DND Basic Rules
DND Basic Rules
DND Basic Rules
Credits
D&D Lead Designers: Mike Mearls, Jeremy Crawford
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Drawing from further development by
Playtesting provided by
Additional consultation provided by
S. John Ross, the RPGPundit, Vincent Venturella, and Zak S.
Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the
party, sticking appendages in the mouth of a leering green devil face, accepting a dinner
invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon
of any variety, or saying yes when the DM asks, Are you really sure?
Introduction
T
storytelling in worlds of swords and sorcery. It shares
elements with childhood games of make-believe. Like
Worlds of Adventure
game
are places of magic and monsters, of brave warriors and
by one great story, like the War of the Lance that plays
of an action.
3. The DM narrates the results of the adventurers
actions.
back to step 1.
three parts.
Part 1
characters they play in the game. Sometimes, a DM
Game Dice
in many bookstores.
How to Play
according to this basic pattern.
1. The DM describes the environment.
to the total.
the roll of 1d2, roll any die and assign a 1 or 2 to the roll
the
ability scores
Round Down
and the
Adventures
throw is called a
Armor Class
In the worlds of
, practitioners
of magic are rare, set apart from the masses of people
it might take no more than a single game session to
minora fantastic monster, a visibly answered prayer,
combats, interactions, and other challenges, and take
Combat
might prevail!
world.
2. Choose a Class
or she possesses, and the tactics he or she is most likely
class
character
features
sheet
weapons, skills, saving throws, and sometimes tools.
Building Bruenor
Level
experience points
1. Choose a Race
most common player character races are dwarves,
subraces
Proficiency Bonus
Quick Build
Each class description in chapter 3 includes a section
class, including how to assign your highest ability scores,
a background suitable to the class, and starting spells.
character sheet.
Human (+1)
Constitution
Measures: Health, stamina, vital force
Important for: Everyone
Racial Increases:
Dwarf (+2)
alignment
ideals.
character holds most dear, called bonds, and the
background describes where he or
character concept.
Human (+1)
Intelligence
Measures: Mental acuity, information recall, analytical skill
Important for: Wizard
Racial Increases:
High elf (+1)
Human (+1)
Wisdom
Measures:
Important for: Cleric
Racial Increases:
Hill dwarf (+1)
Wood elf (+1)
Human (+1)
Charisma
Measures:
Important for: Leaders and diplomatic characters
Racial Increases:
Human (+1)
Score
1617
2021
2223
67
+0
+1
+2
5. Choose Equipment
starting equipment
Armor Class
Armor Class
6. Come Together
plays a role within a party
10
11
Cost
0
1
2
3
Score
12
13
14
Cost
4
7
+6
+7
2627
Weapons
+3
+4
30
+10
Character Advancement
Experience Points
0
300
2,700
Level
1
2
3
4
14,000
23,000
34,000
6
7
64,000
10
11
12
13
14
100,000
120,000
140,000
16
17
at each level.
20
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+6
+6
+6
+6
Tiers of Play
10
Chapter 2: Races
A
Racial Traits
entries appear among the traits of most races.
ability scores.
Age
Alignment
Most races have tendencies toward certain alignments,
Choosing a Race
Size
Speed
Languages
When making this decision, keep in mind the kind of
Subraces
have the traits of the parent race in addition to the
11
Dwarf
Y , !
voice. Bruenor Battlehammer walked up the back of his
dead foe, disregarding the fact that the heavy monster lay
on top of his elven friend. In spite of the added discomfort,
the dwarfs long, pointed, often-broken nose and graystreaked though still-fiery red beard came as a welcome
sight to Drizzt. Knew Id find ye in trouble if I came out
an looked for ye!
R. A. Salvatore, The Crystal Shard
who live far from their own kingdoms cherish their clan
12
Dwarf Names
Subrace.
Hill Dwarf
dwarven name in its place.
Male Names:
Female Names:
Mountain Dwarf
Dwarf Traits
Ability Score Increase.
increases by 2.
Age.
Duergar
Alignment.
toward good as well, with a strong sense of fair play and
Size.
Speed.
Darkvision.
Dwarven Resilience.
Stonecunning.
Languages.
13
Elf
I ,
Goldmoon said softly. The days march had been difficult,
but the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabled
city of Qualinost.
Four slender spires rose from the citys corners like glistening spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swooping from spire to spire, soared
through the air. Crafted by ancient dwarven metalsmiths,
they were strong enough to hold the weight of an army, yet
they appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the
citys only boundaries; there was no wall around Qualinost.
The elven city opened its arms lovingly to the wilderness.
Margaret Weis & Tracy Hickman,
Dragons of Autumn Twilight
of the world.
about anyone.
Dwarves. Dwarves are dull, clumsy oafs. But what they
lack in humor, sophistication, and manners, they make up in
approaches elven quality.
that is not a quality to scorn. Theyre good folk, they care
for each other and tend their gardens, and they have proven
themselves tougher than they seem when the need arises.
A Timeless Perspective
Elf Names
birthday, and before this period they are called by
child names.
14
Subrace.
Family Names (Common Translations):
Elf Traits
High Elf
at least the basics of magic. In many of the worlds of
Alignment.
Wood Elf
Languages.
15
Halfling
R ,
hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket
of the tree trunk. Regis was short, even by the standards
of his diminutive race, with the fluff of his curly brown
locks barely cresting the three-foot mark, but his belly was
amply thickened by his love of a good meal, or several, as
the opportunities presented themselves. The crooked stick
that served as his fishing pole rose up above him, clenched
between two of his toes, and hung out over the quiet lake,
mirrored perfectly in the glassy surface of Maer Dualdon.
R.A. Salvatore, The Crystal Shard
Pastoral Pleasantries
permanent home.
Exploring Opportunities
in the shadow of empires and on the edges of wars and
sometimes a necessity.
Halfling Names
a nickname. Family names are often nicknames that
simple, comfortable, and practical clothes, favoring
bright colors.
Male Names:
Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,
Female Names:
Family Names:
16
Halfling Traits
Ability Score Increase.
increases by 2.
Age.
Alignment.
they are good-hearted and kind, hate to see others in
Stout Resilience.
against poison damage.
Brave.
being frightened.
Languages.
are traveling.
Subrace.
Human
T
long ago took to the seas and rivers in longboats, first to
pillage and terrorize, then to settle. Yet there was an energy,
a love of adventure, that sang from every page. Long into
the night Liriel read, lighting candle after precious candle.
Shed never given much thought to humans, but these
stories fascinated her. In these yellowed pages were tales of
bold heroes, strange and fierce animals, mighty primitive gods,
and a magic that was part and fabric of that distant land.
Elaine Cunningham, Daughter of the Drow
Lightfoot
world scene and short-lived in comparison to dwarves,
the years they are given. Or maybe they feel they have
A Broad Spectrum
Stout
from nearly black to very pale, and hair colors from
17
Lasting Institutions
Calishite
Calishite Names:
they will be remembered when they are gone.
Exemplars of Ambition
Chondathan
brown hair that ranges from almost blond to almost
black. Most are tall and have green or brown eyes,
Damaran
their ancestors.
is most common.
