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Basic 5e

1. This document provides instructions for character creation in a roleplaying game. It includes choosing a class, determining ability scores, selecting an alignment, describing the character, and choosing starting equipment. 2. Players are also instructed to work together as a party by deciding how their characters know each other and what types of quests they will undertake. 3. As characters gain levels by earning experience points, they become more capable through additional class features and increases to ability scores and proficiency bonuses.

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Brian Scott
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0% found this document useful (0 votes)
49 views30 pages

Basic 5e

1. This document provides instructions for character creation in a roleplaying game. It includes choosing a class, determining ability scores, selecting an alignment, describing the character, and choosing starting equipment. 2. Players are also instructed to work together as a party by deciding how their characters know each other and what types of quests they will undertake. 3. As characters gain levels by earning experience points, they become more capable through additional class features and increases to ability scores and proficiency bonuses.

Uploaded by

Brian Scott
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Character Creation

1. Choose a Class
Cleric
Dwarf
Eff
Fighter
Rogue
Wizard
2. Determine Ability Scores don’t take sides, doing what seems best at
Roll four 6-sided dice and record the total the time.
of the highest three dice on a piece of Neutral Evil (NE) is the alignment of those
scratch paper. Do this five more times, so who do whatever they can get away with,
that you have six numbers. If you want to without compassion or qualms
save time or don’t like the idea of randomly Chaotic Good CG) creatures act as their
determining ability scores, you can use the conscience directs, with little regard for
following scores instead: 15, 14, 13, 12, 10, what others expect.
8. Chaotic Neutral(CN) creatures follow their
Now take your six numbers and write each whims, holding their personal freedom
number beside one of your character’s six above all else.
abilities to assign scores to your Strength, Chaotic Evil CE) creatures act with arbitrary
Dexterity, Constitution, Intelligence, violence, spurred by their greed, hatred, or
Wisdom, and Charisma. bloodlust.

Score Modifier 4.Describe your Character


3 -3 It’s time to flesh your character out as a
4-5 -2 person. Your character needs a name. Spend
6-8 -1 a few minutes thinking
9-12 0 about what he or she looks like and how
13-15 +1 they behave in general terms.
16-17 +2 Flesh out your character’s physical
18-19 +3 appearance and personality traits.

5. Choose Equipment
You have 100 gold pieces (gp) to spend .If
you wish, you can also have one trinket at
no cost (Your Strength score limits the
amount of gear you can carry. Try not to
3. Choose Alignment purchase equipment with a total weight (in
Alignment is your character’s moral pounds) exceeding your Strength score
compass that guides their decisions and times 15.
ideas.
Lawful Good (LG) creatures can be counted 6. Come Together
on to do the right thing as expected by Each character plays a role within a party, a
society group of adventurers
Lawful Neutral LN) individuals act in working together for a common purpose.
accordance with law, tradition, or personal Teamwork and cooperation greatly improve
codes your party’s chances to survive the many
Lawful Evil (LE) creatures methodically perils in the world of Evermore. Talk to
take what they want, within the limits of a your fellow players and your GM
code of tradition, loyalty, or order. to decide whether your characters know one
Neutral Good another, how they met, and what sorts of
Neutral(N) is the alignment of those who quests the group might undertake.
prefer to steer clear of moral questions and
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
Abilities and Skills
gaining a level. Strength
When your character gains a level, his or Strength measures bodily power, athletic
her class often grants additional features, as training, and the extent to which you can
detailed in the class description. Some of exert raw physical force.
these features allow you to increase your
ability scores, either increasing two scores • Attack Rolls and Damage
by 1 each or increasing one score by 2. You You add your Strength modifier to your
can’t increase an ability score above 19. In attack roll and your damage roll when
addition, every character’s proficiency attacking with a melee weapon. You use
bonus increases at certain levels. melee weapons to make melee attacks in
Each time you gain a level, you gain 1 hand-to-hand combat, and some of them can
additional Hit Die. Roll that Hit Die, add be thrown to make a ranged attack.
your Constitution modifier .
to the roll and add the total to your hit point Strength Skills
maximum. Athletics
Alternatively, you can use the fixed value Athletics checks covers difficult situations
shown in your class entry, which is the you encounter while climbing, jumping, or
average result of the die roll (rounded up). swimming.
When your Constitution modifier increases
by 1, your hit point maximum increases by 1
for each level you have attained. For Dexterity
example, when Bruenor reaches 8th level as Dexterity measures agility, reflexes, and
a fighter, he increases his Constitution score balance.
from 17 to 18, thus increasing his • Attack Rolls and Damage
Constitution modifier from +3 to +4. His hit You add your Dexterity modifier to your
point maximum then increases by 8. attack roll and your damage roll when
The Character Advancement table attacking with a ranged weapon, such as a
summarizes the XP you need to advance in sling or a longbow. You can also add your
levels from level 1 through level 20, and the Dexterity modifier to your attack roll and
proficiency bonus for a character of that your damage roll when attacking with a
level. Consult the information in your melee weapon that has the finesse property,
character’s class description to see what such as a dagger or a rapier.
other improvements you gain at each level.

• Armor Class
Depending on the armor you wear, you A Constitution check can model your
might add some or all of your Dexterity attempt to push beyond normal limits,
modifier to your Armor Class. however.
• Initiative The GM might call for a Constitution check
At the beginning of every combat, you roll when you try to accomplish tasks like the
initiative by making a Dexterity check. following:
Initiative determines the order of creatures’ • Hold your breath
turns in combat. • March or labor for hours without rest
• Go without sleep
Dexterity Skills • Survive without food or water
Acrobatics • Quaff an entire stein of ale in one go
Acrobatics checks covers your attempt to • Hit Points
stay on your feet in a tricky situation or You add your Constitution modifier to each
perform acrobatic stunts, including dives, Hit Die you roll for your hit points.
rolls, somersaults, and flips. If your Constitution modifier changes, your
Sleight of Hand hit point maximum changes as well, as
Whenever you attempt an act of legerdemain though you had the new
or manual trickery, such as planting modifier from 1st level. For example, if you
something on someone else or concealing an raise your Constitution score when you
object on your person, make a Sleight of reach 4th level and your
Hand check. Constitution modifier increases from +1 to
The GM might also call for a Sleight of +2, you adjust your hit point maximum as
Hand check to determine whether you can though the modifier had always been +2. So
lift a coin purse off another person or slip you add 3 hit points for your first three
something out of another person’s pocket. levels, and then roll your hit points for 4th
Stealth level using your new modifier. Or if you’re
Make a Stealth check when you 7th level and some effect lowers your
attempt to conceal yourself from enemies, Constitution score so as to reduce your
slink past guards, slip away without being Constitution modifier by 1, your hit point
noticed, or sneak up on someone without maximum is
being seen or heard. reduced by 7.

