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BASIC RULES
D&D Basic Rules, Version 1.0, Released November 2018
Credits
Lead Designers: Jeremy Crawford, Mike Mearls,
Based on the original D&D game created by
Christopher Perkins
E. Gary Gygax and Dave Arneson,
Design Team: James Wyatt, Rodney Thompson, Robert J.
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell
Drawing from further development by
J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Managing Editor: Jeremy Crawford
Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith
Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray,
Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff
Kim Mohan
Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob
Graphic Designers: Bree Heiss, Emi Tanji
Heinsoo
Interior Illustrator: Jaime Jones, Richard Whitters
Playtesting provided by
Additional Contributors: Matt Sernett, Chris Dupuis, Tom
over 175,000 fans of D&D. Thank you!
LaPille, Chris Tulach, Miranda Horner, Jennifer Clarke Wilkes,
Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen
Producer: Greg Bilsland
Project Management: Neil Shinkle, Kim Graham, John Hay
Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay,
Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim
Lundstrom, Trevor Kidd
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other
Wizards of the Coast product names, and their respective logos are trademarks of
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permission of Wizards of the Coast.
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1

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Contents
Introduction
Ch. 8: Adventuring
66
Time
66
Worlds of Adventure
3
Movement
66
Using These Rules
4
Speed
66
How to Play
4
The Environment
68
Adventures
5
Social Interaction
69
Resting
70
Part 1: Creating a Character
Between Adventures
70
Ch. 1: Step-by-Step Characters
8
Ch. 9: Combat
72
Beyond 1st Level
12
The Order of Combat
72
Movement and Position
73
Ch. 2: Races
13
Actions in Combat
74
Choosing a Race
13
Making an Attack
75
Racial Traits
13
Cover
77
Dwarf
14
Damage and Healing
77
Elf
15
Mounted Combat
80
Halfling
18
Underwater Combat
80
Human
19
Part 3: The Rules of Magic
Ch. 3: Classes
22
Cleric
22
Ch. 10: Spellcasting
82
Fighter
26
What Is a Spell?
82
Rogue
28
Casting a Spell
83
Wizard
31
Ch. 11: Spells
86
Ch. 4: Personality and Background
35
Cleric Spells
86
Character Details
35
Wizard Spells
86
Inspiration
37
Spell Descriptions
87
Backgrounds
38
Ch. 5: Equipment
45
Part 4: Dungeon Master’s Tools
Starting Equipment
45
Wealth
45
Ch. 12: Monsters
110
Armor and Shields
46
Statistics
110
Weapons
47
Legendary Creatures
114
Adventuring Gear
49
Monster Stat Blocks
115
Tools
52
Nonplayer Characters
162
Mounts and Vehicles
53
Ch. 13: Building Combat Encounters... 165
Trade Goods
54
Expenses
54
Modifying Encounter Difficulty
166
Trinkets
56
Fun Combat Encounters
166
Monsters by Challenge Rating
167
Ch. 6: Customization Options
58
Ch. 14: Magic Items
168
Multiclassing
58
Feats
58
Using a Magic Item
168
Item Descriptions
168
Part 2: Playing the Game
Appendices
Ch. 7: Using Ability Scores
60
Appendix A: Conditions
171
Ability Scores and Modifiers
60
Advantage and Disadvantage
60
Appendix B: Gods of the Multiverse
172
Proficiency Bonus
60
Ability Checks
61
Appendix C: The Five Factions
174
Using Each Ability
62
Saving Throws
65
Character Sheet
177
What Comes Next?
180
Contents
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Introduction
The Dungeons & Dragons roleplaying game is about
together, the group might explore a dark dungeon, a ru-
storytelling in worlds of swords and sorcery. It shares ele-
ined city, a haunted castle, a lost temple deep in a jungle,
ments with childhood games of make-believe. Like those
or a lava-filled cavern beneath a mysterious mountain.
games, D&D is driven by imagination. It’s about picturing
The adventurers can solve puzzles, talk with other char-
the towering castle beneath the stormy night sky and
acters, battle fantastic monsters, and discover fabulous
imagining how a fantasy adventurer might react to the
magic items and other treasure.
challenges that scene presents.
One player, however, takes on the role of the Dungeon
Master (DM), the game’s lead storyteller and referee. The
DM creates adventures for the characters, who navigate
Dungeon Master (DM): After passing through the
its hazards and decide which paths to explore. The DM
craggy peaks, the road takes a sudden turn to the east
might describe the entrance to Castle Ravenloft, and the
and Castle Ravenloft towers before you. Crumbling
players decide what they want their adventurers to do.
towers of stone keep a silent watch over the approach.
Will they walk across the dangerously weathered draw-
bridge? Tie themselves together with rope to minimize
They look like abandoned guardhouses. Beyond these, a
the chance that someone will fall if the drawbridge gives
wide chasm gapes, disappearing into the deep fog below.
way? Or cast a spell to carry them over the chasm?
A lowered drawbridge spans the chasm, leading to an
Then the DM determines the results of the adventurers’
arched entrance to the castle courtyard. The chains of
actions and narrates what they experience. Because the
the drawbridge creak in the wind, their rust-eaten iron
DM can improvise to react to anything the players at-
tempt, D&D is infinitely flexible, and each adventure can
straining with the weight. From atop the high strong walls,
be exciting and unexpected.
stone gargoyles stare at you from hollow sockets and grin
The game has no real end; when one story or quest
hideously. A rotting wooden portcullis, green with growth,
wraps up, another one can begin, creating an ongoing
hangs in the entry tunnel. Beyond this, the main doors of
story called a campaign. Many people who play the
Castle Ravenloft stand open, a rich warm light spilling into
game keep their campaigns going for months or years,
the courtyard.
meeting with their friends every week or so to pick up
the story where they left off. The adventurers grow in
Phillip (playing Gareth): I want to look at the gargoyles. I
might as the campaign continues. Each monster de-
have a feeling they’re not just statues.
feated, each adventure completed, and each treasure
Amy (playing Riva): The drawbridge looks precarious? I
recovered not only adds to the continuing story, but also
want to see how sturdy it is. Do I think we can cross it, or
earns the adventurers new capabilities. This increase
is it going to collapse under our weight?
in power is reflected by an adventurer’s level.
There’s no winning and losing in the Dungeons &
Dragons game—at least, not the way those terms are
Unlike a game of make-believe, D&D gives structure to
usually understood. Together, the DM and the players
the stories, a way of determining the consequences of the
create an exciting story of bold adventurers who confront
adventurers’ action. Players roll dice to resolve whether
deadly perils. Sometimes an adventurer might come to
their attacks hit or miss or whether their adventurers
a grisly end, torn apart by ferocious monsters or done in
can scale a cliff, roll away from the strike of a magical
by a nefarious villain. Even so, the other adventurers can
lightning bolt, or pull off some other dangerous task. Any-
search for powerful magic to revive their fallen comrade,
thing is possible, but the dice make some outcomes more
or the player might choose to create a new character to
probable than others.
carry on. The group might fail to complete an adventure
successfully, but if everyone had a good time and created a
memorable story, they all win.
Dungeon Master (DM): OK, one at a time. Phillip, you’re
looking at the gargoyles?
Worlds of Adventure
Phillip: Yeah. Is there any hint they might be creatures
The many worlds of the Dungeons & Dragons game
and not decorations?
are places of magic and monsters, of brave warriors and
DM: Make an Intelligence check.
spectacular adventures. They begin with a foundation of
Phillip: Does my Investigation skill apply?
medieval fantasy and then add the creatures, places, and
DM: Sure!
magic that make these worlds unique.
Phillip (rolling a d20): Ugh. Seven.
The worlds of the Dungeons & Dragons game exist
within a vast cosmos called the multiverse, connected
DM: They look like decorations to you. And Amy, Riva is
in strange and mysterious ways to one another and to
checking out the drawbridge?
other planes of existence, such as the Elemental Plane
of Fire and the Infinite Depths of the Abyss. Within this
In the Dungeons & Dragons game, each player cre-
multiverse are an endless variety of worlds. Many of
ates an adventurer (also called a character) and teams
them have been published as official settings for the D&D
up with other adventurers (played by friends). Working
game. The legends of the Forgotten Realms, Dragonlance,
Introduction
3

