Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. 

Mastiff

 
 Medium beast, unaligned  
 Armor Class 12 
 Hit Points 5 (1d8 + 1) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 1/8 (25 XP) 
 Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Actions  
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. 

Mule

 
 Medium beast, unaligned  
 Armor Class 10 
 Hit Points 11 (2d8 + 2) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/8 (25 XP) 
 Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. 
 Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. 
 Actions  
 Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 

Octopus

 
 Small beast, unaligned  
 Armor Class 12 
 Hit Points 3 (1d6) 
 Speed 5 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3) 
 Skills Perception +2, Stealth +4 
 Senses darkvision 30 ft., passive Perception 12 
 Languages - 
 Challenge 0 (10 XP) 
 Hold Breath. While out of water, the octopus can hold its breath for 30 minutes. 
 Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. 
 Water Breathing. The octopus can breathe only underwater. 
 Actions  
 Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest). A 5- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. 

Owl

 
 Tiny beast, unaligned  
 Armor Class 11 
 Hit Points 1 (1d4 - 1) 
 Speed 5 ft., fly 60 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 
 Skills Perception +3, Stealth +3 
 Senses darkvision 120 ft., passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. 
 Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. 
 Actions  
 Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 

Panther

 
 Medium beast, unaligned  
 Armor Class 12 
 Hit Points 13 (3d8) 
 Speed 50 ft., climb 40 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) 
 Skills Perception +4, Stealth +6 
 Senses passive Perception 14 
 Languages - 
 Challenge 1/4 (50 XP) 
 Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. 
 Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. 

Phase Spider

 
 Large monstrosity, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 32 (5d10 + 5) 
 Speed 30 ft., climb 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) 
 Skills Stealth +6 
 Senses darkvision 60 ft., passive Perception 10 
 Languages - 
 Challenge 3 (700 XP) 
 Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. 
 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Web Walker. The spider ignores movement restrictions caused by webbing. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. 

Poisonous Snake

 
 Tiny beast, unaligned  
 Armor Class 13 
 Hit Points 2 (1d4) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) 
 Senses blindsight 10 ft., passive Perception 10 
 Languages - 
 Challenge 1/8 (25 XP) 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. 

Polar Bear

 
 Large beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 42 (5d10 + 15) 
 Speed 40 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 2 (450 XP) 
 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Multiattack. The bear makes two attacks: one with its bite and one with its claws. 
 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 

Pony

 
 Medium beast, unaligned  
 Armor Class 10 
 Hit Points 11 (2d8 + 2) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/8 (25 XP) 
 Actions  
 Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. 

Quipper

 
 Tiny beast, unaligned  
 Armor Class 13 
 Hit Points 1 (1d4 - 1) 
 Speed 0 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) 
 Senses darkvision 60 ft., passive Perception 8 
 Languages - 
 Challenge 0 (10 XP) 
 Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. 
 Water Breathing. The quipper can breathe only underwater. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. 

Rat

 
 Tiny beast, unaligned  
 Armor Class 10 
 Hit Points 1 (1d4 - 1) 
 Speed 20 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) 
 Senses darkvision 30 ft., passive Perception 10 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. 
 Actions  
 Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 

Raven

 
 Tiny beast, unaligned  
 Armor Class 12 
 Hit Points 1 (1d4 - 1) 
 Speed 10 ft., fly 50 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. 
 Actions  
 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 

Reef Shark

 
 Medium beast, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 22 (4d8 + 4) 
 Speed 0 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3) 
 Skills Perception +2 
 Senses blindsight 30 ft., passive Perception 12 
 Languages - 
 Challenge 1/2 (100 XP) 
 Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Water Breathing. The shark can breathe only underwater. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. 

Rhinoceros

 
 Large beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 45 (6d10 + 12) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 
 Senses passive Perception 11 
 Languages - 
 Challenge 2 (450 XP) 
 Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. 
 Actions  
 Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. 

Riding Horse

 
 Large beast, unaligned  
 Armor Class 10 
 Hit Points 13 (2d10 + 2) 
 Speed 60 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 
 Senses passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Actions  
 Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.  

Saber-Toothed Tiger

 
 Large beast, unaligned  
 Armor Class 12 
 Hit Points 52 (7d10 + 14) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1) 
 Skills Perception +3, Stealth +6 
 Senses passive Perception 13 
 Languages - 
 Challenge 2 (450 XP) 
 Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. 
 Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. 
 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 

Scorpion

 
 Tiny beast, unaligned  
 Armor Class 11 (natural armor) 
 Hit Points 1 (1d4 - 1) 
 Speed 10 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4) 
 Senses blindsight 10 ft., passive Perception 9 
 Languages - 
 Challenge 0 (10 XP) 
 Actions  
 Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. 