Damaran Names:
in the northwestern lands of the Silver Marches than
18
Illuskan
Turami Names:
Mulan
Human Traits
Ability Score Increase.
increase by 1.
Age.
Alignment.
Size.
Mulan Names:
Speed.
Languages.
Rashemi
military phrases, and so on.
Stayanoga, Ulmokina
Shou
Tethyrian
Turami
19
Chapter 3: Classes
A ,
thirst
Cleric
the
.
their combat training to let them wade into melee with
the power of the gods on their side.
for
Divine Agents
cleric. Some priests are called to a simple life of temple
Classes
Class
Cleric
Description
Hit
Die
Primary
Ability
Wisdom
d10
a variety of weapons and armor
Rogue
Strength
or Dexterity
Dexterity
d6
manipulating the structures of reality
Saving Throw
Intelligence
light crossbows
20
Quick Build
of the gods often involves braving dangers beyond the
Class Features
Hit Points
position to demand it.
Hit Dice:
Hit Points at 1st Level:
Hit Points at Higher Levels:
Creating a Cleric
Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Equipment
The Cleric
Level
1st
2nd
Bonus
+2
+2
3rd
4th
+2
+2
+3
+3
6th
7th
10th
11th
12th
13th
14th
21
+3
+3
+4
+4
+4
+4
Features
Spellcasting, Divine Domain
Channel Divinity (1/rest),
Divine Domain feature
Divine Intervention
Destroy Undead (CR 2)
16th
17th
+6
20th
+6
+6
+6
Cantrips
Known
3
3
1st
2
3
2nd
3rd
4th
5th
6th
7th
8th
9th
3
4
4
4
4
4
4
4
2
3
3
3
2
3
4
4
4
4
3
3
3
3
1
2
4
4
4
4
4
4
4
4
4
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
1
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
4
4
4
3
3
3
3
3
3
3
3
3
3
3
3
1
2
2
1
1
2
1
1
1
1
1
1
Divine Domain
simple weapon
Spellcasting
Cantrips
Domain Spells
Preparing and Casting Spells
Channel Divinity
spell slots.
levels, as noted in the domain description.
1st-level and two 2nd-level spell slots. With a Wisdom
Spellcasting Ability
Ritual Casting
Spellcasting Focus
22
Destroy Undead
Destroy Undead
Cleric Level
11th
14th
17th
Destroys Undead of CR . . .
1/2 or lower
1 or lower
2 or lower
3 or lower
4 or lower
Divine Intervention
Bonus Proficiency
Disciple of Life
Divine Domains
Blessed Healer
Divine Strike
matter of personal preference, the aspect of the deity
Supreme Healing
Life Domain
23
Fighter
Creating a Fighter
best advantage.
Quick Build
Well-Rounded Specialists
Class Features
adept with shields and every form of armor. Beyond that
certain style of combat. Some concentrate on archery,
Hit Points
Hit Dice:
Hit Points at 1st Level:
Hit Points at Higher Levels:
Proficiencies
Armor:
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws:
Skills:
Equipment
martial weapons
24
Fighting Style
Martial Archetype
for information
Archery
ranged weapons.
Defense
Dueling
with that weapon.
Extra Attack
Indomitable
Protection
a long rest.
Two-Weapon Fighting
The Fighter
Second Wind
Action Surge
Level
1st
2nd
3rd
4th
6th
7th
10th
11th
12th
13th
14th
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
Features
Fighting Style, Second Wind
16th
17th
+6
20th
+6
+6
+6
(three uses)
25
Martial Archetypes
Rogue
Champion
the door open.
of raw physical power honed to deadly perfection.
devastating blows.
Improved Critical
Remarkable Athlete
Superior Critical
Survivor
A Shady Living
26
Expertise
Creating a Rogue
Sneak Attack
Quick Build
Thieves Cant
hide messages in seemingly normal conversation. Only
Class Features
Hit Points
Hit Dice:
Hit Points at 1st Level:
Hit Points at Higher Levels:
Proficiencies
Cunning Action
Roguish Archetype
Equipment
27
Stroke of Luck
The Rogue
Level
1st
Bonus
+2
2nd
3rd
4th
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
Sneak
Attack
1d6
Features
Thieves Cant
6th
7th
10th
11th
12th
13th
14th
16th
17th
20th
+6
+6
+6
+6
1d6
2d6
2d6
3d6
3d6
4d6
4d6
6d6
6d6
7d6
7d6
Uncanny Dodge
Expertise
Evasion
Roguish Archetypes
emphasis on perfecting their skills, their precise and
Reliable Talent
Blindsense
Slippery Mind
Thief
Elusive
10d6
10d6
Stroke of Luck
Uncanny Dodge
Fast Hands
Evasion
breath or an
Second-Story Work
Reliable Talent
Supreme Sneak
Blindsense
Slippery Mind
of magic items.
Thiefs Reflexes
Elusive
incapacitated.
28
Wizard
plane beyond.
steeped in magic.
The Wizard
Level
1st
2nd
3rd
4th
6th
7th
10th
11th
12th
13th
14th
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
Features
16th
17th
20th
29
+6
+6
+6
+6
Spell Mastery
Signature Spell
Cantrips
Known
3
3
3
4
4
4
4
4
4
2nd
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3rd
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4th
1
2
3
3
3
3
3
3
3
3
3
3
3
3
5th
1
2
2
2
2
2
2
2
2
3
3
3
6th
1
1
1
1
1
1
1
1
2
2
7th
1
1
1
1
1
1
1
2
8th
1
1
1
1
1
1
9th
1
1
1
1
Creating a Wizard
Cantrips
Spellbook
basics of magic?
Quick Build
, and
,
, and
Class Features
spell
Hit Points
Hit Dice:
Hit Points at 1st Level:
Hit Points at Higher Levels:
Proficiencies
Spellcasting Ability
Armor:
Weapons:
light crossbows
Tools:
Saving Throws: Intelligence, Wisdom
Skills:
Investigation, Medicine, and Religion
Equipment
Ritual Casting
Spellcasting
Spellcasting Focus
30
Arcane Recovery
Arcane Traditions
School of Evocation
Arcane Tradition
serving as artillery to blast enemy armies from afar.
or aspiring tyrants.
for information on the other schools.
Evocation Savant
Spell Mastery
Potent Cantrip
same levels.
Signature Spells
31
Empowered Evocation
Overchannel
Your Spellbook
The spells that you add to your spellbook as you gain levels
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 wizards chest, for example, or in a dusty tome in an
ancient library.
When you find a wizard spell
of 1st level or higher, you can add it to your spellbook if it is
of a level for which you have spell slots and if you can spare
the time to decipher and copy it.
Copying a 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
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.
You can copy a spell from your own
spellbook into another bookfor example, if you want
to make a backup copy of your spellbook. This is just like
copying a new spell into your spellbook, but faster and easier,
since you understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp
for each level of the copied spell.
If you lose your spellbook, you can use the same procedure
to transcribe the spells that you have prepared into a new
spellbook. Filling out the remainder of your spellbook
requires you to find new spells to do so, as normal. For this
reason, many wizards keep backup spellbooks in a safe place.