Intelligence
Intelligence measures mental acuity,
accuracy of recall, and the ability to reason.
Constitution An Intelligence check comes into play when
Constitution measures health, stamina, and you need to draw on logic, education,
vital force. memory, or deductive reasoning.
Constitution Checks Intelligence Skills
Constitution checks are uncommon, and no Arcana
skills apply to Constitution checks, because Arcana checks measures your ability to
the endurance this recall lore about powers, Psionics, magic&
ability represents is largely passive rather Psionic items, eldritch symbols, magical
than involving a specific effort on the part of traditions, the planes of existence, and the
a character or monster. inhabitants of those planes.
History gleaning clues from body language, speech
History checks measures your ability to habits, and changes in mannerisms.
recall lore about historical events, legendary In most cases the GM rolls your insight
people, ancient kingdoms, past disputes, rolls.
recent wars, and lost civilizations. Medicine
Investigation Medicine checks lets you try to stabilize a
When you look around for clues and dying companion or diagnose an illness.
make deductions based on those clues, you
make an Investigation check.
Nature Perception
Nature checks measures your ability to Perception check lets you spot, hear, or
recall lore about terrain, plants and animals, otherwise detect the presence of something.
the weather, and natural cycles. It measures your general awareness of your
Religion surroundings and the keenness of your
Your Intelligence (Religion) check measures senses.
your ability to recall lore about deities, rites In many cases the GM will secretly roll your
and prayers, perception rolls depending on the situation.
religious hierarchies, holy symbols, and the Survival
practices of secret cults. The DM might ask you to make a Survival
check to follow tracks, hunt wild game,
Wisdom guide your group through frozen wastelands,
Wisdom reflects how attuned you are to the identify signs that owlbears live nearby,
world around you and represents predict the weather, or avoid
perceptiveness and intuition. A Wisdom quicksand and other natural hazards
check might reflect an effort to read body
language, understand someone’s feelings, Charisma
notice things about the environment, or care Charisma measures your ability to interact
for an injured person. effectively with others. It includes such
Wisdom Skills factors as confidence
Animal Handling and eloquence, and it can represent a
When there is any question whether charming or
you can calm down a domesticated animal, commanding personality.
keep a mount from getting spooked, or intuit A Charisma check might arise when you try
an animal’s intentions, the GM might call to influence or entertain others, when you
for a Animal Handling check. try to make an impression or tell a
You also make a Animal Handling check to convincing lie, or when you are navigating a
control your mount when you attempt a tricky social situation. The Deception,
risky maneuver. Intimidation, Performance, and Persuasion
skills reflect aptitude in
Insight certain kinds of Charisma checks.
Insight checks decides whether
you can determine the true intentions of a Charisma Skills
creature, such Deception
as when searching out a lie or predicting Deception checks determines whether you
someone’s next move. Doing so involves can convincingly hide the truth, either
verbally or through your actions. This warring tribes or inspiring a crowd of
deception can encompass everything from townsfolk.
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.
Deception scenes are to be played out and
THEN the roll is made. The GM can
determine that role play only is needed.
Deception rolls cannot be made against
other player characters unless out of game
knowledge is involved.
Intimidation
When you attempt to influence someone
through overt threats, hostile actions, and
physical
violence, the DM might ask you to make an
Intimidation check.
Intimidation scenes are to be played out and
THEN the roll is made. The GM can
determine that role play only is needed.
Intimidation rolls cannot be made against
other player characters.
Performance
Performance checks determines how well
you can delight an audience with music,
dance, acting, storytelling, or some other
form of

Classes
entertainment.
Persuasion
When you attempt to influence someone or a
group of people with tact, social graces, or
good nature, the DM might ask you to make Leveling Up
a Persuasion check. Typically, you use A character who reaches a specified
persuasion when acting in good faith, to experience point total advances in
foster friendships, make cordial requests, or capability. This advancement is called
exhibit proper etiquette. Examples of gaining a level.
persuading others include convincing a
chamberlain to let your party see the king, Experience Level Proficiency
negotiating peace between Points Bonus
0 1 +1
300 2 +1
900 3 +1 other things to note. Humans reach
2,700 4 +1 adulthood in their late teens and live less
6,500 5 +2 than a century .They tend toward no
14,000 6 +2 particular alignment. The best and the worst
23,000 7 +2 are found among them.
34,000 8 +2 Humans vary widely in height and build,
48,000 9 +3 from barely 5 feet to well over 6 feet tall
64,000 10 +3 making them Medium size.
85,000 11 +3 Humans can speak, read, and write Common
100,000 12 +3 and one extra language of your choice.
120,000 13 +4 Humans typically learn the languages of
140,000 14 +4 other peoples they deal with, including
165,000 15 +4 obscure dialects. They are fond of sprinkling
195,000 16 +4 their speech with words borrowed from
225,000 17 +5 other tongues: Orc curses, Elvish musical
265,000 18 +5 expressions, Dwarvish military phrases, and
305,000 19 +5 so on.
355,000 20 +5

Class Description
Hit Dice Human Luck
This is the dice rolled every time the 1st level Human Feature
character gains a level. Remember to The Human Spirit cannot be contained and
include the Constitution modifier. to many outside the race they seem very
At first level the character does not roll but lucky.
gains the full amount of the die. You have 3 luck points. Whenever you
Armor make an attack roll, an ability check. or a
This is the Armor the class is proficient in. saving throw, you can spend one luck point
Wearing armor your character is not to roll an additional d20. You can choose
proficient in gains disadvantage on to spend one of your luck points after you
Dexterity checks. roll the die, but before the outcome is
Weapons determined. You choose which of the d20s
These are the weapons the character is is used for the attack roll, ability check, or
proficient in, Characters using weapons they saving throw.
are not proficient in does not gain the You can also spend one luck point when an
proficiency bonus. attack roll is made against you. Roll a d20,
and then choose
Tools whether the attack uses the attacker's roll or
Tools that the class is proficient in.
yours. If more than one creature spends a
Skills luck point to
The character is proficient in all the skills influence the outcome of a roll, the points
listed. cancel each other out; no additional dice are
Humans rolled.
Humans are the default race of D&D. While Vou regain your expended luck points when
their class describes them in detail, there are you finish a long rest.
17 Destroy Undead (CR 4)
18
19 Boon
20 Divine Intervention
improvement

Spellcasting
1st level Cleric Feature
As a conduit for divine power, you can cast