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Greyhawk, Dark Sun, Mystara, and Eberron settings are
How to Play
woven together in the fabric of the multiverse. Alongside
The play of the Dungeons & Dragons game unfolds ac-
these worlds are hundreds of thousands more, created
cording to this basic pattern.
by generations of D&D players for their own games. And
1. The DM describes the environment. The DM
amid all the richness of the multiverse, you might create a
tells the players where their adventurers are and what’s
world of your own.
around them, presenting the basic scope of options that
All these worlds share characteristics, but each world
present themselves (how many doors lead out of a room,
is set apart by its own history and cultures, distinctive
what’s on a table, who’s in the tavern, and so on).
monsters and races, fantastic geography, ancient dun-
2. The players describe what they want to do. Some-
geons, and scheming villains. Some races have unusual
times one player speaks for the whole party, saying,
traits in different worlds. The halflings of the Dark Sun
“We’ll take the east door,” for example. Other times,
setting, for example, are jungle-dwelling cannibals, and
different adventurers do different things: one adventurer
the elves are desert nomads. Some worlds feature races
might search a treasure chest while a second examines
unknown in other settings, such as Eberron’s warforged,
an esoteric symbol engraved on a wall and a third keeps
soldiers created and imbued with life to fight in the Last
watch for monsters. The players don’t need to take turns,
War. Some worlds are dominated by one great story, like
but the DM listens to every player and decides how to re-
the War of the Lance that plays a central role in the Drag-
solve those actions.
onlance setting. But they’re all D&D worlds, and you can
Sometimes, resolving a task is easy. If an adventurer
use the rules in this book to create a character and play
wants to walk across a room and open a door, the DM
in any one of them.
might just say that the door opens and describe what lies
Your DM might set the campaign on one of these
beyond. But the door might be locked, the floor might
worlds or on one that he or she created. Because there is
hide a deadly trap, or some other circumstance might
so much diversity among the worlds of D&D, you should
make it challenging for an adventurer to complete a task.
check with your DM about any house rules that will affect
In those cases, the DM decides what happens, often
your play of the game. Ultimately, the Dungeon Master is
relying on the roll of a die to determine the results of
the authority on the campaign and its setting, even if the
an action.
setting is a published world.
3. The DM narrates the results of the adventurers’
actions. Describing the results often leads to another de-
Using These Rules
cision point, which brings the flow of the game right back
The D&D Basic Rules document has four main parts.
to step 1.
Part 1 is about creating a character, providing the rules
This pattern holds whether the adventurers are cau-
and guidance you need to make the character you’ll play
tiously exploring a ruin, talking to a devious prince, or
in the game. It includes information on the various races,
locked in mortal combat against a mighty dragon. In
classes, backgrounds, equipment, and other customiza-
certain situations, particularly combat, the action is more
tion options that you can choose from. Many of the rules
structured and the players (and DM) do take turns choos-
in part 1 rely on material in parts 2 and 3.
ing and resolving actions. But most of the time, play is
Part 2 details the rules of how to play the game, beyond
fluid and flexible, adapting to the circumstances of the
the basics described in this introduction. That part cov-
adventure.
ers the kinds of die rolls you make to determine success
Often the action of an adventure takes place in the
or failure at the tasks your character attempts, and de-
imagination of the players and DM, relying on the DM’s
scribes the three broad categories of activity in the game:
verbal descriptions to set the scene. Some DMs like to
exploration, interaction, and combat.
use music, art, or recorded sound effects to help set the
Part 3 is all about magic. It covers the nature of magic
mood, and many players and DMs alike adopt different
in the worlds of D&D, the rules for spellcasting, and a
voices for the various adventurers, monsters, and other
selection of typical spells available to magic-using charac-
characters they play in the game. Sometimes, a DM
ters (and monsters) in the game.
might lay out a map and use tokens or miniature figures
Part 4 is especially for the Dungeon Master. It contains
to represent each creature involved in a scene to help the
instructions for how to challenge the player characters
players keep track of where everyone is.
with adversaries that are a good test of their abilities,
plus dozens of ready-to-use monster descriptions.
Game Dice
It also provides a sampling of magic items that the
The game uses polyhedral dice with different numbers of
characters can earn as their rewards for vanquishing
sides. You can find dice like these in game stores and in
those monsters.
many bookstores.
The end of the document contains supplemental mate-
In these rules, the different dice are referred to by the
rial. Appendix A collects all the definitions of conditions
letter d followed by the number of sides: d4, d6, d8, d10,
that can affect characters and monsters. Appendix B is a
d12, and d20. For instance, a d6 is a six-sided die (the
brief discussion of deities in the game, particularly those
typical cube that many games use).
in the Forgotten Realms setting. Appendix C describes
Percentile dice, or d100, work a little differently. You
the five factions in the Forgotten Realms that characters
generate a number between 1 and 100 by rolling two
can become associated with. Finally, a three-page char-
different ten-sided dice numbered from 0 to 9. One die
acter sheet provides a standardized way for players to
(designated before you roll) gives the tens digit, and
record and keep track of their characters’ abilities and
the other gives the ones digit. If you roll a 7 and a 1, for
possessions.
Introduction
4

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example, the number rolled is 71. Two 0s represent 100.
Advantage and Disadvantage
Some ten-sided dice are numbered in tens (00, 10, 20,
Sometimes an ability check, attack roll, or saving throw
and so on), making it easier to distinguish the tens digit
is modified by special situations called advantage and dis-
from the ones digit. In this case, a roll of 70 and 1 is 71,
advantage. Advantage reflects the positive circumstances
and 00 and 0 is 100.
surrounding a d20 roll, while disadvantage reflects the
When you need to roll dice, the rules tell you how many
opposite. When you have either advantage or disadvan-
dice to roll of a certain type, as well as what modifiers to
tage, you roll a second d20 when you make the roll. Use
add. For example, “3d8 + 5” means you roll three eight-
the higher of the two rolls if you have advantage, and use
sided dice, add them together, and add 5 to the total.
the lower roll if you have disadvantage. For example, if
The same d notation appears in the expressions “1d3”
you have disadvantage and roll a 17 and a 5, you use the
and “1d2.” To simulate the roll of 1d3, roll a d6 and divide
5. If you instead have advantage and roll those numbers,
the number rolled by 2 (round up). To simulate the roll of
you use the 17.
1d2, roll any die and assign a 1 or 2 to the roll depending
More detailed rules for advantage and disadvantage are
on whether it was odd or even. (Alternatively, if the num-
presented in chapter 7.
ber rolled is more than half the number of sides on the
die, it’s a 2.)
Specific Beats General
The D20
This book contains rules, especially in parts 2 and 3, that
govern how the game plays. That said, many racial traits,
Does an adventurer’s sword swing hurt a dragon or just
class features, spells, magic items, monster abilities, and
bounce off its iron-hard scales? Will the ogre believe an
other game elements break the general rules in some
outrageous bluff? Can a character swim across a raging
way, creating an exception to how the rest of the game
river? Can a character avoid the main blast of a fireball,
works. Remember this: If a specific rule contradicts a
or does he or she take full damage from the blaze? In
general rule, the specific rule wins.
cases where the outcome of an action is uncertain, the
Exceptions to the rules are often minor. For instance,
Dungeons & Dragons game relies on rolls of a 20-sided
many adventurers don’t have proficiency with longbows,
die, a d20, to determine success or failure.
but every wood elf does because of a racial trait. That
Every character and monster in the game has capa-
trait creates a minor exception in the game. Other exam-
bilities defined by six ability scores. The abilities are
ples of rule-breaking are more conspicuous. For instance,
Strength, Dexterity, Constitution, Intelligence, Wisdom,
an adventurer can’t normally pass through walls, but
and Charisma, and they typically range from 3 to 18 for
some spells make that possible. Magic accounts for most
most adventurers. (Monsters might have scores as low as
of the major exceptions to the rules.
1 or as high as 30.) These ability scores, and the ability
modifiers derived from them, are the basis for almost
Round Down
every d20 roll that a player makes on a character’s or
monster’s behalf.
There’s one more general rule you need to know at the
Ability checks, attack rolls, and saving throws are the
outset. Whenever you divide a number in the game, round
three main kinds of d20 rolls, forming the core of the
down if you end up with a fraction, even if the fraction is
rules of the game. All three follow these simple steps.
one-half or greater.
1. Roll the die and add a modifier. Roll a d20 and add
the relevant modifier. This is typically the modifier de-
Adventures
rived from one of the six ability scores, and it sometimes
The Dungeons & Dragons game consists of a group of
includes a proficiency bonus to reflect a character’s par-
characters embarking on an adventure that the Dungeon
ticular skill. (See chapter 1 for details on each ability and
Master presents to them. Each character brings partic-
how to determine an ability’s modifier.)
ular capabilities to the adventure in the form of ability
2. Apply circumstantial bonuses and penalties. A
scores and skills, class features, racial traits, equipment,
class feature, a spell, a particular circumstance, or some
and magic items. Every character is different, with var-
other effect might give a bonus or penalty to the check.
ious strengths and weaknesses, so the best party of
3. Compare the total to a target number. If the total
adventurers is one in which the characters complement
equals or exceeds the target number, the ability check,
each other and cover the weaknesses of their compan-
attack roll, or saving throw is a success. Otherwise, it’s a
ions. The adventurers must cooperate to successfully
failure. The DM is usually the one who determines target
complete the adventure.
numbers and tells players whether their ability checks,
The adventure is the heart of the game, a story with
attack rolls, and saving throws succeed or fail.
a beginning, a middle, and an end. An adventure might
The target number for an ability check or a saving
be created by the Dungeon Master or purchased off the
throw is called a Difficulty Class (DC). The target num-
shelf, tweaked and modified to suit the DM’s needs and
ber for an attack roll is called an Armor Class (AC).
desires. In either case, an adventure features a fantastic
This simple rule governs the resolution of most tasks
setting, whether it’s an underground dungeon, a crum-
in D&D play. Chapter 7 provides more detailed rules for
bling castle, a stretch of wilderness, or a bustling city. It
using the d20 in the game.
features a rich cast of characters: the adventurers created
and played by the other players at the table, as well as
nonplayer characters (NPCs). Those characters might
be patrons, allies, enemies, hirelings, or just background
Introduction
5