Your spellbook is a unique
margin notes. It might be a plain, functional leather volume
that you received as a gift from your master, a finely bound
loose collection of notes scrounged together after you lost
your previous spellbook in a mishap.
32
Character Details
Name
Sex
Race
Human
Base
Height
Height
+2d10
Dwarf, hill
Dwarf, mountain 4'
Elf, high
Elf, wood
+2d4
+2d4
+2d10
+2d10
+2d4
Base
Weight
110 lb.
130 lb.
100 lb.
Weight
(2d4) lb.
(2d6) lb.
(2d6) lb.
(1d4) lb.
(1d4) lb.
1 lb.
33
Alignment
has an alignment, which broadly describes
Neutral good
others according to their needs. Many celestials, some
unaligned.
Chaotic good
Lawful neutral
with law, tradition, or personal codes. Many monks and
Languages
Neutral
Chaotic neutral
holding their personal freedom above all else.
Lawful evil
want, within the limits of a code of tradition, loyalty, or
Neutral evil
Standard Languages
Chaotic evil
Demons, red dragons, and orcs are chaotic evil.
Language
Common
Dwarvish
Elvish
Giant
Gnomish
Goblin
Typical Speakers
Humans
Dwarves
Elves
Ogres, giants
Gnomes
Goblinoids
Orc
Orcs
Script
Common
Dwarvish
Elvish
Dwarvish
Dwarvish
Dwarvish
Common
Dwarvish
Exotic Languages
Language
Script
Infernal
Celestial
Draconic
Deep Speech
Typical Speakers
Demons
Celestials
Dragons,
dragonborn
Mind
Infernal
Primordial
Sylvan
Undercommon
Devils
Elementals
Fey creatures
Underdark traders
Infernal
Dwarvish
Elvish
Elvish
Celestial
Draconic
34
Personal Characteristics
Flaws
Personality Traits
Inspiration
ability scores.
Gaining Inspiration
Ideals
Using Inspiration
an attack roll, saving throw, or ability check. Spending
Bonds
35
Proficiencies
Languages
Equipment
might have led a life more like the heroic drows. From that
antihero, driven by his rivalry with Drizzt. His bond might be
phrased as I will not rest until I have proved myself better
than Drizzt DoUrden.
Suggested Characteristics
Customizing a Background
inspiration.
Backgrounds
Tika and Artemis: Backgrounds
as street urchins. Tikas later career as a barmaid didnt really
change her, so she might choose the urchin background,
have
36
Acolyte
d8
1
Personality Trait
I idolize a particular hero of my faith, and constantly
refer to that persons deeds and example.
7
my temples elite. Rough living grates on me.
Ive spent so long in the temple that I have little
practical experience dealing with people in the
outside world.
Insight, Religion
Languages:
Equipment:
d6
1
Ideal
Tradition. The ancient traditions of worship and
3
4
modest lifestyle.
d6
1
2
3
Suggested Characteristics
4
6
d6
1
2
3
Bond
I would die to recover an ancient relic of my faith that
was lost long ago.
I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
I owe my life to the priest who took me in when my
parents died.
Everything I do is for the common people.
I will do anything to protect the temple where I served.
I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
Flaw
I judge others harshly, and myself even more severely.
I put too much trust in those who wield power within
my temples hierarchy.
My piety sometimes leads me to blindly trust those
that profess faith in my god.
37
Criminal
d8
1
Personality Trait
I always have a plan for what to do when
things go wrong.
I am always calm, no matter what the situation. I never
raise my voice or let my emotions control me.
Deception, Stealth
One type of gaming set,
Equipment:
Criminal Specialty
d6
1
2
Specialty
Blackmailer
Burglar
Enforcer
Fence
d8
6
7
Specialty
Highway robber
Hired killer
Pickpocket
Smuggler
3
4
d6
1
Suggested Characteristics
2
3
4
d6
1
2
3
4
6
committed. Im okay with that.
38
Folk Hero
d8
1
2
3
Personality Trait
I judge people by their actions, not their words.
If someone is in trouble, Im always ready to lend help.
When I set my mind to something, I follow through no
matter what gets in my way.
4
the most equitable solution to arguments.
Equipment:
a shovel, an iron pot, a set of common clothes, and a
6
7
d6
1
Ideal
Respect. People deserve to be treated with dignity and
respect. (Good)
Fairness. No one should get preferential treatment
before the law, and no one is above the law. (Lawful)
Freedom. Tyrants must not be allowed to oppress the
people. (Chaotic)
Might. If I become strong, I can take what I want
what I deserve. (Evil)
Sincerity. Theres no good in pretending to be
something Im not. (Neutral)
Destiny. Nothing and no one can steer me away from
Defining Event
the peasantry, perhaps as a farmer, miner, servant,
2
3
d10
1
2
3
4
6
6
7
10
d6
1
3
4
d6
1
Suggested Characteristics
2
3
39
Bond
I have a family, but I have no idea where they are. One
day, I hope to see them again.
I worked the land, I love the land, and I will
protect the land.
Sage
d8
1
2
3
Languages:
Equipment:
4
Specialty
7
d8
1
2
3
4
Specialty
Discredited
academic
Librarian
d8
6
7
Specialty
Professor
Researcher
Wizards apprentice
Scribe
Feature: Researcher
d6
1
2
3
4
Suggested Characteristics
d6
1
2
3
Personality Trait
I use polysyllabic words that convey the impression of
great erudition.
Ive read every book in the worlds greatest libraries
or I like to boast that I have.
Im used to helping out those who arent as smart
as I am, and I patiently explain anything and
everything to others.
Theres nothing I like more than a good mystery.
Im willing to listen to every side of an argument before
I make my own judgment.
I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
which . . . almost . . . everyone . . . is . . . compared . . .
to me.
I am horribly, horribly awkward in social situations.
Im convinced that people are always trying to
steal my secrets.
Ideal
Knowledge.
is through knowledge. (Neutral)
Beauty. What is beautiful points us beyond itself
toward what is true. (Good)
Logic. Emotions must not cloud our logical
thinking. (Lawful)
No Limits.
inherent in all existence. (Chaotic)
Power. Knowledge is the path to power and
domination. (Evil)
Self-Improvement. The goal of a life of study is the
Bond
It is my duty to protect my students.
I have an ancient text that holds terrible secrets that
must not fall into the wrong hands.
I work to preserve a library, university, scriptorium,
or monastery.
d6
1
2
3
4
40
Soldier
d8
1
2
3
6
7
d6
1
Equipment:
2
3
Specialty
6
d8
1
2
3
4
Specialty
Scout
Infantry
Cavalry
Healer
d8
6
7
Specialty
Quartermaster
Standard bearer
(cook, blacksmith,
or the like)
Personality Trait
Im always polite and respectful.
Im haunted by memories of war. I cant get the images
of violence out of my mind.
Ive lost too many friends, and Im slow to
make new ones.
Im full of inspiring and cautionary tales from
my military experience relevant to almost every
combat situation.
d6
1
Ideal
Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
Responsibility. I do what I must and obey just
authority. (Lawful)
Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
Might. In life as in war, the stronger force wins. (Evil)
Live and Let Live. Ideals arent worth killing over or
going to war for. (Neutral)
Nation. My city, nation, or people are all that
Bond
I would still lay down my life for the people I
served with.