Cleric
cleric spells.
Cantrips
1st level Cleric Feature
You know three cantrips of your choice
Hit Dice: d6+ your Constitution from the cleric spell list. You gain another
modifier per cleric level, one at 4th level and 5th one at 10 level.
Armor: Preparing and Casting Spells
Weapons: Simple weapons The Cleric table shows how many spell slots
Tools: None you have to cast your spells of 1st level and
Skills: History, Insight, Medicine, higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher.
Persuasion, and Religion
You regain all expended spell slots when
you finish a long rest.
Feature You prepare the list of cleric spells that are
1 Spellcasting available for you to cast, choosing from the
2 Turn/Rebuke Undead cleric spell list. When you do so, choose a
3 number of cleric spells equal to your
4 Boon Wisdom modifier + your cleric level
(minimum of one spell). The spells must be
5 Destroy Undead (CR 1/2) of a level for which you have spell slots.
6 For example, if you are a 3rd-level cleric,
7 Destroy Undead (CR1) you have four 1st-level and two 2nd-level
8 Boon spell slots. With a Wisdom of 16, your list
9 of prepared spells can include six spells of
10 Divine Intervention 1st or 2nd level, in any combination. If you
prepare the 1st-level spell cure wounds, you
11 Destroy Undead (CR 2) can cast it using a 1st-level or 2nd-level slot.
12 Boon Casting the spell doesn't remove it from
13 your list of prepared spells.
14 Destroy Undead (CR 3) You can change your list of prepared spells
15 when you finish a long rest. Preparing a new
16 Boon list of cleric spells requires time spent in
prayer and meditation: at least 1 minute per Restrained Condition for one minute or until
spell level for each spell on your list. it takes damage.
 Spellcasting Ability Undead that makes their save cannot be turn
Wisdom is your spellcasting ability for your until the cleric finishes a long rest.
cleric spells. The power of your spells
comes from your devotion to your deity. Boon
You use your Wisdom whenever a cleric 4th level Cleric Feature
spell refers to your spellcasting ability. In The Character gains a Boon at 4th, 8th, 12th,
addition, you use your Wisdom modifier 16th and 19th level.
when setting the saving throw DC for a
cleric spell you cast and when making an Destroy/Control Undead
attack roll with one. 5th level Cleric Feature
Spell save DC = 8 + your proficiency bonus Starting at 5th level, when an undead fails
+ your Wisdom modifier its saving throw against your Turn Undead
Spell attack modifier = your proficiency
feature, the creature is instantly destroyed if
bonus + your Wisdom modifier its challenge rating is at or below a certain
 Ritual Casting threshold.
You can cast a cleric spell as a ritual if that
spell has the ritual tag and you have the spell Cleric Level Destroys Undead
prepared. of CR...
 Spellcasting Focus 5th 1/2 or lower
You can use a holy symbol as a spellcasting 7th 1 or lower
focus for your cleric spells. 11th 2 or lower
14th 3 or lower
Turn/Rebuke Undead 17th 4 or lower
2nd level Cleric Feature
As an action, you present your holy symbol For clerics of non-good or evil deities the
and speak a prayer censuring the undead. undead is instead under control of the cleric
Each undead that can see or hear you within gaining the Charm Condition for 1 minute
30 feet of you must make a Wisdom saving or until it takes damage.
throw. If the creature fails its saving throw, Divine Intervention
it is turned for 1 minute or until it takes any 10th level Cleric Feature
damage. You can call on your deity to intervene on
A turned creature must spend its turns trying your behalf when your need is great.
to move as far away from you as it can, and Imploring your deity's aid requires you to
it can't willingly move to a space within 30 use your action. Describe the assistance you
feet of you. It also can't take reactions. For seek and roll percentile dice. If you roll a
its action, it can use only the Dash action or number equal to or lower than your cleric
try to escape from an effect that prevents it level, your deity intervenes. The GM
from moving. If there's nowhere to move, chooses the nature of the intervention; the
the creature can use the Dodge action. effect of any cleric spell or cleric domain
If the Cleric worships a non-good or evil spell would be appropriate .If your deity
deity, then he has a chance of Rebuking the intervenes, you can't use this feature again
Undead. The roll is done in the same way for 7 days. Otherwise, you can use it again
but instead of fleeing, the undead gains the after you finish a long rest.
At 20th level, your call for intervention those characteristics spill over into whatever
succeeds automatically, no roll required. other language a dwarf might speak
Cleric Spell Table Being Fae, dwarves have no gods.
1 2 3 4 5 6 7 8 9
1 Hit Dice: d12 + your Constitution
2 modifier per fighter level,
3 Armor: Any, Shields
4
5
Weapons: Any
6 Tools: Choice of Smith’s tools,
7 Brewer’s Tool or Mason’s tools.
8 Skills: History, Insight, Intimidation,
9 and Survival
10
11
12
13
14
15 Dwarf Features
16
1 Darkvision/Dwarven
17
18 Resilience/Stonecunning
19 2 Dwarven Rage(1)
20 3 Dwarven Rage (2)
4 Boon

Dwarf
Dwarves mature at the same rate as humans,
5
6
7
Extra Attack (1)
Boon
Dwarven Instincts
but they’re considered young until they 8 Boon
reach the age of 50. On average, they live 9 Dwarven Rage (3)
about 350 years. 10
Most dwarves are lawful, believing firmly in 11 Dwarven Rage (4)
the benefits of a well-‐-ordered society. 12 Boon
They tend toward good as well, with a
strong sense of fair play and a belief that 13
everyone deserves to share in the benefits of 14 Boon
a just order. Dwarves stand between 4 and 5 15 Dwarven Rage (5)
feet tall and average about 150 pounds. They 16 Boon
are Medium. 17 Extra Attack (2)
Dwarves base walking speed is 25 feet and 18 Indomitable Might
their speed is not reduced by wearing heavy
armor. 19 Boon
Dwarves can speak, read, and write 20
Common and Dwarvish. Dwarvish is full of
hard consonants and guttural sounds, and Darkvision
1st level Dwarf Feature  Your rage lasts for 1 minute. It ends early
Accustomed to life underground, you have if you are knocked unconscious or if your
superior vision in dark and dim conditions. turn ends and you haven't attacked a hostile
You can see in dim light within 60 feet of creature since your last turn or taken damage
you as if it were bright light, and in darkness since then. You can also end your rage on
as if it were dim light. You can’t discern your turn as a bonus action.
color in darkness, only shades of gray. Once you have raged the number of times
shown for your Dwarf level in the Dwarf
Features column of the Dwarf table, you
must finish a long rest before you can rage
again.

Extra Attack
Dwarven Resilience 5th level Dwarf Feature
1st level Dwarf Feature The dwarf gets an extra attack at levels five
You have advantage on saving throws and seventeenth.
against poison, and you have resistance
against poison damage. Dwarven Instincts
7th level
Stonecunning Your instincts are so honed that you have
1st level Dwarf Feature advantage on initiative rolls.
Whenever you make an Intelligence Additionally, if you are surprised at the
(History) check related to the origin of beginning of combat and aren't
stonework you add double your proficiency incapacitated, you can act normally on your
bonus to the check, instead of your normal first turn
proficiency bonus.
Indomitable Might
Dwarven Rage 18th level Dwarf Feature
2nd level Dwarf Feature if your total for a Strength check is less than
On your turn, you can enter a rage as a your Strength score, you can use that score
bonus action. in place of the total.
While raging, you gain the following
benefits if you aren't wearing heavy armor:
 You have advantage on Strength checks
and Strength saving throws.
 When you make a melee weapon attack
using Strength, you gain a bonus to the
damage roll that increases as you gain
levels. The bonus is +2 at first, +3 at ninth
and +4 at 16th level
 You have resistance to bludgeoning,
piercing, and slashing damage.
 If you are able to cast spells, you can't cast
them or concentrate on them while raging.
6 Boon

Elf
An elf typically claims adulthood and an
7
8
9
10
Lands Stride
Boon
Use Magic Device

adult name around the age of 100 and can 11


live to be 750 years old. 12 Boon
Elves love freedom, variety, and self- 13 Vanish
expression, so they lean strongly toward the 14 Boon
gentler aspects of chaos. They value and 15
protect others’ freedom as well as their own, 16 Boon
and they are more often good than not. The 17
Drow are an exception; their exile has made 18 Fae Senses
them vicious and dangerous. Drow are more 19 Boon
often evil than not. 20
Elves range from under 5 to over 6 feet tall
and have slender builds. Darkvision
Their base walking speed is 30 feet. 1st level Elf Feature
Elves can speak, read, and write Common Accustomed to twilit forests and the night
and Elvish. Elvish is fluid, with subtle sky, you have superior vision in dark and
intonations and intricate grammar. Elven dim conditions. You can see in dim light
literature is rich and varied, and their songs within 60 feet of you as if it were bright
and poems are famous among other races. light, and in darkness as if it were dim light.
Being Fae, the elves have no gods. You can’t discern color in darkness, only
shades of gray.
Hit Dice: d8 + your Constitution modifier
per fighter level,
Fey Ancestry
Armor: Leather, Shields 1st level Elf Feature
Weapons: Any You have advantage on saving throws
Tools: None against being charmed, and magic can’t put
Skills: Arcana, Animal Handling, History, you to sleep.
Insight, Perception, and Survival