Sea Horse

 
 Tiny beast, unaligned  
 Armor Class 11 
 Hit Points 1 (1d4 - 1) 
 Speed 0 ft., swim 20 ft.  
 STR DEX CON INT WIS CHA  
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) 
 Senses passive Perception 10 
 Languages - 
 Challenge 0 (0 XP) 
 Water Breathing. The sea horse can breathe only underwater. 

Spider

 
 Tiny beast, unaligned  
 Armor Class 12 
 Hit Points 1 (1d4 - 1) 
 Speed 20 ft., climb 20 ft.  
 STR DEX CON INT WIS CHA  
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4) 
 Skills Stealth +4 
 Senses darkvision 30 ft., passive Perception 10 
 Languages - 
 Challenge 0 (10 XP) 
 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. 
 Web Walker. The spider ignores movement restrictions caused by webbing. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. 

Swarm of Bats

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 12 
 Hit Points 22 (5d8) 
 Speed 0 ft., fly 30 ft.  
 STR DEX CON INT WIS CHA  
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3) 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses blindsight 60 ft., passive Perception 11 
 Languages - 
 Challenge 1/4 (50 XP) 
 Echolocation. The swarm can't use its blindsight while deafened. 
 Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. 
 Actions  
 Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. 

Swarm of Insects

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 12 (natural armor) 
 Hit Points 22 (5d8) 
 Speed 20 ft., climb 20 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses blindsight 10 ft., passive Perception 8 
 Languages - 
 Challenge 1/2 (100 XP) 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. 
 Actions  
 Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. 

Swarm of Poisonous Snakes

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 14 
 Hit Points 36 (8d8) 
 Speed 30 ft., swim 30 ft.  
 STR DEX CON INT WIS CHA  
8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4) 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses blindsight 10 ft., passive Perception 10 
 Languages - 
 Challenge 2 (450 XP) 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. 
 Actions  
 Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. 

Swarm of Quippers

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 13 
 Hit Points 28 (8d8 - 8) 
 Speed 0 ft., swim 40 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses darkvision 60 ft., passive Perception 8 
 Languages - 
 Challenge 1 (200 XP) 
 Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. 
 Water Breathing. The swarm can breathe only underwater. 
 Actions  
 Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. 

Swarm of Rats

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 10 
 Hit Points 24 (7d8 - 7) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses darkvision 30 ft., passive Perception 10 
 Languages - 
 Challenge 1/4 (50 XP) 
 Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. 
 Actions  
 Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. 

Swarm of Ravens

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 12 
 Hit Points 24 (7d8 - 7) 
 Speed 10 ft., fly 50 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2) 
 Skills Perception +5 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses passive Perception 15 
 Languages - 
 Challenge 1/4 (50 XP) 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. 
 Actions  
 Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. 

Insect Swarms

 
 Medium swarm of Tiny beasts, unaligned  
 Armor Class 12 
 Hit Points 24 (7d8 - 7) 
 Speed 10 ft., fly 50 ft.  
 STR DEX CON INT WIS CHA  
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2) 
 Skills Perception +5 
 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned 
 Senses passive Perception 15 
 Languages - 
 Challenge 1/4 (50 XP) 
 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. 
Variant: Insect Swarms Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. 
 Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5 feet. 
 Swarm of Centipedes. 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. 
 Swarm of Spiders. A swarm of spiders has the following additional traits. 
 Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 
 Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. 
 Web Walker. The swarm ignores movement restrictions caused by webbing. 
 Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. 

Tiger

 
 Large beast, unaligned  
 Armor Class 12 
 Hit Points 37 (5d10 + 10) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) 
 Skills Perception +3, Stealth +6 
 Senses darkvision 60 ft., passive Perception 13 
 Languages - 
 Challenge 1 (200 XP) 
 Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. 
 Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. 
 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. 

Vulture

 
 Medium beast, unaligned  
 Armor Class 10 
 Hit Points 5 (1d8 + 1) 
 Speed 10 ft., fly 50 ft.  
 STR DEX CON INT WIS CHA  
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3) 
 Skills Perception +3 
 Senses passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. 
 Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. 

Warhorse

 
 Large beast, unaligned  
 Armor Class 11 
 Hit Points 19 (3d10 + 3) 
 Speed 60 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) 
 Senses passive Perception 11 
 Languages - 
 Challenge 1/2 (100 XP) 
 Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. 
 Actions  
 Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 

Weasel

 
 Tiny beast, unaligned  
 Armor Class 13 
 Hit Points 1 (1d4 - 1) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4) 
 Skills Perception +3, Stealth +5 
 Senses passive Perception 13 
 Languages - 
 Challenge 0 (10 XP) 
 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 

Winter Wolf

 
 Large monstrosity, neutral evil  
 Armor Class 13 (natural armor) 
 Hit Points 75 (10d10 + 20) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1) 
 Skills Perception +5, Stealth +3 
 Damage Immunities cold 
 Senses passive Perception 15 
 Languages Common, Giant, Winter Wolf 
 Challenge 3 (700 XP) 
 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. 
 Actions  
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. 
 Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. 