2
3
4
6
d6
1
Suggested Characteristics
2
3
41
Flaw
The monstrous enemy we faced in battle still leaves
me quivering with fear.
I have little respect for anyone who is not a
proven warrior.
I made a terrible mistake in battle that cost many
livesand I would do anything to keep that
mistake secret.
My hatred of my enemies is blind and unreasoning.
I obey the law, even if the law causes misery.
Id rather eat my armor than admit when Im wrong.
Chapter 5: Equipment
Coinage
based on the relative worth of the metal from which they
Starting Equipment
in a poor inn.
One silver piece is worth ten copper pieces, which are
4d4 10 gp
4d4 10 gp
Wealth
Coin
Copper (cp)
Silver (sp)
Electrum (ep)
Gold (gp)
Platinum (pp)
cp
1
10
sp
1/10
1
100
1,000
10
100
ep
1
2
20
gp
1/100
1/10
1/2
1
10
pp
1/1,000
1/100
1/20
1/10
1
Selling Treasure
condition to sell.
Magic Items. Selling magic items is problematic.
42
Leather.
Gems, Jewelry, and Art Objects.
Studded Leather.
rivets or spikes.
Trade Goods. On the borderlands, many people
Medium Armor
Hide.
pelts. It is commonly worn by barbarian tribes, evil
and materials needed to create better armor.
Chain Shirt. Made of interlocking metal rings, a chain
Scale Mail.
Half Plate.
leg protection beyond simple greaves that are attached
with leather straps.
Armor Class (AC).
Heavy Armor
Heavy Armor.
and are designed to stop a wide range of attacks. Only
Stealth.
Ring Mail.
Shields.
is carried in one hand. Wielding a shield increases
Chain Mail. Made of interlocking metal rings, chain
shield at a time.
Light Armor
Splint.
of metal riveted to a backing of leather that is worn over
Plate.
Padded.
cloth and batting.
43
Don.
Shield
Don
1 minute
10 minutes
1 action
as a disguise.
1 minute
1 minute
1 action
and similar items that are made to be worn, they might need
to visit an armorsmith, tailor, leatherworker, or similar expert
to make the item wearable. The cost for such work varies
from 10 to 40 percent of the market price of the item. The
DM can either roll 1d4 10 or determine the increase in cost
based on the extent of the alterations required.
Weapons
the damage they deal when they hit, and any special
Weapon Properties
melee weapon
ranged
weapon
Weapon Proficiency
categories are simple and martial. Most people can
Armor
Armor
Light Armor
Padded
Leather
Studded leather
Medium Armor
Hide
Chain shirt
Scale mail
Breastplate
Half plate
Heavy Armor
Ring mail
Chain mail
Splint
Plate
Shield
Shield
Cost
Strength
Stealth
Disadvantage
Disadvantage
Disadvantage
Str 13
200 gp
14
16
17
Disadvantage
Disadvantage
Disadvantage
Disadvantage
10 gp
+2
10 gp
10 gp
400 gp
30 gp
Weight
10 lb.
13 lb.
12 lb.
20 lb.
20 lb.
40 lb.
40 lb.
60 lb.
6 lb.
44
Weapons
Name
Simple Melee Weapons
Club
Dagger
Greatclub
Handaxe
Javelin
Light hammer
Mace
Sickle
Spear
Unarmed strike
Simple Ranged Weapons
Crossbow, light
Dart
Shortbow
Sling
Martial Melee Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War pick
Warhammer
Whip
Martial Ranged Weapons
Blowgun
Crossbow, hand
Crossbow, heavy
Longbow
Net
Cost
Damage
1 sp
2 gp
2 sp
1d4 bludgeoning
1d4 piercing
Weight
2 sp
1 gp
1 gp
1d6 slashing
1d6 piercing
1d4 bludgeoning
1d6 bludgeoning
1d6 bludgeoning
1d4 slashing
1d6 piercing
1 bludgeoning
2 lb.
1 lb.
10 lb.
2 lb.
2 lb.
2 lb.
4 lb.
4 lb.
2 lb.
3 lb.
1 sp
1d4 piercing
1d6 piercing
1d4 bludgeoning
1/4 lb.
2 lb.
2 gp
10 gp
10 gp
20 gp
30 gp
20 gp
10 gp
1d10 slashing
1d12 slashing
2d6 slashing
1d10 slashing
1d12 piercing
10 gp
2d6 bludgeoning
4 lb.
2 lb.
6 lb.
7 lb.
6 lb.
6 lb.
6 lb.
3 lb.
10 lb.
4 lb.
Properties
Light
Finesse, light, thrown (range 20/60)
Light, thrown (range 20/60)
Thrown (range 30/120)
Light, thrown (range 20/60)
Light
Versatile (1d10)
Reach, special
Versatile (1d10)
1d10 piercing
10 gp
1d6 slashing
1d6 piercing
1d6 piercing
2 gp
1d4 slashing
10 gp
1 piercing
1d6 piercing
1d10 piercing
1 gp
2 lb.
3 lb.
2 lb.
4 lb.
2 lb.
2 lb.
3 lb.
Finesse
Finesse, light
Finesse, light
Versatile (1d10)
Finesse, reach
1 lb.
3 lb.
2 lb.
3 lb.
Light.
Finesse.
Heavy.
45
Loading.
normally make.
Range.
attack has a range shown in parentheses after the
Reach.
Special.
normally make.
Thrown.
can throw the weapon to make a ranged attack. If the
Adventuring Gear
Acid.
Two-Handed.
Versatile.
Improvised Weapons
Equipment Packs
Silvered Weapons
Special Weapons
Lance.
46
Adventuring Gear
Item
Cost
2 gp
Weight
2 lb.
1 lb.
1 lb.
Item
Holy symbol
Cost
1 lb.
2 lb.
1 lb.
1 lb.
Emblem
Reliquary
Ammunition
47
1 gp
1 gp
1 gp
4 cp
1 lb.
1 lb.
1 lb.
1 lb.
10 gp
20 gp
10 gp
1 lb.
3 lb.
2 lb.
4 lb.
1 lb.
10 gp
2 gp
1 gp
2 gp
4 sp
1 gp
1 gp
2 lb.
70 lb.
2 lb.
7 lb.
3 lb.
1 gp
2 gp
1 gp
1 cp
1 gp
1 gp
1 cp
2 gp
2 lb.
2 lb.
2 lb.
1 lb.
1 lb.
10 lb.
12 lb.
3 lb.
4 lb.
6 lb.
4 lb.
2 lb.
2 gp
1 gp
1 gp
10 gp
1 gp
2 cp
2 gp
1 gp
2 gp
4 lb.
1 lb.
4 lb.
1 lb.
4 lb.
3 lb.
10 lb.
3 lb.