Natural Explorer
1st level Elf Feature
You are particularly familiar with natural
environments and are adept at traveling and
Feature surviving in such regions.
1 Darkvision/Fey  Difficult terrain doesn't slow your group's
Ancestry/ Natural travel.
Explorer  Your group can't become lost except by
2 Spellcasting magical means.
3 Hide in plain sight  Even when you are engaged in another
4 Boon activity while traveling (such as foraging,
5
navigating, or tracking), you remain alert to your attunement to nature. You use your
danger. Wisdom whenever a spell refers to your
 If you are traveling alone, you can move spellcasting ability. In addition, you use
stealthily at a normal pace. your Wisdom modifier when setting the
 When you forage, you find twice as much saving throw DC for an elf spell you cast
food as you normally would. and when making an attack roll with one.
 While tracking other creatures, you also Spell save DC = 8 + your proficiency bonus
learn their exact number, their sizes, and + your Wisdom modifier
how long ago they passed through the area. Spell attack modifier = your proficiency
bonus + your Wisdom modifier
Spellcasting
2nd level Elf Feature
You have learned to use the magical essence
of nature within you using spells.
 Spell Slots
The Elf table shows how many spell slots
you have to cast your spells which can be a Hide in Plain Sight
cantrip or and higher. To cast one of these
spells, you must expend a slot of the spell's
3rd level Elf Feature
You can spend 1 minute creating
level or higher. You regain all expended
camouflage for yourself. You must have
spell slots when you finish a long rest.
access to fresh mud, dirt, plants, soot, and
For example, if you know the 1st-level spell
other naturally occurring materials with
animal friendship and have a 1st-level and a
which to create your camouflage.
2nd-level spell slot available, you can cast
Once you are camouflaged in this way, you
animal friendship using either slot.
can try to hide by pressing yourself up
 Cantrips against a solid surface, such as a tree or
The elf knows four cantrips at first level wall, that is at least as tall and wide as you
 Spells Known of 2nd Level and Higher are. You gain a +10 bonus to Stealth checks
You know two 1st-level spells of your as long as you remain there without moving
choice from the Elf spell list. or taking actions. Once you move or take an
The Spells Known column of the Elf table action or a reaction, you must camouflage
shows when you learn more elf spells of yourself again to gain this benefit.
your choice. Each of these spells must be of
a level for which you have spell slots. For Land's Stride
instance, when you reach 5th level in this
class, you can learn one new spell of 1st or
7th level Elf Feature
2nd level. moving through nonmagical difficult terrain
Additionally, when you gain a level in this costs you no extra movement. You can also
class, you can choose one of the elf spells pass through nonmagical plants without
you know and replace it with another spell being slowed by them and without taking
from the ranger spell list, which also must damage from them if they have thorns,
be of a level for which you have spell slots. spines, or a similar hazard.
In addition, you have advantage on saving
 Spellcasting Ability throws against plants that are magically
Wisdom is your spellcasting ability for your created or manipulated to impede
ranger spells since your magic draws on
movement, such those created by the
entangle spell. Level Spells 1 2 3 4 5
Known
Use Magic Device 1
9th level Elf Feature 2 2 2
You have learned to exert your fae nature so 3 2 3
that you can improvise the use of items even 4 3 3
when they are not intended for you. You 5 3 4 2
ignore all class, race, and level requirements 6 4 4 2
on the use of magic items. 7 4 4 3
8 5 4 3
Vanish 9 5 4 3 2
10 6 4 3 2
13th level Elf Feature 11 6 4 3 3
you can use the Hide action as a bonus 12 7 4 3 3
action on your turn. Also, you can't be 13 7 4 3 3 1
tracked by nonmagical means, unless you 14 8 4 3 3 1
choose to leave a trail. 15 8 4 3 3 2
Fae Senses 16 9 4 3 3 2
18th level Elf Feature 17 9 4 3 3 3 1
You gain preternatural senses that help you 18 10 4 3 3 3 1
fight creatures you can't see. When you 19 10 4 3 3 3 2
attack a creature you can't see, your inability 20 11 4 3 3 3 2
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.

Fighter
Hit Dice: d10 + your Constitution You gain a +2 bonus to attack rolls you
modifier per fighter level, make with ranged weapons
Armor: Any  Defense
While you are wearing armor, you gain a +1
Weapons: Any bonus to AC
Tools: None  Dueling
Skills: Acrobatics, Animal Handling, When you are wielding a melee weapon in
Athletics, History, Insight, one hand and no other weapons, you gain a
Intimidation, Perception, and Survival +2 bonus to damage rolls with that weapon.
 Great Weapon Fighting
Feature When you roll a 1 or 2 on a damage die for
an attack you make with a melee weapon
1 Fighting Style/ Second Wind that you are wielding with two hands, you
2 can reroll the die and must use the new roll,
3 Improved Critical even if the new roll is a 1 or a 2. The
4 Boon weapon must have the two-handed or
5 Extra Attack(1) versatile property for you to gain this
6 Boon benefit.
 Protection
7 Remarkable Athlete
When a creature you can see attacks a target
8 Boon other than you that is within 5 feet of you,
9 you can use your reaction to impose
10 Additional Fighting Style disadvantage on the attack roll. You must be
11 Extra Attack(2) wielding a shield.
12 Boon  Two-Weapon Fighting
13 When you engage in two-weapon fighting,
you can add your ability modifier.
14 Boon
15 Superior Critical
16 Boon Second Wind
17 1st level Fighter Feature
18 Survivor On your turn, you can use a bonus action to
19 Boon regain hit points equal to 1d10 + your
20 Extra Attack(3) fighter level. Once you use this feature, you
must finish a short or long rest before you
can use it again.
Fighting Style
Improved Critical
1st level Fighter Feature
You adopt a particular style of fighting as
3rd level Fighter Feature
Beginning when you choose this archetype
your specialty. Choose one of the following
at 3rd level, your weapon attacks score a
options. You can’t take a Fighting Style
critical hit on a roll of 19 or 20.
option more than once, even if you later get
to choose again.
 Archery Extra Attack
5th level Fighter Feature
The fighter gains an Extra Attack.
Gain another one at 10th and 20th level.

Remarkable Athlete
7th level Fighter Feature
You can add half your proficiency bonus
(round up) to any Strength, Dexterity, or
Constitution check you make that doesn’t
already use your proficiency bonus. In
addition, when you make a running long
jump, the distance you can cover increases
by a number of feet equal to your Strength
modifier.