Wolf

 
 Medium beast, unaligned  
 Armor Class 13 (natural armor) 
 Hit Points 11 (2d8 + 2) 
 Speed 40 ft.  
 STR DEX CON INT WIS CHA  
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 
 Skills Perception +3, Stealth +4 
 Senses passive Perception 13 
 Languages - Challenge 1/4 (50 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. 

Worg

 
 Large monstrosity, neutral evil  
 Armor Class 13 (natural armor) 
 Hit Points 26 (4d10 + 4) 
 Speed 50 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1) 
 Skills Perception +4 
 Senses darkvision 60 ft., passive Perception 14 
 Languages Goblin, Worg 
 Challenge 1/2 (100 XP) 
 Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. 
 Actions  
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language 

Nonplayer Characters

 
This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. Customizing NPCs There are many easy ways to customize the NPCs in this appendix for your home campaign. 
 Racial Traits. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the Player's Handbook. 
 Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. 
 Armor and Weapon Swaps. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating. 
 Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. 

Acolyte

 
 Medium humanoid (any race), any alignment  
 Armor Class 10 
 Hit Points 9 (2d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 
 Skills Medicine +4, Religion +2 
 Senses passive Perception 12 
 Languages any one language (usually Common) 
 Challenge 1/4 (50 XP) 
 Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. 

Archmage

 
 Medium humanoid (any race), any alignment  
 Armor Class 12 (15 with mage armor) 
 Hit Points 99 (18d8 + 18) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) 
 Saving Throws Int +9, Wis +6 
 Skills Arcana +13, History +13 Damage Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) 
 Senses passive Perception 12 
 Languages any six languages 
 Challenge 12 (8,400 XP) 
 Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects. 
 Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor,* magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin* 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank* 9th level (1 slot): time stop *The archmage casts these spells on itself before combat. 
 Actions  
 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. 

Assassin

 
 Medium humanoid (any race), any non-good alignment  
 Armor Class 15 (studded leather) 
 Hit Points 78 (12d8 + 24) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 
 Saving Throws Dex +6, Int +4 
 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 
 Damage Resistances poison 
 Senses passive Perception 13 
 Languages Thieves' cant plus any two languages Challenge 8 (3,900 XP) Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. 
 Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 
 Sneak Attack. Once per 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 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. 
 Actions  
 Multiattack. The assassin makes two shortsword attacks. 
 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. 
 Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. 

Bandit

 
 Medium humanoid (any race), any non-lawful alignment  
 Armor Class 12 (leather armor) 
 Hit Points 11 (2d8 + 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 
 Senses passive Perception 10 
 Languages any one language (usually Common) 
 Challenge 1/8 (25 XP) 
 Actions  
 Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. 
 Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. 

Bandit Captain

 
 Medium humanoid (any race), any non-lawful alignment  
 Armor Class 15 (studded leather) 
 Hit Points 65 (10d8 + 20) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 
 Saving Throws Str +4, Dex +5, Wis +2 
 Skills Athletics +4, Deception +4 
 Senses passive Perception 10 
 Languages any two languages 
 Challenge 2 (450 XP) 
 Actions  
 Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. 
 Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
 Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
 Reactions  
 Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. 

Berserker

 
 Medium humanoid (any race), any chaotic alignment  
 Armor Class 13 (hide armor) 
 Hit Points 67 (9d8 + 27) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) 
 Senses passive Perception 10 
 Languages any one language (usually Common) 
 Challenge 2 (450 XP) 
 Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 
 Actions  
 Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. 

Commoner

 
 Medium humanoid (any race), any alignment  
 Armor Class 10 
 Hit Points 4 (1d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
 Senses passive Perception 10 
 Languages any one language (usually Common) 
 Challenge 0 (10 XP) 
 Actions  
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. 

Cultist

 
 Medium humanoid (any race), any non-good alignment  
 Armor Class 12 (leather armor) 
 Hit Points 9 (2d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 
 Skills Deception +2, Religion +2 
 Senses passive Perception 10 
 Languages any one language (usually Common) 
 Challenge 1/8 (25 XP) 
 Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. 
 Actions  
 Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. 

Cult Fanatic

 
 Medium humanoid (any race), any non-good alignment  
 Armor Class 13 (leather armor) 
 Hit Points 33 (6d8 + 6) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
 Skills Deception +4, Persuasion +4, Religion +2 
 Senses passive Perception 11 
 Languages any one language (usually Common) 
 Challenge 2 (450 XP) 
 Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. 
 Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. 
 Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. 