Hourglass
Hunting trap
Ink (1 ounce bottle)
Ink pen
Jug or pitcher
Lamp
Lantern, bullseye
Lantern, hooded
Lock
Magnifying glass
Manacles
Mess kit
Mirror, steel
Paper (one sheet)
Parchment (one sheet)
Perfume (vial)
Pick, miners
Piton
Poison, basic (vial)
Pot, iron
Potion of healing
Pouch
Quiver
Ram, portable
Rations (1 day)
Robes
Sack
Scale, merchants
Sealing wax
Shovel
Signal whistle
Signet ring
Soap
Spellbook
Spikes, iron (10)
Spyglass
Tinderbox
Torch
Vial
Waterskin
Whetstone
Weight
10 gp
2 cp
2 cp
1 sp
10 gp
10 gp
100 gp
2 gp
2 sp
1 sp
2 sp
1 sp
2 gp
100 gp
2 gp
1 gp
4 gp
1 gp
1 gp
10 gp
1 cp
4 lb.
1 lb.
2 lb.
2 lb.
1 lb.
6 lb.
1 lb.
1/2 lb.
1 lb.
10 lb.
1/4 lb.
7 lb.
10 lb.
1/2 lb.
1 lb.
1 lb.
2 lb.
4 lb.
10 lb.
1/2 lb.
3 lb.
2 gp
2 cp
1 gp
1,000 gp
2 gp
1 cp
1 gp
2 sp
1 cp
3 lb.
1 lb.
20 lb.
1 lb.
1 lb.
1 lb.
Antitoxin.
gains advantage on saving throws against poison for 1
Arcane Focus.
a wand-like length of wood, or some similar item
of the
Fishing Tackle.
line, corkwood bobbers, steel hooks, lead sinkers, velvet
Healers Kit.
Ball Bearings.
Holy Symbol.
Book.
Lantern, Bullseye.
Component Pouch.
to hold all the material components and other special
Lantern, Hooded.
48
Spellbook.
Spyglass.
ability check made to appraise or inspect an item that is
small or highly detailed.
Manacles.
Tent.
tent sleeps two.
Tinderbox.
Torch.
Mess Kit.
shallow bowl.
Oil.
Poison, Basic.
Container Capacity
Container
Backpack*
Barrel
Basket
Bottle
Bucket
Chest
Flask or tankard
Jug or pitcher
Pot, iron
Pouch
Sack
Vial
Waterskin
Capacity
1 cubic foot/30 pounds of gear
40 gallons liquid, 4 cubic feet solid
2 cubic feet/40 pounds of gear
1 pints liquid
3 gallons liquid, 1/2 cubic foot solid
12 cubic feet/300 pounds of gear
1 pint liquid
1 gallon liquid
1 gallon liquid
1 cubic foot/30 pounds of gear
4 ounces liquid
4 pints liquid
Tools
Potion of Healing.
or administering a potion takes an action.
Pouch.
Quiver.
Ram, Portable.
Rations.
49
Tools
Item
Artisans tools
Brewers supplies
Calligrapher's supplies
Carpenters tools
Cartographers tools
Cobblers tools
Cooks utensils
Glassblowers tools
Jewelers tools
Leatherworkers tools
Masons tools
Painters supplies
Potters tools
Smiths tools
Tinkers tools
Weavers tools
Woodcarvers tools
Disguise kit
Forgery kit
Gaming set
Dice set
Dragonchess set
Playing card set
Cost
Shawm
Viol
Navigators tools
Poisoners kit
Thieves tools
Vehicles (land or water)
Forgery Kit.
papers and parchments, pens and inks, seals and
necessary to create convincing forgeries of physical
20 gp
10 gp
6 lb.
6 lb.
Gaming Set.
1 gp
30 gp
2 lb.
10 gp
10 gp
10 gp
20 gp
Herbalism Kit.
3 lb.
10 lb.
1 gp
1 gp
3 lb.
1 sp
1 gp
1 gp
Herbalism kit
Musical instrument
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Weight
30 gp
6 gp
2 gp
30 gp
3 gp
12 gp
2 gp
30 gp
1/2 lb.
3 lb.
6 lb.
3 lb.
10 lb.
1 lb.
2 lb.
2 lb.
2 lb.
2 lb.
1 lb.
1 lb.
2 lb.
2 lb.
1 lb.
*
lost at sea.
Poisoners Kit.
Thieves Tools.
handle, a set of narrow-bladed scissors, and a pair of
Artisans Tools.
Disguise Kit.
50
Waterborne Vehicles
Item
Galley
Keelboat
Longship
Rowboat
Sailing ship
Warship
Cost
30,000 gp
3,000 gp
10,000 gp
10,000 gp
Speed
4 mph
1 mph
3 mph
1 mph
2 mph
2 mph
Trade Goods
Saddles.
Rowed Vessels.
lakes and rivers. If going downstream, add the speed of
Trade Goods
Mounts and Other Animals
Item
Camel
Donkey or mule
Elephant
Horse, draft
Horse, riding
Pony
Warhorse
Cost
200 gp
30 gp
400 gp
Speed
40 ft.
40 ft.
40 ft.
60 ft.
40 ft.
40 ft.
60 ft.
Carrying
Capacity
420 lb.
1,320 lb.
51
Cost
4
2 gp
100 gp
Weight
2
1 lb.
600 lb.
200 lb.
100 lb.
10 lb.
60 gp
20 gp
10 gp
4 gp
20 gp
1 sp
1 gp
2 gp
3 gp
10 gp
Cost
1 cp
2 cp
40 lb.
30 lb.
Goods
1 lb. of wheat
1 lb. of salt
1 lb. of iron or 1 sq. yd. of canvas
1 lb. of copper or 1 sq. yd. of cotton cloth
1 lb. of ginger or one goat
1 lb. of cinnamon or pepper, or one sheep
1 lb. of cloves or one pig
1 lb. of silver or 1 sq. yd. of linen
1 sq. yd. of silk or one cow
1 lb. of gold
1 lb. of platinum
Expenses
When not descending into the depths of the earth,
Lifestyle Expenses
300 lb.
400 lb.
Wealthy.
Lifestyle Expenses
Lifestyle
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Price/Day
1 sp
2 sp
1 gp
2 gp
4 gp
10 gp minimum
Aristocratic.
Wretched.
contend with the highest levels of deceit and treachery.
from disease.
Poor.
Modest.
52
Services
Cost
2 sp
4 cp
10 gp
2 cp
1 sp
7 cp
1 sp
Service
Coach cab
Between towns
Within a city
Hireling
Skilled
Untrained
Messenger
Road or gate toll
Ships passage
Pay
3 cp per mile
1 cp
2 gp per day
2 sp per day
2 cp per mile
1 cp
1 sp per mile
2 gp
4 gp
3 cp
6 cp
3 sp
2 gp
3 sp
Spellcasting Services
category of ordinary hirelings. It might be possible to
2 sp
10 gp
Services
or
, is
53
Trinkets
d100
37
Trinket
Trinkets
d100
01
02
03
04
Trinket
06
07
(your choice)
10
11
12
13
14
16
17
20
21
22
23
24
60
61
62
63
64
pleasant dreams
66
67
26
of which is rotten
27
to the touch
leather necklace
70
71
notes on two pieces of parchment
72
73
74
30
graphite, or any other substance or marking
31
32
33
34
76
manners and etiquette
77
mechanical contraption
found so far
36
54
d100
Trinket
in its center
a powerful archmage
other structure
a stylish cap
and crossbones
when its not being observed
55
Proficiency Bonus
available in a campaign.