Additional Fighting Style

Rogue
10th level Fighting Style
You gain a second option from the Fighting
Style class feature.
Hit Dice: d6+ your Constitution modifier
per rogue level,
Armor: Leather
Superior Critical Weapons: Simple weapons
15th level Feature Tools: Thieves Tools
Your weapon attacks score a critical hit on a Skills: Acrobatics, Athletics, Deception,
roll of 18–20. Insight, Intimidation, Investigation,
Perception, Performance, Persuasion,
Survivor Sleight of Hand, and Stealth
At 18th level, you attain the pinnacle of
resilience in battle. At the start of each of Feature
your turns, you regain hit points equal to 5 + 1 Expertise,/Sneak Attack/
your Constitution modifier if you have no Thieves' Cant
more than half of your hit points left. You
don’t gain this benefit if you have 0 hit
2 Cunning Action
points 3 Fast Hands
4 Boon
5
6 Expertise(4)
7 Uncanny Dodge
8 Boon
9 Evasion
10 Boon
11 Reliable Talent
12 Boon
13 Supreme Sneak
14 Blindsense seemingly normal conversation. Only
15 Slippery Mind another creature that knows thieves' cant
understands such messages. It takes four
16 Boon
times longer to convey such a message than
17 Use Magic Device it does to speak the same idea plainly.
18 Elusive In addition, you understand a set of secret
19 Boon signs and symbols used to convey short,
20 Stroke of Luck 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
Expertise provide a safe house for thieves on the run.
1st level Rogue Feature
Choose two of your skill proficiencies, or Cunning Action
one of your skill proficiencies and your 2nd level Rogue Feature
proficiency with thieves' tools. Your You can take a bonus action on each of your
proficiency bonus is doubled for any ability turns in combat. This action can be used
check you make that uses either of the only to take the Dash, Disengage, or Hide
chosen proficiencies. action.
At 6th level, you can choose two more of
your proficiencies (in skills or with thieves' Fast Hands
tools) to gain this benefit. 3rd level Rogue Feature
You can use the bonus action granted by
Sneak Attack your Cunning Action to make a Sleight of
1st level Rogue Feature Hand check, use your thieves' tools to
 You know how to strike subtly and exploit disarm a trap or open a lock, or take the Use
a foe's distraction. an Object action.
 The attack must use a finesse or a ranged Second-Story Work
weapon. 3rd level Rogue Feature
 You don't need advantage on the attack You gain the ability to climb faster than
roll if another enemy of the target is within 5 normal; climbing no longer costs you extra
feet of it, that enemy isn't incapacitated, and movement.
you don't have disadvantage on the attack In addition, when you make a running jump,
roll. the distance you cover increases by a
 The amount of the extra damage increases number of feet equal to your Dexterity
as you gain levels in this class. modifier.
 Damage delt is double. This stacks if the
roll is a natural 20, dealing four times the Uncanny Dodge
damage. 7th level Rogue Feature
When an attacker that you can see hits you
Thieves’ Cant with an attack, you can use your reaction to
1st level Rogue Feature halve the attack's damage against you.
During your rogue training you learned
thieves' cant, a secret mix of dialect, jargon, Evasion
and code that allows you to hide messages in 9th level Rogue Feature
You can nimbly dodge out of the way of you are so evasive that attackers rarely gain
certain area effects, such as a red dragon's the upper hand against you. No attack roll
fiery breath or an ice storm spell. When you has advantage against you while you aren't
are subjected to an effect that allows you to incapacitated.
make a Dexterity saving throw to take only
half damage, you instead take no damage if Stroke of Luck
you succeed on the saving throw, and only 20th level Rogue Feature
half damage if you fail. you have an uncanny knack for succeeding
when you need to. If your attack misses a
Reliable Talent target within range, you can turn the miss
11th level Rogue Feature into a hit. Alternatively, if you fail an ability
you have refined your chosen skills until check, you can treat the d20 roll as a 20.
they approach perfection. Whenever you Once you use this feature, you can't use it
make an ability check that lets you add your again until you finish a short or long rest.
proficiency bonus, you can treat a d20 roll
of 9 or lower as a 10.

Supreme Sneak
13th level Rogue Feature
you have advantage on a Dexterity (Stealth)
check if you move no more than half your