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extras in an adventure. Often, one of the NPCs is a villain
to defeat their opponents, whether that means killing
whose agenda drives much of an adventure’s action.
every enemy, taking captives, or forcing a rout. Combat
Over the course of their adventures, the characters are
is the most structured element of a D&D session, with
confronted by a variety of creatures, objects, and situa-
creatures taking turns to make sure that everyone gets
tions that they must deal with in some way. Sometimes
a chance to act. Even in the context of a pitched battle,
the adventurers and other creatures do their best to
there’s still plenty of opportunity for adventurers to at-
kill or capture each other in combat. At other times, the
tempt wacky stunts like surfing down a flight of stairs on
adventurers talk to another creature (or even a magical
a shield, to examine the environment (perhaps by pulling
object) with a goal in mind. And often, the adventurers
a mysterious lever), and to interact with other creatures,
spend time trying to solve a puzzle, bypass an obstacle,
including allies, enemies, and neutral parties.
find something hidden, or unravel the current situation.
Meanwhile, the adventurers explore the world, making
The Wonders of Magic
decisions about which way to travel and what they’ll try
Few D&D adventures end without something magical
to do next.
happening. Whether helpful or harmful, magic appears
Adventures vary in length and complexity. A short ad-
frequently in the life of an adventurer, and it is the focus
venture might present only a few challenges, and it might
of chapters 10 and 11.
take no more than a single game session to complete. A
In the worlds of Dungeons & Dragons, practitioners
long adventure can involve hundreds of combats, interac-
of magic are rare, set apart from the masses of people
tions, and other challenges, and take dozens of sessions
by their extraordinary talent. Common folk might see
to play through, stretching over weeks or months of real
evidence of magic on a regular basis, but it’s usually
time. Usually, the end of an adventure is marked by the
minor—a fantastic monster, a visibly answered prayer,
adventurers heading back to civilization to rest and enjoy
a wizard walking through the streets with an animated
the spoils of their labors.
shield guardian as a bodyguard.
But that’s not the end of the story. You can think of
For adventurers, though, magic is key to their survival.
an adventure as a single episode of a TV series, made
Without the healing magic of clerics and paladins, adven-
up of multiple exciting scenes. A campaign is the whole
turers would quickly succumb to their wounds. Without
series—a string of adventures joined together, with a con-
the uplifting magical support of bards and clerics, war-
sistent group of adventurers following the narrative from
riors might be overwhelmed by powerful foes. Without
start to finish.
the sheer magical power and versatility of wizards and
druids, every threat would be magnified tenfold.
The Three Pillars of Adventure
Magic is also a favored tool of villains. Many adven-
Adventurers can try to do anything their players can
tures are driven by the machinations of spellcasters who
imagine, but it can be helpful to talk about their activities
are hellbent on using magic for some ill end. A cult leader
in three broad categories: exploration, social interaction,
seeks to awaken a god who slumbers beneath the sea, a
and combat.
hag kidnaps youths to magically drain them of their vigor,
Exploration includes both the adventurers’ movement
a mad wizard labors to invest an army of automatons
through the world and their interaction with objects and
with a facsimile of life, a dragon begins a mystical ritual
situations that require their attention. Exploration is the
to rise up as a god of destruction—these are just a few
give-and-take of the players describing what they want
of the magical threats that adventurers might face. With
their characters to do, and the Dungeon Master telling
magic of their own, in the form of spells and magic items,
the players what happens as a result. On a large scale,
the adventurers might prevail!
that might involve the characters spending a day crossing
a rolling plain or an hour making their way through cav-
erns underground. On the smallest scale, it could mean
one character pulling a lever in a dungeon room to see
what happens.
Social interaction features the adventurers talking to
someone (or something) else. It might mean demanding
that a captured scout reveal the secret entrance to the
goblin lair, getting information from a rescued prisoner,
pleading for mercy from an orc chieftain, or persuading
a talkative magic mirror to show a distant location to the
adventurers.
The rules in chapters 7 and 8 support exploration and
social interaction, as do many class features in chapter 3
and personality traits in chapter 4.
Combat, the focus of chapter 9, involves characters
and other creatures swinging weapons, casting spells,
maneuvering for position, and so on—all in an effort
Introduction
6

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Part 1
Character Creation
7

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Chapter 1: Step-by-Step Characters
Your first step in playing an adventurer in the
Halfling paladins and mountain dwarf wizards, for exam-
Dungeons & Dragons game is to imagine and create a
ple, can be unusual but memorable characters.
character of your own. Your character is a combination
Your race also increases one or more of your ability
of game statistics, roleplaying hooks, and your imagina-
scores, which you determine in step 3. Note these in-
tion. You choose a race (such as human or halfling) and
creases and remember to apply them later.
a class (such as fighter or wizard). You also invent the
Record the traits granted by your race on your
personality, appearance, and backstory of your character.
character sheet. Be sure to note your starting
Once completed, your character serves as your repre-
languages and your base speed as well.
sentative in the game, your avatar in the Dungeons &
Building Bruenor, Step 1
Dragons world.
Before you dive into step 1 below, think about the
Bob is sitting down to create his character. He decides
kind of adventurer you want to play. You might be a cou-
that a gruff mountain dwarf fits the character he wants
rageous fighter, a skulking rogue, a fervent cleric, or a
to play. He notes all the racial traits of dwarves on his
flamboyant wizard. Or you might be more interested in
character sheet, including his speed of 25 feet and the
an unconventional character, such as a brawny rogue
languages he knows: Common and Dwarvish.
who likes hand-to-hand combat, or a sharpshooter who
2. Choose a Class
picks off enemies from afar. Do you like fantasy fiction
featuring dwarves or elves? Try building a character of
Every adventurer is a member of a class. Class broadly
one of those races. Do you want your character to be the
describes a character’s vocation, what special talents he
toughest adventurer at the table? Consider the fighter
or she possesses, and the tactics he or she is most likely
class. If you don’t know where else to begin, take a look
to employ when exploring a dungeon, fighting monsters,
at the illustrations in this book to see what catches
or engaging in a tense negotiation. The character classes
your interest.
are described in chapter 3.
Once you have a character in mind, follow these steps
Your character receives a number of benefits from
in order, making decisions that reflect the character you
your choice of class. Many of these benefits are class
want. Your conception of your character might evolve
features—capabilities (including spellcasting) that set
with each choice you make. What’s important is that you
your character apart from members of other classes. You
come to the table with a character you’re excited to play.
also gain a number of proficiencies: armor, weapons,
Throughout this chapter, we use the term character
skills, saving throws, and sometimes tools. Your profi-
sheet to mean whatever you use to track your character,
ciencies define many of the things your character can do
whether it’s a formal character sheet (like the one at the
particularly well, from using certain weapons to telling a
end of these rules), some form of digital record, or a piece
convincing lie.
of notebook paper. An official D&D character sheet is a
On your character sheet, record all the features that
fine place to start until you know what information you
your class gives you at 1st level.
need and how you use it during the game.
Level
Building Bruenor
Typically, a character starts at 1st level and advances in
Each step of character creation includes an example of
level by adventuring and gaining experience points (XP).
that step, with a player named Bob building his dwarf
A 1st-level character is inexperienced in the adventuring
character, Bruenor.
world, although he or she might have been a soldier or a
pirate and done dangerous things before.
1. Choose a Race
Starting off at 1st level marks your character’s en-
Every character belongs to a race, one of the many in-
try into the adventuring life. If you’re already familiar
telligent humanoid species in the D&D world. The most
with the game, or if you are joining an existing D&D
common player character races are dwarves, elves,
campaign, your DM might decide to have you begin at a
halflings, and humans. Some races also have subraces,
higher level, on the assumption that your character has
such as mountain dwarf or wood elf. Chapter 2 provides
already survived a few harrowing adventures.
more information about these races.
Record your level on your character sheet. If you’re
The race you choose contributes to your character’s
starting at a higher level, record the additional elements
identity in an important way, by establishing a general
your class gives you for your levels past 1st. Also re-
appearance and the natural talents gained from culture
cord your experience points. A 1st-level character has
and ancestry. Your character’s race grants particular ra-
0 XP. A higher-level character typically begins with the
cial traits, such as special senses, proficiency with certain
minimum amount of XP required to reach that level
weapons or tools, proficiency in one or more skills, or the
(see “Beyond 1st Level” later in this chapter).
ability to use minor spells. These traits sometimes dove-
Hit Points and Hit Dice
tail with the capabilities of certain classes (see step 2). For
Your character’s hit points define how tough your char-
example, the racial traits of lightfoot halflings make them
acter is in combat and other dangerous situations. Your
exceptional rogues, and high elves tend to be powerful
hit points are determined by your Hit Dice (short for Hit
wizards. Sometimes playing against type can be fun, too.
Point Dice).
Chapter 1: Step-by-Step Characters
8