Multiclassing
Proficiencies
for more
information.
Class Features
Feats
gives a character special capabilities. It embodies
Prerequisites
for
more information.
table in the
Experience Points
56
Advantage and
Disadvantage
have advantage or disadvantage on an ability check,
a saving throw, or an attack roll. When that happens,
as weaknesses.
reroll the 1.
Score
1617
2021
2223
67
1011
1213
57
+0
+1
+2
Proficiency Bonus
+3
+4
+6
+7
2627
30
+10
Ability Checks
Skills
10
20
with an ability.
30
Strength
Wisdom
Dexterity
Insight
Medicine
Stealth
Intelligence
character or monster makes no progress toward the
objective or makes progress combined with a setback
determined by the DM.
Contests
Charisma
Deception
Intimidation
Investigation
Religion
Sometimes, the DM might ask for an ability check
58
Group Checks
Strength Checks
Strength checks.
Athletics.
check total as a score.
Working Together
59
Hiding
Variant: Encumbrance
Sleight of Hand.
something on someone else or concealing an object on
encumbered
Stealth.
heavily encumbered
Other Dexterity Checks.
Dexterity
Dexterity Checks
Disable a trap
Wriggle free of bonds
Acrobatics.
60
Armor Class
Investigation.
Initiative
Constitution
Constitution Checks
Religion.
Hit Points
Spellcasting Ability
spells they cast.
Wisdom
Wisdom Checks
Wisdom checks.
Animal Handling.
Intelligence
and the ability to reason.
Intelligence Checks
Intelligence checks.
Arcana.
eldritch symbols, magical traditions, the planes of
History.
61
Intimidation.
Insight.
reconsider a decision.
Performance.
Medicine.
Perception.
entertainment.
Persuasion.
Spellcasting Ability
Discern whether a seemingly dead or living crea-
Spellcasting Ability
spells they cast.
Charisma
Saving Throws
attempt to resist a spell, a trap, a poison, a disease, or
commanding personality.
Charisma Checks
Deception.
blatant lie.
62
Chapter 8: Adventuring
D T H,
Movement
Speed
the distance in feet that the character or monster
Travel Pace
instead of a map.
Time
time is important, the DM determines the time a task
fast pace makes characters less perceptive, while a slow
relies on rounds
miles, characters can cover larger distances at this pace,
63
High Jump.
Travel Pace
Distance Traveled per . . .
Pace
Fast
Minute
Hour
Day
400 feet 4 miles 30 miles
Normal
Slow
passive Wisdom
(Perception) scores
300 feet 3 miles 24 miles
200 feet 2 miles
normally can.
Difficult Terrain
wilderness, they need to remain alert for danger, and
some characters might perform other tasks to help
Marching Order
Stealth
While traveling at a slow pace, the characters can move
Jumping
Long Jump.
Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split
into several smaller groups in the event of an attack. The
advantage is that a small group of stealthy characters moving
slowly might be able to sneak past enemies that clumsier
pace are much harder to detect when they leave their dwarf
64
Noticing Threats
damage from the fall.
Suffocating
characters in the back rank have a chance to hear or
characters in the front and middle ranks cannot.
Other Activities
a lightly obscured
heavily obscured
danger can do one of the following activities instead, or
Draw a Map.
Track.
Forage.
in dim light.
Darkness
The Environment
Blindsight
Falling
65
Darkvision
Truesight
see in normal and magical darkness, see invisible
Social Interaction
Food
Roleplaying
Water
character thinks, acts, and talks.
Roleplaying is a part of every aspect of the game,
and actions.
66
Resting
and spirits for spellcasting, and brace themselves for
them.
Short Rest
Results of Roleplaying
Long Rest
Ability Checks
In addition to roleplaying, ability checks are key in
67
Between Adventures
arms and armor, performing research, or spending
their hard-earned gold.
In some cases, the passage of time is something that
Practicing a Profession
Lifestyle Expenses
of life and pay the cost of maintaining that lifestyle, as
lifestyle instead.
live in poverty.
Downtime Activities
Recuperating
Researching
Crafting
information if it is available.
Training
allow additional training options.
68
Chapter 9: Combat
T .
Initiative
characters and monsters to engage in combat, whether
When combat starts, every participant makes a
turn
Your Turn
Surprise
move
and take one action
Bonus Actions
69
and swimming.
in their descriptions.
Reactions
attack again.
Difficult Terrain
Being Prone
throw themselves down. In the game, they are prone,
drop prone
speed. Standing up
70
crawl
Actions in Combat
their own in their stat blocks.
later in the chapter.
Flying Movement
Attack
spell.
Creature Size
Size Categories
Size
Tiny
Small
Medium
Large
Huge
Gargantuan
Space
2 by 2 ft.
10 by 10 ft.
20 by 20 ft. or larger
Space
terrain does, you must have enough movement left to pay for
entering it. For example, you must have at least 2 squares of
Diagonal movement cant cross the corner of a
To determine the range on a grid between two
thingswhether creatures or objectsstart counting squares
from a square adjacent to one of them and stop counting in
the space of the other one. Count by the shortest route.
71
Cast a Spell
Ready
on spellcasting.
Dash
Disengage
concentrating on the
Dodge
Search
Use an Object
Help
Improvising an Action
Hide
72
Making an Attack
1. Choose a target.
Ranged Attacks
Attack Rolls
spines from its tail. Many spells also involve making a
ranged attack.
Range
character is determined at character creation, whereas
incapacitated.
Melee Attacks
Used in hand-to-hand combat, a melee attack allows
with a spell.
Rolling 1 or 20
melee attack when it strikes with its claws, horns, teeth,
the novice to hit and the veteran to miss.
making a melee attack.
reach
in this chapter.
unarmed
73
Opportunity Attacks
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 DM
can use these contests as models for improvising others.
Cover
Two-Weapon Fighting
of the cover.
half cover
can throw the weapon, instead of making a melee
attack with it.
Grappling
enemy or a friend.
three-quarters cover
total cover
Hit Points
Shoving a Creature
with fewer hit points are more fragile.
one of them.
74
Psychic.
psionic blast deal psychic damage.
Radiant.
Damage Rolls
Slashing.
slashing damage.
Thunder.
spell
more than
one target at the same time, roll the damage once for
or
a cleric casts
Critical Hits
resistance to a damage
type, damage of that type is halved against it. If a
vulnerability to a damage
Damage Types
Healing
spell or
can remove damage in an instant.
Force.
and
Lightning.
breath deal lightning damage.
Piercing.
Poison.
75
Instant Death
player characters.
Falling Unconscious
take 2 damage.
become stable.
Rolling 1 or 20.
Stabilizing a Creature
Mounted Combat
saving throw.
stable
76
Controlling a Mount
act independently.
to accept a rider. Domesticated horses, donkeys, and
Underwater Combat
spear, or trident.
ranged weapon attack
against a target within normal range, the attack roll has
77
Spell Slots
Regardless of how many spells a caster knows or
What Is a Spell?