Wizard
speed on the same turn

Blindsense
14th level Rogue Feature
Hit Dice: d6 + your Constitution modifier
If you are able to hear, you are aware of the
per wizard level,
location of any hidden or invisible creature
Armor: None
within 10 feet of you.
Weapons: Daggers, darts, slings,
quarterstaffs, light crossbows
Slippery Mind Tools: None
15th level Rogue Feature Skills: Arcana, History, Insight,
you have acquired greater mental strength. Investigation, Medicine, and Religion
You gain proficiency in Wisdom saving
throws. Feature
Use Magic Device 1 Spellcasting/
17th level Rogue Feature Arcane Recovery
You have learned enough about the
workings of magic that you can improvise
2 Metamagic (2)
the use of items even when they are not 3
intended for you. You ignore all class, race, 4 Boon
and level requirements on the use of magic 5
items. 6 Metamagic (3)
Elusive 7
18th level Rogue Feature 8 Boon
9 You prepare the list of wizard spells that are
10 Metamagic (4) available for you to cast. To do so, choose a
number of wizard spells from your
11
spellbook equal to your Intelligence
12 Boon modifier + your wizard level (minimum of
13 one spell). The spells must be of a level for
14 Metamagic (5) which you have spell slots.
15 For example, if you're a 3rd-level wizard,
16 Boon you have four 1st-level and two 2nd-level
spell slots. With an Intelligence of 16, your
17
list of prepared spells can include six spells
18 Spell Mastery of 1st or 2nd level, in any combination,
19 Boon chosen from your spellbook. If you prepare
20 Signature Spells the 1st-level spell magic missile, you can
cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn't remove it from
your list of prepared spells.
You can change your list of prepared spells
when you finish a long rest. Preparing a new
list of wizard spells requires time spent
studying your spellbook and memorizing the
incantations and gestures you must make to
Spellcasting cast the spell: at least 1 minute per spell
1st level Wizard Feature level for each spell on your list.
As a student of arcane magic, you have a  Spellcasting Ability
spellbook containing spells that show the Intelligence is your spellcasting ability for
first glimmerings of your true power. your wizard spells since you learn your
 Cantrips spells through dedicated study and
You know three cantrips of your choice memorization. You use your Intelligence
from the wizard spell list. You learn an whenever a spell refers to your spellcasting
additional cantrip at 4th and 10th level. ability. In addition, you use your
Intelligence modifier when setting the
 Spellbook saving throw DC for a wizard spell you cast
You have a spellbook containing six 1st- and when making an attack roll with one.
level wizard spells of your choice. Your Spell save DC = 8 + your proficiency
spellbook is the repository of the wizard bonus + your Intelligence modifier
spells you know, except your cantrips, Spell attack modifier = your proficiency
which are fixed in your mind. bonus + your Intelligence modifier
 Ritual Casting
 Preparing and Casting Spells You can cast a wizard spell as a ritual if that
The Wizard table shows how many spell spell has the ritual tag and you have the spell
slots you have to cast your spells of 1st level in your spellbook. You don't need to have
and higher. To cast one of these spells, you the spell prepared.
must expend a slot of the spell's level or
higher. You regain all expended spell slots
when you finish a long rest.
 Spellcasting Focus When you cast a spell that forces other
You can use an arcane focus as a creatures to make a saving throw, you can
spellcasting focus for your wizard spells. 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
 Learning Spells of 1st Level
creatures up to your Charisma modifier
and Higher (minimum of one creature). A chosen
Each time you gain a wizard level, you can creature automatically succeeds on its
add two wizard spells of your choice to your saving throw against the spell.
spellbook for free. Each of these spells must You must finish a short or long rest before
be of a level for which you have spell slots, using this Metamagic option again.
as shown on the Wizard table. On your
adventures, you might find other spells that
 Distant Spell
you can add to your spellbook. When you cast a spell that has a range of 5
feet or greater, you can double the range of
the spell.
Arcane Recovery When you cast a spell that has a range of
1st level Wizard Feature touch, you can make the range of the spell
You have learned to regain some of your 30 feet.
magical energy by studying your spellbook. You must finish a short or long rest before
Once per day when you finish a short rest, using this Metamagic option again.
you can choose expended spell slots to
 Empowered Spell
recover. The spell slots can have a combined
When you roll damage for a spell, you can
level that is equal to or less than half your
reroll a number of the damage dice up to
wizard level (rounded up), and none of the
your Intelligence modifier (minimum of
slots can be 6th level or higher.
one). You must use the new rolls.
For example, if you're a 4th-level wizard,
You can use Empowered Spell even if you
you can recover up to two levels worth of
have already used a different Metamagic
spell slots. You can recover either a 2nd-
option during the casting of the spell.
level spell slot or two 1st-level spell slots.
You must finish a short or long rest before
using this Metamagic option again.
Boon
 Extended Spell
4th level Wizard Feature When you cast a spell that has a duration of
The Wizard gains a boon at 4th, 8th,12th, 16th 1 minute or longer, you can double its
and 19th level. duration, to a maximum duration of 24
hours.
You must finish a short or long rest before
Metamagic using this Metamagic option again.
2nd level Wizard Feature  Heightened Spell
You gain the ability to twist your spells to When you cast a spell that forces a creature
suit your needs. You gain two Metamagic to make a saving throw to resist its effects,
options of your choice. You gain another you can give one target of the spell
one at 6th, 10th and 14th level. disadvantage on its first saving throw made
You can use only one Metamagic option on against the spell.
a spell when you cast it, unless otherwise You must finish a short or long rest before
noted. using this Metamagic option again.
 Careful Spell
 Quickened Spell You gain mastery over two powerful spells
When you cast a spell that has a casting time and can cast them with little effort. Choose
of 1 action you can change the casting time two 3rd-level wizard spells in your
to 1 bonus action for this casting. spellbook as your signature spells. You
You must finish a short or long rest before always have these spells prepared, they don't
using this Metamagic option again. count against the number of spells you have
prepared, and you can cast each of them
 Subtle Spell
once at 3rd level without expending a spell
When you cast a spell, you can cast it
slot. When you do so, you can't do so again
without any somatic or verbal components.
until you finish a short or long rest.
You must finish a short or long rest before
If you want to cast either spell at a higher
using this Metamagic option again.
level, you must expend a spell slot as
normal.