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At 1st level, your character has 1 Hit Die, and the die
3. Determine Ability Scores
type is determined by your class. You start with hit points
Much of what your character does in the game depends
equal to the highest roll of that die, as indicated in your
on his or her six abilities: Strength, Dexterity, Constitu-
class description. (You also add your Constitution mod-
tion, Intelligence, Wisdom, and Charisma. Each ability
ifier, which you’ll determine in step 3.) This is also your
has a score, which is a number you record on your char-
hit point maximum.
acter sheet.
Record your character’s hit points on your character
The six abilities and their use in the game are de-
sheet. Also record the type of Hit Die your character uses
scribed in chapter 7. The Ability Score Summary
and the number of Hit Dice you have. After you rest, you
table provides a quick reference for what qualities are
can spend Hit Dice to regain hit points (see “Resting” in
measured by each ability, what races increases which
chapter 8).
abilities, and what classes consider each ability particu-
Proficiency Bonus
larly important.
The table that appears in your class description shows
You generate your character’s six ability scores ran-
your proficiency bonus, which is +2 for a 1st-level
domly. Roll four 6-sided dice and record the total of the
character. Your proficiency bonus applies to many of the
highest three dice on a piece of scratch paper. Do this five
numbers you’ll be recording on your character sheet:
more times, so that you have six numbers. If you want to
save time or don’t like the idea of randomly determining
• Attack rolls using weapons you’re proficient with
ability scores, you can use the following scores instead:
• Attack rolls with spells you cast
15, 14, 13, 12, 10, 8.
• Ability checks using skills you’re proficient in
Now take your six numbers and write each number
• Ability checks using tools you’re proficient with
beside one of your character’s six abilities to assign
• Saving throws you’re proficient in
scores to Strength, Dexterity, Constitution, Intelligence,
• Saving throw DCs for spells you cast (explained in each
Wisdom, and Charisma. Afterward, make any changes to
spellcasting class)
your ability scores as a result of your race choice.
Your class determines your weapon proficiencies, your
After assigning your ability scores, determine your
saving throw proficiencies, and some of your skill and
ability modifiers using the Ability Scores and Modifiers
tool proficiencies. (Skills are described in chapter 7, tools
table. To determine an ability modifier without consulting
in chapter 5.) Your background gives you additional skill
the table, subtract 10 from the ability score and then divide
and tool proficiencies, and some races give you more
the result by 2 (round down). Write the modifier next to
proficiencies. Be sure to note all of these proficiencies, as
each of your scores.
well as your proficiency bonus, on your character sheet.
Building Bruenor, Step 3
Your proficiency bonus can’t be added to a single die
roll or other number more than once. Occasionally, your
Bob decides to use the standard set of scores (15, 14, 13,
proficiency bonus might be modified (doubled or halved,
12, 10, 8) for Bruenor’s abilities. Since he’s a fighter, he
for example) before you apply it. If a circumstance sug-
puts his highest score, 15, in Strength. His next-high-
gests that your proficiency bonus applies more than once
est, 14, goes in Constitution. Bruenor might be a brash
to the same roll or that it should be multiplied more than
fighter, but Bob decides he wants the dwarf to be older,
once, you nevertheless add it only once, multiply it only
wiser, and a good leader, so he puts decent scores in
once, and halve it only once.
Wisdom and Charisma. After applying his racial ben-
efits (increasing Bruenor’s Constitution by 2 and his
Building Bruenor, Step 2
Strength by 2), Bruenor’s ability scores and modifiers
Bob imagines Bruenor charging into battle with an axe,
look like this: Strength 17 (+3), Dexterity 10 (+0), Con-
one horn on his helmet broken off. He makes Bruenor a
stitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1),
fighter and notes the fighter’s proficiencies and 1st-level
Charisma 12 (+1).
class features on his character sheet.
Bob fills in Bruenor’s final hit points: 10 + his Constitu-
As a 1st-level fighter, Bruenor has 1 Hit Die—a d10—
tion modifier of +3, for a total of 13 hit points.
and starts with hit points equal to 10 + his Constitution
modifier. Bob notes this, and will record the final number
Ability Scores and Modifiers
after he determines Bruenor’s Constitution score (see
Score
Modifier
Score
Modifier
step 3). Bob also notes the proficiency bonus for a 1st-
1
−5
16-17
+3
level character, which is +2.
2-3
−4
18-19
+4
4-5
−3
20-21
+5
Quick Build
6-7
−2
22-23
+6
Each class description in chapter 3 includes a section
8-9
−1
24-25
+7
offering suggestions to quickly build a character of that
class, including how to assign your highest ability scores,
10-11
+0
26-27
+8
a background suitable to the class, and starting spells.
12-13
+1
28-29
+9
14-15
+2
30
+10
Chapter 1: Step-by-Step Characters
9