2nd-level slots.
a 1st-level
three remaining.
Spell Level
the incredible
Cantrips
Known and Prepared Spells
to the spell in a magic item. Members of a few classes
have a limited list of spells they know that are always
Rituals
descriptions.
78
Casting a Spell
Components
Casting Time
Verbal (V)
time to cast.
Bonus Action
Somatic (S)
Reactions
Material (M)
in response to some event. If a spell can be cast as a
component pouch or a
spellcasting focus
Duration
Range
For a spell like
For a spell like
Instantaneous
for an instant.
Casting in Armor
Because of the mental focus and precise gestures required
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting.
79
Concentration
concentration on a spell.
Targets
Targeting Yourself
Cone
Areas of Effect
and
cover an
a point of origin
80
Cube
Cylinder
on the same
Line
Sphere
Saving Throws
Many spells specify that a target can make a saving
Attack Rolls
81
Cleric Spells
Cantrips (0 Level)
Guidance
Light
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level
Bless
Command
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
Sanctuary
Shield of Faith
2nd Level
Greater Restoration
Mass Cure Wounds
Raise Dead
6th Level
Blade Barrier
Find the Path
Harm
Heal
Heroes Feast
True Seeing
7th Level
Etherealness
Fire Storm
Regenerate
Resurrection
8th Level
Earthquake
9th Level
Gate
Mass Heal
True Resurrection
Wizard Spells
Cantrips (0 Level)
Hold Person
Lesser Restoration
Prayer of Healing
Silence
Spiritual Weapon
Warding Bond
3rd Level
Beacon of Hope
Dispel Magic
Mass Healing Word
Protection from Energy
Remove Curse
Revivify
Speak with Dead
Spirit Guardians
4th Level
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
5th Level
Commune
Flame Strike
Dancing Lights
Fire Bolt
Light
Mage Hand
Minor Illusion
Prestidigitation
Ray of Frost
Shocking Grasp
1st Level
Burning Hands
Charm Person
Comprehend Languages
Detect Magic
Identify
Magic Missile
Shield
Silent Image
Sleep
Thunderwave
2nd Level
Blur
Darkness
Flaming Sphere
82
Hold Person
Invisibility
Knock
Levitate
Magic Weapon
Misty Step
Spider Climb
Suggestion
Web
3rd Level
Dispel Magic
Fireball
Fly
Haste
Lightning Bolt
Major Image
Protection from Energy
Spell Descriptions
Aid
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
4th Level
Antimagic Field
Dimension Door
Greater Invisibility
Ice Storm
Stoneskin
5th Level
Duration:
Cone of Cold
Dominate Person
Dream
Passwall
Wall of Stone
6th Level
Chain Lightning
Disintegrate
Globe of Invulnerability
Mass Suggestion
Ottos Irresistible Dance
True Seeing
7th Level
Delayed Blast Fireball
Finger of Death
Mordenkainens Sword
Teleport
and
that target.
Areas of Magic.
8th Level
83
are
Dominate Monster
Maze
Power Word Stun
Sunburst
Spells.
9th Level
Magic Items.
Foresight
Imprisonment
Meteor Swarm
Power Word Kill
Time Stop
, that target
nonmagical longsword.
Astral Projection
Magical Travel.
fail to work in the sphere, whether the sphere is the
Casting Time:
Range:
Components:
spell,
temporarily closes while in the sphere.
Creatures and Objects.
Duration: Special
Arcane Eye
Casting Time: 1 action
Range:
Components:
Duration:
in diameter.
Arcane Lock
Casting Time: 1 action
Range:
Components:
and it awakens.
Augury
Casting Time:
Range: Self
Components:
Duration:
By casting gem-inlaid sticks, rolling dragon bones,
84
At Higher Levels.
Blur
Casting Time: 1 action
Range: Self
Components:
Duration:
as the casting of additional spells or the loss or gain of
a companion.
Beacon of Hope
Casting Time: 1 action
Range:
Components:
Duration:
Burning Hands
Casting Time: 1 action
Range:
Components:
Duration:
Blade Barrier
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
spell slot of 2nd level or higher, the damage increases by
Chain Lightning
Casting Time: 1 action
Range:
Components:
Duration:
Bless
Casting Time: 1 action
Range:
Components:
Duration:
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll
saving throw.
85
At Higher Levels.
Charm Person
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
target them.
Command
Comprehend Languages
Casting Time: 1 action
Range: Self
Components:
Duration:
Cone of Cold
Casting Time: 1 action
Range:
Components:
Duration:
Approach.
Drop.
Flee.
Grovel.
Halt.
At Higher Levels.
Cure Wounds
Casting Time: 1 action
Range:
Components:
Duration:
target them.
Commune
Casting Time:
Range: Self
Components:
At Higher Levels.
spell slot of 2nd level or higher, the healing increases by
Duration:
86
Dancing Lights
Duration:
Duration:
Darkness
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
Detect Magic
Death Ward
Dimension Door
point, and the spell ends.
87
Divination
Casting Time: 1 action
Range: Self
Components:
Duration:
Disintegrate
might be a short phrase, a cryptic rhyme, or an omen.
Casting Time: 1 action
Range:
Components:
Duration:
Dominate Monster
Casting Time: 1 action
Range:
Components:
Duration:
only by means of a
or a
spell.
Dispel Magic
Casting Time: 1 action
Range:
Components:
Duration:
88
Dominate Person
the target to fall asleep, at which point the messenger
Casting Time: 1 action
Range:
Components:
Duration:
Earthquake
Casting Time: 1 action
Range:
Components:
preserves itself to the best of its ability.
Duration:
in that area.
At Higher Levels.
Dream
Casting Time:
Range: Special
Components:
Duration:
edge as it opens.
Structures.
While in the trance, the messenger is aware of his or
If the target is asleep, the messenger appears in the
points, it collapses and potentially damages nearby
89
Etherealness
Casting Time: 1 action
Range: Self
Components:
Duration:
Faerie Fire
Casting Time: 1 action
Range:
Components:
Duration:
Finger of Death
has given them the ability to do so.
of its ability.
At Higher Levels.
Fireball
Casting Time: 1 action
Range:
Components:
Duration:
Casting Time:
Range: Self
Components:
Duration:
At Higher Levels.
Fire Bolt
Casting Time: 1 action
Range:
Components:
Duration:
90
worn or carried.
being worn or carried, and it sheds bright light in a
Fire Storm
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
Fly
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
Foresight
by this spell.
Flame Strike
Casting Time: 1 action
Range:
Components:
Duration:
Casting Time:
Range:
Components:
Duration:
Freedom of Movement
At Higher Levels.
Casting Time: 1 action
Range:
Components:
Flaming Sphere
Duration:
movement or attacks.
91
Gate
Greater Restoration
Guardian of Faith
created by this spell from opening in their presence or
anywhere within their domains.
Globe of Invulnerability
Casting Time: 1 action
Range:
Components:
Duration:
Guidance
Casting Time: 1 action
Range:
Components:
Duration:
to one ability check of its choice. It can roll the die before
At Higher Levels.