Magic
 Twinned Spell
When you cast a spell that targets only one
creature and doesn't have a range of self,
you target a second creature in range with The following spells are but an example of
the same spell (1 sorcery point if the spell is what can be. Ask your Game Master if there
a cantrip). are others not on the list.
To be eligible, a spell must be incapable of
targeting more than one creature at the Cleric Spells
spell's current level. For example, magic Cleric Spells
missile and scorching ray aren't eligible, but Cantrips (0 Level)
ray of frost and chromatic orb are. Guidance
You must finish a long rest before using this Light
Metamagic option again. Resistance
Sacred Flame
Spell Mastery Spare the Dying
18th level Wizard Feature Thaumaturgy
You have achieved such mastery over 1st Level
certain spells that you can cast them at will. Bless
Choose a 1st-level wizard spell and a 2nd- Command
level wizard spell that are in your spellbook. Cure Wounds
You can cast those spells at their lowest Detect Magic
level without expending a spell slot when Guiding Bolt
you have them prepared. If you want to cast Healing Word
either spell at a higher level, you must Inflict Wounds
expend a spell slot as normal. Sanctuary
By spending 8 hours in study, you can Shield of Faith
exchange one or both of the spells you chose 2nd Level
for different spells of the same levels. Aid
Augury
Signature Spells Hold Person
20th level Wizard Feature Lesser Restoration
Prayer of Healing
Silence
Spiritual Weapon
Warding Bond
Elf/ Wizard Spells
3rd Level Cantrips (0 Level)
Beacon of Hope Acid Splash
Dispel Magic Dancing Lights
Mass Healing Word Fire Bolt
Protection from Energy Light
Remove Curse Mage Hand
Revivify Minor Illusion
Speak with Dead Poison Spray
Spirit Guardians Prestidigitation
Ray of Frost
4th Level
Shocking Grasp
Death Ward
Divination 1st Level
Freedom of Movement Burning Hands
Guardian of Faith Charm Person
Locate Creature Comprehend Languages
Detect Magic
5th Level
Disguise Self
Commune
Identify
Flame Strike
Mage Armor
Greater Restoration
Magic Missile
Mass Cure Wounds
Shield
Raise Dead
Silent Image
6th Level Sleep
Blade Barrier Thunderwave
Find the Path
2nd Level
Harm
Arcane Lock
Heal
Blur
Heroes’ Feast
Darkness
True Seeing
Flaming Sphere
7th Level Hold Person
Etherealness Invisibility
Fire Storm Knock
Regenerate Levitate
Resurrection Magic Weapon
8th Level Misty Step
Antimagic Field Shatter
Earthquake Spider Climb
Holy Aura Suggestion
9th Level Web
Astral Projection 3rd Level
Gate Counterspell
Mass Heal Dispel Magic
True Resurrection Fireball
Fly Conjuration cantrip
Haste Casting Time: 1 action
Lightning Bolt Range: 60 feet
Major Image Components: V, S
Protection from Energy Duration: Instantaneous
4th Level
Arcane Eye You hurl a bubble of acid. Choose one or
Dimension Door two creatures you can see within range. If
Greater Invisibility you choose two, they must be within 5 feet
Ice Storm of each other. A target must succeed on a
Stoneskin Dexterity saving throw or take 1d6 acid
Wall of Fire damage.
5th Level
Cone of Cold Aid
Dominate Person 2nd-level abjuration
Dream Casting Time: 1 action
Passwall Range: 30 feet
Wall of Stone Components: V, S, M (a tiny strip of
6th Level white cloth)
Chain Lightning Duration: 8 hours
Disintegrate
Globe of Invulnerability Your spell bolsters your allies with
Mass Suggestion toughness and re-solve. Choose up to three
Otto’s Irresistible Dance creatures within range. Each
True Seeing target’s hit point maximum and current hit
points increase by 5 for the duration.
7th Level
Delayed Blast Fireball
Finger of Death Antimagic Field
Mordenkainen’s Sword 8th-level abjuration
Teleport Casting Time: 1 action
Range: Self (10-foot-radius sphere)
8th Level
Components: V, S, M (a pinch of
Dominate Monster
powdered iron or
Maze
iron filings)
Power Word Stun
Duration: Concentration, up to 1 hour
Sunburst
9th Level A 10-foot-radius invisible sphere of
Foresight antimagic surrounds you. This area is
Imprisonment divorced from the magical energy that
Meteor Swarm suffuses the multiverse. Within the sphere,
Power Word Kill spells can’t be cast, summoned creatures
Time Stop 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
Acid Splash
by an artifact or a deity, are suppressed in by the rope trick spell, temporarily closes
the sphere and can’t protrude into it. A slot while in the sphere.
expended to cast a suppressed spell is Creatures and Objects. A creature or
consumed. While an effect is suppressed, object summoned or created by magic
it doesn’t function, but the time it spends temporarily winks out of
suppressed counts against its duration. existence in the sphere. Such a creature
Targeted Effects. Spells and other magical instantly reappears once the space the
effects, such as magic missile and charm creature occupied is no longer within the
person, that target a creature or an object in sphere.
the sphere have no effect on that target. Dispel Magic. Spells and magical effects
Areas of Magic. The area of another spell such as dispel magic have no effect on the
or magical effect, such as fireball, can’t sphere. Likewise, the spheres created by
extend into the sphere. If the sphere overlaps different antimagic field spells don’t nullify
an area of magic, the part of the area that is each other.
covered by the sphere is suppressed. For
example, the flames created by a wall of fire Arcane Eye
are suppressed within 4th-level divination
the sphere, creating a gap in the wall if the Casting Time: 1 action
overlap is large enough. Range: 30 feet
Spells. Any active spell or other magical Components: V, S, M (a bit of bat fur)
effect on a Duration: Concentration, up to 1 hour
creature or an object in the sphere is
suppressed while You create an invisible, magical eye within
the creature or object is in it. range that hovers in the air for the duration.
Magic Items. The properties and powers of You mentally receive visual information
magic from the eye,
items are suppressed in the sphere. For which has normal vision and darkvision out
example, a +1 longsword in the sphere to 30 feet.
functions as a nonmagical The eye can look in every direction.
longsword .A magic weapon’s properties As an action, you can move the eye up to 30
and powers are sup- feet in any direction. There is no limit to
pressed if it is used against a target in the how far away from
sphere or wielded by an attacker in the you the eye can move, but it can’t enter
sphere. If a magic weapon or a piece of another plane of existence. A solid barrier
magic ammunition fully leaves the sphere blocks the eye’s movement, but the eye can
(for example, if you fire a magic arrow or pass through an opening as small as 1 inch
throw a magic spear at a target outside the in diameter.
sphere), the magic of the item ceases to be
suppressed as soon as it exits. Arcane Lock
Magical Travel. Teleportation and planar 2nd-level abjuration
travel fail to work in the sphere, whether the Casting Time: 1 action
sphere is the destination or the departure Range: Touch
point for such magical travel. A portal to Components: V, S, M (gold dust worth at
another location, world, or plane of least 25 gp,
existence, as well as an opening to an which the spell consumes)
extradimensional space such as that created Duration: Until dispelled
You touch a closed door, window, gate,
chest, or other entryway, and it becomes Astral Projection
locked for the duration. You and the 9th-level necromancy
creatures you designate when you cast this Casting Time: 1 hour
spell can open the object normally. You can Range: 10 feet
also set a password that, when spoken within Components: V, S, M (for each creature
5 feet of the object, suppresses this spell for you affect with
1 minute. Otherwise, it is impassable this spell, you must provide one jacinth
Augury worth at least
2nd-level divination (ritual) 1,000 gp and one ornately carved bar of
Casting Time: 1 minute silver worth at
Range: Self least 100 gp, all of which the spell
Components: V, S, M (specially marked consumes)
sticks, bones, or Duration: Special
similar tokens worth at least 25 gp)
Duration: Instantaneous You and up to eight willing creatures within
range project your astral bodies into the
By casting gem-inlaid sticks, rolling dragon Astral Plane (the spell
bones, laying out ornate cards, or employing fails and the casting is wasted if you are
some other divining tool, you receive an already on that
omen from an otherworldly entity about plane). The material body you leave behind
the results of a specific course of action that is unconscious and in a state of suspended
you plan to take within the next 30 minutes. animation; it doesn’t
The DM chooses from the following need food or air and doesn’t age.
possible omens: Your astral body resembles your mortal
Weal, for good results form in almost every way, replicating your
Woe, for bad results game statistics and possessions. The
Weal and woe, for both good and bad results principal difference is the addition of a
Nothing, for results that aren’t especially silvery cord that extends from between your
good or bad shoulder blades and trails behind you, fading
The spell doesn’t take into account any to invisibility after 1 foot. This
possible circumstances that might change cord is your tether to your material body. As
the outcome, such as long as the
the casting of additional spells or the loss or tether remains intact, you can find your way
gain of a companion. home. If the
If you cast the spell two or more times cord is cut—something that can happen only
before completing your next long rest, there when an
is a cumulative 25 percent chance for each effect specifically states that it does—your
casting after the first that you get a random soul and body
reading. The DM makes this roll in secret. 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 Duration: Concentration, up to 1 minute
return to the plane
you were on when casting this spell, your This spell bestows hope and vitality. Choose
body and pos- any number of creatures within range. For
sessions are transported along the silver the duration, each target has advantage on
cord, allowing Wisdom saving throws and death saving
you to re-enter your body as you enter the throws and regains the maximum number of
new plane. Your hit points possible from any healing.
astral form is a separate incarnation. Any
damage or other Blade Barrier
effects that apply to it have no effect on your 6th-level evocation
physical body, Casting Time: 1 action
nor do they persist when you return to it. Range: 90 feet