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Ability Score Summary
Ability Score Point Cost
Strength
Score
Cost
Score
Cost
Measures: Natural athleticism, bodily power
8
0
12
4
Important for: Fighter
9
1
13
5
Racial Increases:
10
2
14
7
Mountain dwarf (+2)
11
3
15
9
Human (+1)
4. Describe Your Character
Dexterity
Once you know the basic game aspects of your character,
Measures: Physical agility, reflexes, balance, poise
it’s time to flesh him or her out as a person. Your charac-
Important for: Rogue
ter needs a name. Spend a few minutes thinking about
Racial Increases:
what he or she looks like and how he or she behaves in
Elf (+2)
Human (+1)
general terms.
Halfling (+2)
Using the information in chapter 4, you can flesh out
your character’s physical appearance and personality
Constitution
traits. Choose your character’s alignment (the moral
Measures: Health, stamina, vital force
compass that guides his or her decisions) and ideals.
Chapter 4 also helps you identify the things your char-
Important for: Everyone
acter holds most dear, called bonds, and the flaws that
Racial Increases:
could one day undermine him or her.
Dwarf (+2)
Your character’s background describes where he or
Stout halfling (+1)
she came from, his or her original occupation, and the
Human (+1)
character’s place in the D&D world. Your DM might of-
fer additional backgrounds beyond the ones included in
Intelligence
chapter 4, and might be willing to work with you to craft
Measures: Mental acuity, information recall, analytical skill
a background that’s a more precise fit for your charac-
Important for: Wizard
ter concept.
Racial Increases:
A background gives your character a background
High elf (+1)
feature (a general benefit) and proficiency in two skills,
and it might also give you additional languages or
Human (+1)
proficiency with certain kinds of tools. Record this
information, along with the personality information
Wisdom
you develop, on your character sheet.
Measures: Awareness, intuition, insight
Important for: Cleric
Your Character’s Abilities
Racial Increases:
Take your character’s ability scores and race into account
Hill dwarf (+1)
Human (+1)
as you flesh out his or her appearance and personality. A
Wood elf (+1)
very strong character with low Intelligence might think
and behave very differently from a very smart character
Charisma
with low Strength.
Measures: Confidence, eloquence, leadership
For example, high Strength usually corresponds
with a burly or athletic body, while a character with
Important for: Leaders and diplomatic characters
low Strength might be scrawny or plump.
Racial Increases:
A character with high Dexterity is probably lithe and
Lightfoot halfling (+1)
Human (+1)
slim, while a character with low Dexterity might be either
gangly and awkward or heavy and thick-fingered.
Variant: Customizing Ability Scores
A character with high Constitution usually looks
At your Dungeon Master’s option, you can use this vari-
healthy, with bright eyes and abundant energy. A charac-
ant for determining your ability scores. The method
ter with low Constitution might be sickly or frail.
described here allows you to build a character with a set
A character with high Intelligence might be highly
of ability scores you choose individually.
inquisitive and studious, while a character with low Intel-
You have 27 points to spend on your ability scores. The
ligence might speak simply or easily forget details.
cost of each score is shown on the Ability Score Point
A character with high Wisdom has good judgment, em-
Cost table. For example, a score of 14 costs 7 points.
pathy, and a general awareness of what’s going on.
Using this method, 15 is the highest ability score you can
A character with low Wisdom might be absent-minded,
end up with, before applying racial increases. You can’t
foolhardy, or oblivious.
have a score lower than 8.
A character with high Charisma exudes confidence,
This method of determining ability scores enables you
which is usually mixed with a graceful or intimidating
to create a set of three high numbers and three low ones
presence. A character with a low Charisma might come
(15, 15, 15, 8, 8, 8), a set of numbers that are above aver-
across as abrasive, inarticulate, or timid.
age and nearly equal (13, 13, 13, 12, 12, 12), or any set of
numbers between those extremes.
Chapter 1: Step-by-Step Characters
10

-------------------------------------------------------------------------------------------------------------------------------------------------------------

Building Bruenor, Step 4
Your character needs to be proficient with armor and
Bob fills in some of Bruenor’s basic details: his name, his
shields to wear and use them effectively, and your armor
sex (male), his height and weight, and his alignment (law-
and shield proficiencies are determined by your class.
ful good). His high Strength and Constitution suggest a
There are drawbacks to wearing armor or carrying a
healthy, athletic body, and his low Intelligence suggests a
shield if you lack the required proficiency, as explained in
degree of forgetfulness.
chapter 5.
Bob decides that Bruenor comes from a noble line, but
Some spells and class features give you a different way
his clan was expelled from its homeland when Bruenor
to calculate your AC. If you have multiple features that
was very young. He grew up working as a smith in the re-
give you different ways to calculate your AC, you choose
mote villages of Icewind Dale. But Bruenor has a heroic
which one to use.
destiny—to reclaim his homeland—so Bob chooses the
Weapons
folk hero background for his dwarf. He notes the profi-
For each weapon your character wields, calculate the
ciencies and special feature this background gives him.
modifier you use when you attack with the weapon and
Bob has a pretty clear picture of Bruenor’s personality
the damage you deal when you hit.
in mind, so he skips the personality traits suggested in
When you make an attack with a weapon, you roll
the folk hero background, noting instead that Bruenor is
a d20 and add your proficiency bonus (but only if you
a caring, sensitive dwarf who genuinely loves his friends
are proficient with the weapon) and the appropriate
and allies, but he hides this soft heart behind a gruff,
ability modifier.
snarling demeanor. He chooses the ideal of fairness from
the list in his background, noting that Bruenor believes
• For attacks with melee weapons, use your Strength
that no one is above the law.
modifier for attack and damage rolls. A weapon that
Given his history, Bruenor’s bond is obvious: he aspires
has the finesse property, such as a rapier, can use your
to someday reclaim Mithral Hall, his homeland, from the
Dexterity modifier instead.
shadow dragon that drove the dwarves out. His flaw is
• For attacks with ranged weapons, use your Dexterity
tied to his caring, sensitive nature—he has a soft spot for
modifier for attack and damage rolls. A melee weapon
orphans and wayward souls, leading him to show mercy
that has the thrown property, such as a handaxe, can
even when it might not be warranted.
use your Strength modifier instead.
5. Choose Equipment
Building Bruenor, Step 5
Your class and background determine your character’s
Bob writes down the starting equipment from the fighter
starting equipment, including weapons, armor, and
class and the folk hero background. His starting equip-
other adventuring gear. Record this equipment on your
ment includes chain mail and a shield, which combine to
character sheet. All such items are detailed in chapter 5,
give Bruenor an Armor Class of 18.
“Equipment.“
For Bruenor’s weapons, Bob chooses a battleaxe
Instead of taking the gear given to you by your class
and two handaxes. His battleaxe is a melee weapon, so
and background, you can purchase your starting equip-
Bruenor uses his Strength modifier for his attacks and
ment. You have a number of gold pieces (gp) to spend
damage. His attack bonus is his Strength modifier (+3)
based on your class, as shown in chapter 5. Extensive
plus his proficiency bonus (+2), for a total of +5. The bat-
lists of equipment, with prices, also appear in that chap-
tleaxe deals 1d8 slashing damage, and Bruenor adds his
ter. If you wish, you can also have one trinket at no cost
Strength modifier to the damage when he hits, for a total
(see the Trinkets table at the end of chapter 5).
of 1d8 + 3 slashing damage. When throwing a handaxe,
Your Strength score limits the amount of gear you can
Bruenor has the same attack bonus (handaxes, as thrown
carry. Try not to purchase equipment with a total weight
weapons, use Strength for attacks and damage), and the
(in pounds) exceeding your Strength score times 15.
weapon deals 1d6 + 3 slashing damage when it hits.
Chapter 7 has more information on carrying capacity.
6. Come Together
Armor Class
Most D&D characters don’t work alone. Each charac-
Your Armor Class (AC) represents how well your
ter plays a role within a party, a group of adventurers
character avoids being wounded in battle. Things that
working together for a common purpose. Teamwork
contribute to your AC include the armor you wear, the
and cooperation greatly improve your party’s chances
shield you carry, and your Dexterity modifier. Not all
to survive the many perils in the worlds of Dungeons &
characters wear armor or carry shields, however.
Dragons. Talk to your fellow players and your DM to de-
Without armor or a shield, your character’s AC equals
cide whether your characters know one another, how they
10 + his or her Dexterity modifier. If your character
met, and what sorts of quests the group might undertake.
wears armor, carries a shield, or both, calculate your
AC using the rules in chapter 5. Record your AC on
your character sheet.
Chapter 1: Step-by-Step Characters
11

-------------------------------------------------------------------------------------------------------------------------------------------------------------