Druid

 
 Medium humanoid (any race), any alignment  
 Armor Class 11 (16 with barkskin) 
 Hit Points 27 (5d8 + 5) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 
 Skills Medicine +4, Nature +3, Perception +4 
 Senses passive Perception 14 
 Languages Druidic plus any two languages 
 Challenge 2 (450 XP) 
 Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin Actions Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. 

Gladiator

 
 Medium humanoid (any race), any alignment  
 Armor Class 16 (studded leather, shield) 
 Hit Points 112 (15d8 + 45) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 
 Saving Throws Str +7, Dex +5, Con +6 
 Skills Athletics +10, Intimidation +5 
 Senses passive Perception 11 
 Languages any one language (usually Common) 
 Challenge 5 (1,800 XP) 
 Brave. The gladiator has advantage on saving throws against being frightened. 
 Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). 
 Actions  
 Multiattack. The gladiator makes three melee attacks or two ranged attacks. 
 Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. 
 Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a ++a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. 
 Reactions  
 Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. 

Guard

 
 Medium humanoid (any race), any alignment  
 Armor Class 16 (chain shirt, shield) 
 Hit Points 11 (2d8 + 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 
 Skills Perception +2 
 Senses passive Perception 12 
 Languages any one language (usually Common) 
 Challenge 1/8 (25 XP) 
 Actions  
 Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. 

Knight

 
 Medium humanoid (any race), any alignment  
 Armor Class 18 (plate) 
 Hit Points 52 (8d8 + 16) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 
 Saving Throws Con +4, Wis +2 
 Senses passive Perception 10 
 Languages any one language (usually Common) 
 Challenge 3 (700 XP) 
 Brave. The knight has advantage on saving throws against being frightened. 
 Actions  
 Multiattack. The knight makes two melee attacks. 
 Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
 Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. 
 Reactions  
 Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. 

Mage

 
 Medium humanoid (any race), any alignment  
 Armor Class 12 (15 with mage armor) 
 Hit Points 40 (9d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 
 Saving Throws Int +6, Wis +4 
 Skills Arcana +6, History +6 
 Senses passive Perception 11 
 Languages any four languages 
 Challenge 6 (2,300 XP) 
 Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. 

Noble

 
 Medium humanoid (any race), any alignment  
 Armor Class 15 (breastplate) 
 Hit Points 9 (2d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 
 Skills Deception +5, Insight +4, Persuasion +5 
 Senses passive Perception 12 
 Languages any two languages 
 Challenge 1/8 (25 XP) 
 Actions  
 Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
 Reactions  
 Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth. 

Priest

 
 Medium humanoid (any race), any alignment  
 Armor Class 13 (chain shirt) 
 Hit Points 27 (5d8 + 5) 
 Speed 25 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 
 Skills Medicine +7, Persuasion +3, Religion +4 
 Senses passive Perception 13 
 Languages any two languages 
 Challenge 2 (450 XP) 
 Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. 
 Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. 

Scout

 
 Medium humanoid (any race), any alignment  
 Armor Class 13 (leather armor) 
 Hit Points 16 (3d8 + 3) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
 Skills Nature +4, Perception +5, Stealth +6, Survival +5 
 Senses passive Perception 15 
 Languages any one language (usually Common) 
 Challenge 1/2 (100 XP) 
 Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. 
 Actions  
 Multiattack. The scout makes two melee attacks or two ranged attacks. 
 Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. 

Spy

 
 Medium humanoid (any race), any alignment  
 Armor Class 12 
 Hit Points 27 (6d8) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 
 Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 
 Senses passive Perception 16 
 Languages any two languages 
 Challenge 1 (200 XP) 
 Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. 
 Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. 
 Actions  
 Multiattack. The spy makes two melee attacks. 
 Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. 

Thug

 
 Medium humanoid (any race), any non-good alignment  
 Armor Class 11 (leather armor) 
 Hit Points 32 (5d8 + 10) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
 Skills Intimidation +2 
 Senses passive Perception 10 
 Languages any one language (usually Common) 
 Challenge 1/2 (100 XP) 
 Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Multiattack. The thug makes two melee attacks. 
 Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
 Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. 

Tribal Warrior

 
 Medium humanoid (any race), any alignment  
 Armor Class 12 (hide armor) 
 Hit Points 11 (2d8 + 2) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1) 
 Senses passive Perception 10 
 Languages any one language 
 Challenge 1/8 (25 XP) 
 Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. 
 Actions  
 Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. 

Veteran

 
 Medium humanoid (any race), any alignment  
 Armor Class 17 (splint) 
 Hit Points 58 (9d8 + 18) 
 Speed 30 ft.  
 STR DEX CON INT WIS CHA  
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
 Skills Athletics +5, Perception +2 
 Senses passive Perception 12 
 Languages any one language (usually Common) 
 Challenge 3 (700 XP) 
 Actions  
 Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. 
 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.