The spell ends for you and your Components: V, S
companions when Duration: Concentration, up to 10
you use your action to dismiss it. When the minutes
spell ends,
the affected creature returns to its physical You create a vertical wall of whirling, razor-
body, and sharp blades made of magical energy. The
it awakens. wall appears within range and lasts for the
The spell might also end early for you or duration. You can make a straight wall up to
one of your 100 feet long, 20 feet high, and 5 feet thick,
companions. A successful dispel magic spell or a ringed wall up to 60 feet in diameter, 20
used against feet high, and 5 feet thick. The wall provides
an astral or physical body ends the spell for three-quarters cover to creatures behind it,
that creature. and its space is difficult terrain.
If a creature’s original body or its astral When a creature enters the wall’s area for
form drops to the first time on a turn or starts its turn there,
0 hit points, the spell ends for that creature. the creature must make a Dexterity saving
If the spell throw. On a failed save, the creature takes
ends and the silver cord is intact, the cord 6d10 slashing damage. On a successful save,
pulls the the creature takes half as much damage.
creature’s astral form back to its body, Until it is broken or the spell is dispelled or
ending its state of suppressed.
suspended animation. Casting knock on the object suppresses
If you are returned to your body arcane lock for
prematurely, your companions remain in 10 minutes.
their astral forms and must find their own While affected by this spell, the object is
way back to their bodies, usually by more difficult to break or force open; the DC
dropping to 0 to break it or pick any locks on it increases
hit points by 10.
Beacon of Hope
3rd-level abjuration Bless
Casting Time: 1 action 1st-level enchantment
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Components: V, S, M (a sprinkling of Casting Time: 1 action
holy water) Range: 150 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a bit of fur; a piece
of amber, glass,
You bless up to three creatures of your or a crystal rod; and three silver pins)
choice within range. Whenever a target Duration: Instantaneous
makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 You create a bolt of lightning that arcs
and add the number rolled to the attack roll toward a target of your choice that you can
or saving throw. see within range. Three bolts then leap from
that target to as many as three other targets,
Blur each of which must be within 30 feet of the
2nd-level illusion first
Casting Time: 1 action target. A target can be a creature or an
Range: Self object and can be
Components: V targeted by only one of the bolts.
Duration: Concentration, up to 1 minute A target must make a Dexterity saving
throw. The target takes 10d8 lightning
Your body becomes blurred, shifting and damage on a failed save, or half
wavering to all who can see you. For the as much damage on a successful one.
duration, any creature has disadvantage on
attack rolls against you. An attacker is Charm Person
immune to this effect if it doesn’t rely on 1st-level enchantment
sight, as with blindsight, or can see through Casting Time: 1 action
illusions, as with truesight. Range: 30 feet
Burning Hands Components: V, S
1st-level evocation Duration: 1 hour
Casting Time: 1 action
Range: Self (15-foot cone) You attempt to charm a humanoid you can
Components: V, S see within range. It must make a Wisdom
Duration: Instantaneous saving throw and does so with advantage if
you or your companions are fighting it.
As you hold your hands with thumbs If it fails the saving throw, it is charmed by
touching and fingers spread, a thin sheet of you until the spell ends or until you or your
flames shoots forth from your outstretched companions do anything harmful to it. The
fingertips. Each creature in a 15-foot cone charmed creature regards you as a friendly
must acquaintance. When the spell ends, the
make a Dexterity saving throw. A creature creature knows it was charmed by you.
takes 3d6 fire damage on a failed save, or
half as much damage on a successful one. Command
The fire ignites any flammable objects in the 1st-level enchantment
area that Casting Time: 1 action
aren’t being worn or carried. Range: 60 feet
Components: V
Chain Lightning Duration: 1 round
6th-level evocation
You speak a one-word command to a Divine beings aren’t necessarily omniscient,
creature you can see within range. The target so you might receive “unclear” as an answer
must succeed on a Wisdom saving throw or if a question
follow the command on its next turn. pertains to information that lies beyond the
The spell has no effect if the target is deity’s
undead, if it doesn’t understand your knowledge. In a case where a one-word
language, or if your command is directly answer could be misleading or contrary to
harmful to it. the deity’s interests, the DM might offer a
Some typical commands and their effects short phrase as an answer instead. If you
follow. You might issue a command other cast the spell two or more times before
than one described here. If you do so, the finishing your next long rest, there is a
DM determines how the target behaves. If cumulative 25 percent chance for each
the target can’t follow your command, the casting after the first that you get no answer.
spell ends. The DM makes this roll in secret.
Approach. The target moves toward you by
the shortest and most direct route, ending its Comprehend Languages
turn if it moves 1st-level divination (ritual)
within 5 feet of you. Casting Time: 1 action
Drop. The target drops whatever it is Range: Self
holding and then ends its turn. Components: V, S, M (a pinch of soot and
Flee. The target spends its turn moving salt)
away from you by the fastest available Duration: 1 hour
means.
Grovel. The target falls prone and then ends For the duration, you understand the literal
its turn. meaning of any spoken language that you
Halt. The target doesn’t move and takes no hear. You also understand any written
actions. A flying creature stays aloft, language that you see, but you must be
provided that it is able to do so. If it must touching the surface on which the words are
move to stay aloft, it flies the minimum written. It takes about 1 minute to read one
distance needed to remain in the air. page of text.
This spell doesn’t decode secret messages
Commune in a text or a glyph, such as an arcane sigil,
5th-level divination (ritual) that isn’t part of a writ-ten language.
Casting Time: 1 minute
Range: Self Cone of Cold
Components: V, S, M (incense and a vial 5th-level evocation
of holy or Casting Time: 1 action
unholy water) Range: Self (60-foot cone)
Duration: 1 minute Components: V, S, M (a small crystal or
glass cone)
You contact your deity or a divine proxy and Duration: Instantaneous
ask up to three questions that can be
answered with a yes or no. You must ask A blast of cold air erupts from your hands.
your questions before the spell ends. You Each creature in a 60-foot cone must make a
receive a correct answer for each question. Constitution saving throw. A creature takes
8d8 cold damage on a failed save, or
half as much damage on a successful one. Components: V, M (bat fur and a drop of
A creature killed by this spell becomes a pitch or
frozen statue until it thaws. piece of coal)
Duration: Concentration, up to 10
Cure Wounds minutes
1st-level evocation
Casting Time: 1 action Magical darkness spreads from a point you
Range: Touch choose within range to fill a 15-foot-radius
Components: V, S sphere for the duration. The darkness
Duration: Instantaneous spreads around corners. A creature with
darkvision can’t see through this darkness,
A creature you touch regains a number of hit and non-magical light can’t illuminate it.
points equal If the point you choose is on an object you
to 1d8 + your spellcasting ability modifier. are holding or one that isn’t being worn or
This spell has no effect on undead or carried, the darkness emanates from the
constructs. object and moves with it. Completely
covering the source of the darkness with an
Dancing Lights opaque object, such as a bowl or a helm,
Evocation cantrip blocks the darkness.
Casting Time: 1 action If any of this spell’s area overlaps with an
Range: 120 feet area of light created by a spell of 2nd level
Components: V, S, M (a bit of or lower, the spell that created the light is
phosphorus or witchwood, dispelled.
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 Death Ward
vaguely humanoid form of Medium size. 4th-level abjuration
Whichever form you choose, each light Casting Time: 1 action
sheds dim light in a 10-foot radius. As a Range: Touch
bonus action on your turn, you can move the Components: V, S
lights Duration: 8 hours
up to 60 feet to a new spot within range. A
light must be within 20 feet of another light You touch a creature and grant it a measure
created by this spell, and a light winks out if of protection from death.
it exceeds the spell’s range. The first time the target would drop to 0 hit
points as a result of taking damage, the
Darkness target instead drops to 1 hit point, and the
2nd-level evocation spell ends.
Casting Time: 1 action If the spell is still in effect when the target
Range: 60 feet is subjected to an effect that would kill it
instantaneously without
dealing damage, that effect is instead ately, causing the bead to erupt in flame. On
negated against the a successful
target, and the spell ends. save, the creature can throw the bead up to
40 feet. When
Delayed Blast Fireball it strikes a creature or a solid object, the
7th-level evocation spell ends, and
the bead explodes.
Casting Time: 1 action The fire damages objects in the area and
Range: 150 feet ignites flam-
Components: V, S, M (a tiny ball of bat mable objects that aren’t being worn or
guano and sulfur) carried.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell
using
A beam of yellow light flashes from your a spell slot of 8th level or higher, the base
pointing finger, damage in-
then condenses to linger at a chosen point creases by 1d6 for each slot level above 7th.
within range Detect Magic
as a glowing bead for the duration. When 1st-level divination (ritual)
the spell ends,
either because your concentration is broken Casting Time: 1 action
or because Range: Self
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 crea-
ture 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 in-
creases 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 immedi-

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