In the first tier (levels 1-4), characters are effectively
Beyond 1st Level
apprentice adventurers. They are learning the features
As your character goes on adventures and overcomes
that define them as members of particular classes, in-
challenges, he or she gains experience, represented by
cluding the major choices that flavor their class features
experience points. A character who reaches a specified
as they advance (such as a wizard’s Arcane Tradition or a
experience point total advances in capability. This ad-
fighter’s Martial Archetype). The threats they face are rel-
vancement is called gaining a level.
atively minor, usually posing a danger to local farmsteads
When your character gains a level, his or her class
or villages.
often grants additional features, as detailed in the class
In the second tier (levels 5-10), characters come into
description. Some of these features allow you to increase
their own. Many spellcasters gain access to 3rd-level
your ability scores, either increasing two scores by 1 each
spells at the start of this tier, crossing a new threshold
or increasing one score by 2. You can’t increase an ability
of magical power with spells such as fireball and light-
score above 20. In addition, every character’s proficiency
ning bolt. At this tier, many weapon-using classes gain
bonus increases at certain levels.
the ability to make multiple attacks in one round. These
Each time you gain a level, you gain 1 additional Hit
characters have become important, facing dangers that
Die. Roll that Hit Die, add your Constitution modifier
threaten cities and kingdoms.
to the roll, and add the total (minimum of 1) to your hit
In the third tier (levels 11-16), characters have reached
point maximum. Alternatively, you can use the fixed value
a level of power that sets them high above the ordinary
shown in your class entry, which is the average result of
populace and makes them special even among adven-
the die roll (rounded up).
turers. At 11th level, many spellcasters gain access to
When your Constitution modifier increases by 1, your
6th-level spells, some of which create effects previously
hit point maximum increases by 1 for each level you have
impossible for player characters to achieve. Other charac-
attained. For example, when Bruenor reaches 8th level as
ters gain features that allow them to make more attacks
a fighter, he increases his Constitution score from 17 to
or do more impressive things with those attacks. These
18, thus increasing his Constitution modifier from +3 to
mighty adventurers often confront threats to whole re-
+4. His hit point maximum then increases by 8.
gions and continents.
The Character Advancement table summarizes the
At the fourth tier (levels 17-20), characters achieve
XP you need to advance in levels from level 1 through
the pinnacle of their class features, becoming heroic (or
level 20, and the proficiency bonus for a character of that
villainous) archetypes in their own right. The fate of the
level. Consult the information in your character’s class
world or even the fundamental order of the multiverse
description to see what other improvements you gain at
might hang in the balance during their adventures.
each level.
Character Advancement
Tiers of Play
Experience Points
Level
Proficiency Bonus
The shading in the Character Advancement table shows the
0
1
+2
four tiers of play. The tiers don’t have any rules associated
300
2
+2
with them; they are a general description of how the play
900
3
+2
experience changes as characters gain levels.
2,700
4
+2
6,500
5
+3
14,000
6
+3
23,000
7
+3
34,000
8
+3
48,000
9
+4
64,000
10
+4
85,000
11
+4
100,000
12
+4
120,000
13
+5
140,000
14
+5
165,000
15
+5
195,000
16
+5
225,000
17
+6
265,000
18
+6
305,000
19
+6
355,000
20
+6
Chapter 1: Step-by-Step Characters
12

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Chapter 2: Races
A visit to one of the great cities in the worlds of
Racial Traits
Dungeons & Dragons—Waterdeep, the Free City of
The description of each race includes racial traits that are
Greyhawk, or even uncanny Sigil, the City of Doors—
common to members of that race. The following entries
overwhelms the senses. Voices chatter in countless
appear among the traits of most races.
different languages. The smells of cooking in dozens
of different cuisines mingle with the odors of crowded
Ability Score Increase
streets and poor sanitation. Buildings in myriad ar-
Every race increases one or more of a character’s abil-
chitectural styles display the diverse origins of their
ity scores.
inhabitants.
And the people themselves—people of varying size,
Age
shape, and color, dressed in a dazzling spectrum of styles
The age entry notes the age when a member of the race
and hues—represent many different races, from diminu-
is considered an adult, as well as the race’s expected
tive halflings and stout dwarves to majestically beautiful
lifespan. This information can help you decide how old
elves, mingling among a variety of human ethnicities.
your character is at the start of the game. You can choose
Scattered among the members of these more common
any age for your character, which could provide an ex-
races are the true exotics: a hulking dragonborn here,
planation for some of your ability scores. For example,
pushing his way through the crowd, and a sly tiefling
if you play a young or very old character, your age could
there, lurking in the shadows with mischief in her eyes. A
explain a particularly low Strength or Constitution score,
group of gnomes laughs as one of them activates a clever
while advanced age could account for a high Intelligence
wooden toy that moves of its own accord. Half-elves and
or Wisdom.
half-orcs live and work alongside humans, without fully
belonging to the races of either of their parents. And
Alignment
there, well out of the sunlight, is a lone drow—a fugitive
Most races have tendencies toward certain alignments,
from the subterranean expanse of the Underdark, try-
described in this entry. These are not binding for player
ing to make his way in a world that fears his kind. The
characters, but considering why your dwarf is chaotic, for
Player’s Handbook has more information about these
example, in defiance of lawful dwarf society can help you
unusual races.
better define your character.
Size
Choosing a Race
Characters of most races are Medium, a size category
Humans are the most common people in the worlds of
including creatures that are roughly 4 to 8 feet tall. Mem-
D&D, but they live and work alongside dwarves, elves,
bers of a few races are Small (between 2 and 4 feet tall),
halflings, and countless other fantastic species. Your
which means that certain rules of the game affect them
character belongs to one of these peoples.
differently. The most important of these rules is that
Not every intelligent race of the multiverse is appropri-
Small characters have trouble wielding heavy weapons,
ate for a player-controlled adventurer. Dwarves, elves,
as explained in chapter 5.
halflings, and humans are the most common races to
produce the sort of adventurers who make up typical
Speed
parties. Other races and subraces are less common as
Your speed determines how far you can move when trav-
adventurers.
eling (chapter 8) and fighting (chapter 9).
Your choice of race affects many different aspects of
your character. It establishes fundamental qualities that
Languages
exist throughout your character’s adventuring career.
By virtue of your race, your character can speak, read,
When making this decision, keep in mind the kind of
and write certain languages. Chapter 4 lists the most
character you want to play. For example, a halfling could
common languages of the D&D multiverse.
be a good choice for a sneaky rogue, a dwarf makes a
tough warrior, and an elf can be a master of arcane magic.
Subraces
Your character race not only affects your ability scores
Some races have subraces. Members of a subrace have
and traits but also provides the cues for building your
the traits of the parent race in addition to the traits speci-
character’s story. Each race’s description in this chapter
fied for their subrace. Relationships among subraces vary
includes information to help you roleplay a character of
significantly from race to race and world to world. In the
that race, including personality, physical appearance, fea-
Dragonlance campaign setting, for example, mountain
tures of society, and racial alignment tendencies. These
dwarves and hill dwarves live together as different clans
details are suggestions to help you think about your char-
of the same people, but in the Forgotten Realms, they live
acter; adventurers can deviate widely from the norm for
far apart in separate kingdoms and call themselves shield
their race. It’s worthwhile to consider why your character
dwarves and gold dwarves, respectively.
is different, as a helpful way to think about your charac-
ter’s background and personality.
Chapter 2: Races
13