Guiding Bolt
Greater Invisibility
92
At Higher Levels.
spell slot of 2nd level or higher, the damage increases by
Harm
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
spell slot of 2nd level or higher, the healing increases by
Heroes Feast
Casting Time:
Range:
Components:
Duration:
Haste
Casting Time: 1 action
Range:
Components:
Duration:
Hold Person
saving throws, and it gains an additional action on each
Heal
At Higher Levels.
Casting Time: 1 action
Range:
Components:
Duration:
Holy Aura
At Higher Levels.
Healing Word
Casting Time:
Range:
Components:
Duration:
93
Duration:
Ice Storm
Casting Time: 1 action
Range:
Components:
Duration:
Hedged Prison.
tiny demiplane that is warded against teleportation and
At Higher Levels.
Minimus Containment.
of 1 inch and is imprisoned inside a gemstone or similar
Identify
Casting Time:
Range:
Components:
Duration:
Slumber.
Imprisonment
Casting Time:
Range:
Components:
component that varies according to the version of the
is immediately freed from its binding.
Duration: Until dispelled
Inflict Wounds
Casting Time: 1 action
Range:
Components:
Duration:
94
At Higher Levels.
spell slot of 2nd level or higher, the damage increases by
Invisibility
Casting Time: 1 action
Range:
Components:
Duration:
Light
ends for a target that attacks or casts a spell.
At Higher Levels.
Knock
Casting Time: 1 action
Range:
Components:
Duration:
as an action.
magical means that prevents access.
Lightning Bolt
Casting Time: 1 action
Range:
Components:
Duration:
Lesser Restoration
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
Levitate
Casting Time: 1 action
Range:
Components:
Duration:
95
Locate Creature
Casting Time: 1 action
Range: Self
Components:
Duration:
Magic Weapon
spell,
Mage Armor
Casting Time: 1 action
Range:
Components:
Duration:
Casting Time:
Range:
Components:
Duration:
Major Image
Casting Time: 1 action
Range:
Components:
Duration:
Mage Hand
spell again.
Magic Missile
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
96
At Higher Levels.
Mass Heal
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels
Maze
Casting Time: 1 action
Range:
Components:
Duration:
Meteor Swarm
At Higher Levels.
Mass Suggestion
Casting Time: 1 action
Range:
Components:
Duration:
Minor Illusion
itself, throw itself onto a spear, immolate itself, or do
97
Passwall
Casting Time: 1 action
Range:
Components:
Duration:
Misty Step
Casting Time:
Range: Self
Components:
Duration:
Mordenkainens Sword
Casting Time: 1 action
Range:
Components:
Duration:
Prayer of Healing
Casting Time:
Range:
Components:
Duration:
At Higher Levels.
98
Prestidigitation
Casting Time: 1 action
Range:
Components:
Duration:
Ray of Frost
Casting Time: 1 action
Range:
Components:
Duration:
-
Regenerate
Casting Time:
Range:
Components:
Duration:
Remove Curse
Raise Dead
Casting Time:
Range:
Components:
Duration:
Resistance
Casting Time: 1 action
Range:
Components:
Duration:
99
Resurrection
Casting Time:
Range:
Components:
Duration:
Shield
Casting Time:
hit by an attack or targeted by the
Range: Self
Components:
Duration:
spell
Shield of Faith
Casting Time:
Range:
Components:
Revivify
Duration:
Shocking Grasp
Duration:
Sacred Flame
Casting Time: 1 action
Range:
Components:
Duration:
Silence
Sanctuary
Casting Time:
Range:
Components:
Duration:
100
Silent Image
Casting Time: 1 action
Range:
Components:
Duration:
Sleep
Casting Time: 1 action
Range:
Components:
Spider Climb
Duration:
Casting Time: 1 action
Range:
Components:
Duration:
Spirit Guardians
Casting Time: 1 action
Range:
Components:
Duration:
At Higher Levels.
each slot level above 1st.
101
At Higher Levels.
activity can be completed in a shorter time, the spell
Spiritual Weapon
Casting Time:
Range:
Components:
Duration:
Sunburst
Casting Time: 1 action
Range:
Components:
Duration:
that weapon.
At Higher Levels.
Stoneskin
Casting Time: 1 action
Range:
Components:
Duration:
created by a spell.
Teleport
Casting Time: 1 action
Range:
Components:
Duration:
Suggestion
Casting Time: 1 action
Range:
Components:
Duration:
Familiarity
Permanent circle
Very familiar
Seen casually
Viewed once
Description
False destination
Mishap
0133
0143
0143
Similar
Area
0613
3443
Target
1424
On
Target
01100
01100
74100
74100
102
Familiarity.
Thunderwave
On Target.
Similar Area.
At Higher Levels.
spell slot of 2nd level or higher, the damage increases by
Time Stop
Casting Time: 1 action
Range: Self
Components:
Duration:
anywhere on the plane.
Mishap.
actions and move as normal.
Thaumaturgy
Casting Time: 1 action
Range:
Components:
Duration:
True Resurrection
Casting Time:
Range:
Components:
Duration:
103
Warding Bond
missing organs and limbs.
True Seeing
Duration:
Duration:
It also ends if the spell is cast again on either of the
as an action.
Web
Wall of Stone
Casting Time: 1 action
Range:
Components:
Duration:
104
Appendix: Conditions
Paralyzed
-
Petrified
the condition.
Blinded
Charmed
Poisoned
and ability checks.
Prone
Deafened
Frightened
Restrained
of its fear.
Grappled
saving throws.
Stunned
away by the
spell.
Incapacitated
Unconscious
or reactions.
Invisible
or any tracks it leaves.
105
falls prone.
Exhaustion
Some special abilities and environmental hazards, such as
temperatures, can lead to a special condition called
can give a creature one or more levels of exhaustion, as
1
2
3
4
Death
reduced below 1.
Finishing a long rest reduces a creatures exhaustion level
by 1, provided that the creature has also ingested some
food and drink.
106
character Name
BackgrouNd
Player Name
race
aligNmeNt
exPerieNce PoiNts
inspiratiOn
strEngth
armOr
class
prOficiEncy bOnus
initiativE
spEEd
PersoNality traits
strength
dExtErity
dexterity
constitution
intelligence
ideals
BoNds
Wisdom
charisma
cOnstitutiOn
saving thrOws
total
acrobatics (dex)
successes
Failures
arcana (int)
intElligEncE
hit dice
death saves
FlaWs
athletics (str)
deception (cha)
Name
history (int)
insight (Wis)
intimidation (cha)
wisdOm
investigation (int)
medicine (Wis)
Nature (int)
Perception (Wis)
Performance (cha)
charisma
Persuasion (cha)
religion (int)
sleight of hand (dex)
stealth (dex)
survival (Wis)
skills
sP
eP
gP
PP
EquipmEnt
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character name
aGe
heIGht
WeIGht
eYeS
SKIn
haIr
name
symbol
character appearance
character backstory
treasure
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
spellcasting
ability
spellcasting
class
spell
level
cantrips
slots total
ed
pr
slots expended
1
epar
spell save dc
7
spell name
spells known
5
9
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
spell attack
bonus
is the best
for players.
game
game or prefer dropping in