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Clans and Kingdoms
Dwarf
Dwarven kingdoms stretch deep beneath the mountains
“Yer late, elf!” came the rough edge of a familiar
where the dwarves mine gems and precious metals and
voice. Bruenor Battlehammer walked up the back of his
forge items of wonder. They love the beauty and artistry
dead foe, disregarding the fact that the heavy monster lay
of precious metals and fine jewelry, and in some dwarves
on top of his elven friend. In spite of the added discomfort,
this love festers into avarice. Whatever wealth they can’t
find in their mountains, they gain through trade. They
the dwarf’s long, pointed, often-broken nose and gray-
dislike boats, so enterprising humans and halflings
streaked though still-fiery red beard came as a welcome
frequently handle trade in dwarven goods along water
sight to Drizzt. “Knew I’d find ye in trouble if I came out
routes. Trustworthy members of other races are welcome
in dwarf settlements, though some areas are off limits
an’ looked for ye!”
even to them.
—R. A. Salvatore, The Crystal Shard
The chief unit of dwarven society is the clan, and
dwarves highly value social standing. Even dwarves
Kingdoms rich in ancient grandeur, halls carved into the
who live far from their own kingdoms cherish their clan
roots of mountains, the echoing of picks and hammers
identities and affiliations, recognize related dwarves, and
in deep mines and blazing forges, a commitment to clan
invoke their ancestors’ names in oaths and curses. To be
and tradition, and a burning hatred of goblins and orcs—
clanless is the worst fate that can befall a dwarf.
these common threads unite all dwarves.
Dwarves in other lands are typically artisans, espe-
cially weaponsmiths, armorers, and jewelers. Some
Short and Stout
become mercenaries or bodyguards, highly sought after
Bold and hardy, dwarves are known as skilled warriors,
for their courage and loyalty.
miners, and workers of stone and metal. Though they
stand well under 5 feet tall, dwarves are so broad and
Gods, Gold, and Clan
compact that they can weigh as much as a human standing
Dwarves who take up the adventuring life might be
nearly two feet taller. Their courage and endurance are
motivated by a desire for treasure—for its own sake, for
also easily a match for any of the larger folk.
a specific purpose, or even out of an altruistic desire to
Dwarven skin ranges from deep brown to a paler
help others. Other dwarves are driven by the command
hue tinged with red, but the most common shades are
or inspiration of a deity, a direct calling or simply a desire
light brown or deep tan, like certain tones of earth.
to bring glory to one of the dwarf gods. Clan and ancestry
Their hair, worn long but in simple styles, is usually
are also important motivators. A dwarf might seek to
black, gray, or brown, though paler dwarves often have
restore a clan’s lost honor, avenge an ancient wrong the
red hair. Male dwarves value their beards highly and
clan suffered, or earn a new place within the clan after
groom them carefully.
Slow to Trust
Long Memory, Long Grudges
Dwarves get along passably well with most other races.
Dwarves can live to be more than 400 years old, so the
“The difference between an acquaintance and a friend is
oldest living dwarves often remember a very different
about a hundred years,” is a dwarf saying that might be
world. For example, some of the oldest dwarves living
hyperbole, but certainly points to how difficult it can be
in Citadel Felbarr (in the world of the Forgotten Realms)
for a member of a short-lived race like humans to earn a
dwarf ’s trust.
can recall the day, more than three centuries ago, when
Elves. “It’s not wise to depend on the elves. No telling
orcs conquered the fortress and drove them into an exile
what an elf will do next; when the hammer meets the orc’s
that lasted over 250 years. This longevity grants them a
head, they’re as apt to start singing as to pull out a sword.
perspective on the world that shorter-lived races such as
They’re flighty and frivolous. Two things to be said for them,
humans and halflings lack.
though: They don’t have many smiths, but the ones they
Dwarves are solid and enduring like the mountains
have do very fine work. And when orcs or goblins come
they love, weathering the passage of centuries with stoic
streaming down out of the mountains, an elf ’s good to have
endurance and little change. They respect the traditions
at your back. Not as good as a dwarf, maybe, but no doubt
of their clans, tracing their ancestry back to the found-
they hate the orcs as much as we do.”
ing of their most ancient strongholds in the youth of the
Halflings. “Sure, they’re pleasant folk. But show me
a halfling hero. An empire, a triumphant army. Even a
world, and don’t abandon those traditions lightly. Part of
treasure for the ages made by halfling hands. Nothing. How
those traditions is devotion to the gods of the dwarves,
can you take them seriously?”
who uphold the dwarven ideals of industrious labor, skill
Humans. “You take the time to get to know a human,
in battle, and devotion to the forge.
and by then the human’s on her deathbed. If you’re lucky,
Individual dwarves are determined and loyal, true to
she’s got kin—a daughter or granddaughter, maybe—who’s
their word and decisive in action, sometimes to the point
got hands and heart as good as hers. That’s when you can
of stubbornness. Many dwarves have a strong sense of
make a human friend. And watch them go! They set their
justice, and they are slow to forget wrongs they have suf-
hearts on something, they’ll get it, whether it’s a dragon’s
fered. A wrong done to one dwarf is a wrong done to the
hoard or an empire’s throne. You have to admire that
dwarf’s entire clan, so what begins as one dwarf’s hunt
kind of dedication, even if it gets them in trouble more
often than not.”
for vengeance can become a full-blown clan feud.
Chapter 2: Races
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having been exiled. Or a dwarf might search for the axe
Duergar
wielded by a mighty ancestor, lost on the field of battle
In cities deep in the Underdark live the duergar, or gray
centuries ago.
dwarves. These vicious, stealthy slave traders raid the
surface world for captives, then sell their prey to the other
Dwarf Names
races of the Underdark. They have innate magical abilities
to become invisible and to temporarily grow to giant size.
A dwarf’s name is granted by a clan elder, in accordance
with tradition. Every proper dwarven name has been
Languages. You can speak, read, and write Common
used and reused down through the generations. A
and Dwarvish. Dwarvish is full of hard consonants and
dwarf’s name belongs to the clan, not to the individual.
guttural sounds, and those characteristics spill over into
A dwarf who misuses or brings shame to a clan name
whatever other language a dwarf might speak.
is stripped of the name and forbidden by law to use any
Subrace. Two main subraces of dwarves populate the
dwarven name in its place.
worlds of D&D: hill dwarves and mountain dwarves.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor,
Choose one of these subraces.
Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,
Flint, Gardain, Harbek, Kildrak, Morgran, Orsik,
Hill Dwarf
Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin,
As a hill dwarf, you have keen senses, deep intuition, and
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
remarkable resilience. The gold dwarves of Faerûn in
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal,
their mighty southern kingdom are hill dwarves, as are
Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis,
the exiled Neidar and the debased Klar of Krynn in the
Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred,
Dragonlance setting.
Riswynn, Sannl, Torbera, Torgga, Vistra
Ability Score Increase. Your Wisdom score in-
Clan Names: Balderk, Battlehammer, Brawnanvil,
creases by 1.
Dankil, Fireforge, Frostbeard, Gorunn, Holderhek,
Dwarven Toughness. Your hit point maximum
Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln,
increases by 1, and it increases by 1 every time you
Torunn, Ungart
gain a level.
Dwarf Traits
Mountain Dwarf
As a mountain dwarf, you’re strong and hardy, accus-
Your dwarf character has an assortment of inborn abili-
tomed to a difficult life in rugged terrain. You’re probably
ties, part and parcel of dwarven nature.
on the tall side (for a dwarf), and tend toward lighter col-
Ability Score Increase. Your Constitution score in-
oration. The shield dwarves of northern Faerûn, as well
creases by 2.
as the ruling Hylar clan and the noble Daewar clan of
Age. Dwarves mature at the same rate as humans, but
Dragonlance, are mountain dwarves.
they’re considered young until they reach the age of 50.
Ability Score Increase. Your Strength score in-
On average, they live about 350 years.
creases by 2.
Alignment. Most dwarves are lawful, believing firmly
Dwarven Armor Training. You have proficiency with
in the benefits of a well-ordered society. They tend to-
light and medium armor.
ward good as well, with a strong sense of fair play and a
belief that everyone deserves to share in the benefits of a
just order.
Elf
Size. Dwarves stand between 4 and 5 feet tall and aver-
“I have never imagined such beauty existed,”
age about 150 pounds. Your size is Medium.
Goldmoon said softly. The day’s march had been difficult, but
Speed. Your base walking speed is 25 feet. Your speed
is not reduced by wearing heavy armor.
the reward at the end was beyond their dreams.
Darkvision. Accustomed to life underground, you have
The companions stood on a high cliff over the fabled
superior vision in dark and dim conditions. You can see
city of Qualinost.
in dim light within 60 feet of you as if it were bright light,
Four slender spires rose from the city’s corners like glisten-
and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
ing spindles, their brilliant white stone marbled with shining
Dwarven Resilience. You have advantage on saving
silver. Graceful arches, swooping from spire to spire, soared
throws against poison, and you have resistance against
through the air. Crafted by ancient dwarven metalsmiths,
poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with
they were strong enough to hold the weight of an army, yet
the battleaxe, handaxe, light hammer, and warhammer.
they appeared so delicate that a bird lighting on them might
Tool Proficiency. You gain proficiency with the arti-
overthrow the balance. These glistening arches were the city’s
san’s tools of your choice: smith’s tools, brewer’s supplies,
only boundaries; there was no wall around Qualinost. The
or mason’s tools.
Stonecunning. Whenever you make an Intelligence
elven city opened its arms lovingly to the wilderness.
(History) check related to the origin of stonework, you are
—Margaret Weis & Tracy Hickman,
considered proficient in the History skill and add double
Dragons of Autumn Twilight
your proficiency bonus to the check, instead of your nor-
mal proficiency bonus.
Chapter 2: Races
15

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Elves are a magical people of otherworldly grace, living
Haughty but Gracious
in the world but not entirely part of it. They live in places
Although they can be haughty, elves are generally gracious
of ethereal beauty, in the midst of ancient forests or in
even to those who fall short of their high expectations—
silvery spires glittering with faerie light, where soft music
which is most non-elves. Still, they can find good in just
drifts through the air and gentle fragrances waft on the
about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they
breeze. Elves love nature and magic, art and artistry, mu-
lack in humor, sophistication, and manners, they make up
sic and poetry, and the good things of the world.
in valor. And I must admit, their best smiths produce art
that approaches elven quality.”
Slender and Graceful
Halflings. “Halflings are people of simple pleasures, and
With their unearthly grace and fine features, elves appear
that is not a quality to scorn. They’re good folk, they care
hauntingly beautiful to humans and members of many
for each other and tend their gardens, and they have proven
other races. They are slightly shorter than humans on
themselves tougher than they seem when the need arises.”
Humans. “All that haste, their ambition and drive to
average, ranging from well under 5 feet tall to just over
accomplish something before their brief lives pass away—
6 feet. They are more slender than humans, weighing
human endeavors seem so futile sometimes. But then
only 100 to 145 pounds. Males and females are about
you look at what they have accomplished, and you have to
the same height, and males are only marginally heavier
appreciate their achievements. If only they could slow down
than females.
and learn some refinement.”
Elves’ coloration encompasses the normal human
range and also includes skin in shades of copper, bronze,
and almost bluish-white, hair of green or blue, and eyes
Exploration and Adventure
like pools of liquid gold or silver. Elves have no facial and
Elves take up adventuring out of wanderlust. Since they
little body hair. They favor elegant clothing in bright col-
are so long-lived, they can enjoy centuries of exploration
ors, and they enjoy simple yet lovely jewelry.
and discovery. They dislike the pace of human society,
which is regimented from day to day but constantly
A Timeless Perspective
changing over decades, so they find careers that let them
Elves can live well over 700 years, giving them a broad
travel freely and set their own pace. Elves also enjoy
perspective on events that might trouble the shorter-lived
exercising their martial prowess or gaining greater mag-
races more deeply. They are more often amused than
ical power, and adventuring allows them to do so. Some
excited, and more likely to be curious than greedy. They
might join with rebels fighting against oppression, and
tend to remain aloof and unfazed by petty happenstance.
others might become champions of moral causes.
When pursuing a goal, however, whether adventuring
on a mission or learning a new skill or art, elves can be
Elf Names
focused and relentless. They are slow to make friends
Elves are considered children until they declare them-
and enemies, and even slower to forget them. They reply
selves adults, some time after the hundredth birthday,
to petty insults with disdain and to serious insults with
and before this period they are called by child names.
vengeance.
On declaring adulthood, an elf selects an adult name,
Like the branches of a young tree, elves are flexible
although those who knew him or her as a youngster
in the face of danger. They trust in diplomacy and com-
might continue to use the child name. Each elf’s adult
promise to resolve differences before they escalate to
name is a unique creation, though it might reflect the
violence. They have been known to retreat from intru-
names of respected individuals or other family members.
sions into their woodland homes, confident that they can
Little distinction exists between male names and
simply wait the invaders out. But when the need arises,
female names; the groupings here reflect only general
elves reveal a stern martial side, demonstrating skill with
tendencies. In addition, every elf bears a family name,
sword, bow, and strategy.
typically a combination of other Elvish words. Some elves
traveling among humans translate their family names
Hidden Woodland Realms
into Common, but others retain the Elvish version.
Most elves dwell in small forest villages hidden among
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil,
the trees. Elves hunt game, gather food, and grow vege-
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
tables, and their skill and magic allow them to support
Syllin, Thia, Vall
themselves without the need for clearing and plowing
Male Adult Names: Adran, Aelar, Aramil, Arannis,
land. They are talented artisans, crafting finely worked
Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan,
clothes and art objects. Their contact with outsiders is
Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios,
usually limited, though a few elves make a good living by
Laucian, Mindartis, Paelias, Peren, Quarion, Riardon,
trading crafted items for metals (which they have no inter-
Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
est in mining).
Female Adult Names: Adrie, Althaea, Anastrianna,
Elves encountered outside their own lands are com-
Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia,
monly traveling minstrels, artists, or sages. Human
Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna,
nobles compete for the services of elf instructors to teach
Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe,
swordplay or magic to their children.
Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia
Chapter 2: Races
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Family Names (Common Translations): Amakiir
Subrace. Ancient divides among the elven people re-
(Gemflower), Amastacia (Starflower), Galanodel
sulted in three main subraces: high elves, wood elves,
(Moonwhisper), Holimion (Diamonddew), Ilphelkiir
and dark elves, who are commonly called drow. This
(Gemblossom), Liadon (Silverfrond), Meliamne
document presents two of these subraces to choose
(Oakenheel), Naïlo (Nightbreeze), Siannodel
from. In some worlds, these subraces are divided still
(Moonbrook), Xiloscient (Goldpetal)
further (such as the sun elves and moon elves of the
Forgotten Realms), so if you wish, you can choose a nar-
Elf Traits
rower subrace.
Your elf character has a variety of natural abilities, the
High Elf
result of thousands of years of elven refinement.
As a high elf, you have a keen mind and a mastery of
Ability Score Increase. Your Dexterity score in-
at least the basics of magic. In many of the worlds of
creases by 2.
D&D, there are two kinds of high elves. One type (which
Age. Although elves reach physical maturity at about
includes the gray elves and valley elves of Greyhawk,
the same age as humans, the elven understanding of
the Silvanesti of Dragonlance, and the sun elves of the
adulthood goes beyond physical growth to encompass
Forgotten Realms) is haughty and reclusive, believing
worldly experience. An elf typically claims adulthood
themselves to be superior to non-elves and even other
and an adult name around the age of 100 and can live
elves. The other type (including the high elves of Grey-
to be 750 years old.
hawk, the Qualinesti of Dragonlance, and the moon elves
Alignment. Elves love freedom, variety, and self-ex-
of the Forgotten Realms) are more common and more
pression, so they lean strongly toward the gentler aspects
friendly, and often encountered among humans and
of chaos. They value and protect others’ freedom as well
other races.
as their own, and they are more often good than not.
The sun elves of Faerûn (also called gold elves or sun-
Size. Elves range from under 5 to over 6 feet tall and
rise elves) have bronze skin and hair of copper, black,
have slender builds. Your size is Medium.
or golden blond. Their eyes are golden, silver, or black.
Speed. Your base walking speed is 30 feet.
Moon elves (also called silver elves or gray elves) are
Darkvision. Accustomed to twilit forests and the night
much paler, with alabaster skin sometimes tinged with
sky, you have superior vision in dark and dim conditions.
blue. They often have hair of silver-white, black, or blue,
You can see in dim light within 60 feet of you as if it were
but various shades of blond, brown, and red are not
bright light, and in darkness as if it were dim light. You
uncommon. Their eyes are blue or green and flecked
can’t discern color in darkness, only shades of gray.
with gold.
Keen Senses. You have proficiency in the Percep-
Ability Score Increase. Your Intelligence score in-
tion skill.
creases by 1.
Fey Ancestry. You have advantage on saving throws
Elf Weapon Training. You have proficiency with the
against being charmed, and magic can’t put you to sleep.
longsword, shortsword, shortbow, and longbow.
Trance. Elves don’t need to sleep. Instead, they medi-
Cantrip. You know one cantrip of your choice from the
tate deeply, remaining semiconscious, for 4 hours a day.
wizard spell list. Intelligence is your spellcasting abil-
(The Common word for such meditation is “trance.”)
ity for it.
While meditating, you can dream after a fashion; such
Extra Language. You can speak, read, and write one
dreams are actually mental exercises that have become
extra language of your choice.
reflexive through years of practice. After resting in this
way, you gain the same benefit that a human does from 8
Wood Elf
hours of sleep.
As a wood elf, you have keen senses and intuition, and
Languages. You can speak, read, and write Common
your fleet feet carry you quickly and stealthily through
and Elvish. Elvish is fluid, with subtle intonations and
your native forests. This category includes the wild elves
intricate grammar. Elven literature is rich and varied, and
(grugach) of Greyhawk and the Kagonesti of Dragon-
their songs and poems are famous among other races.
lance, as well as the races called wood elves in Greyhawk
Many bards learn their language so they can add Elvish
and the Forgotten Realms. In Faerûn, wood elves (also
ballads to their repertoires.
called wild elves, green elves, or forest elves) are reclu-
sive and distrusting of non-elves.
The Darkness of the Drow
Wood elves’ skin tends to be copperish in hue, some-
Were it not for one renowned exception, the race of drow
times with traces of green. Their hair tends toward
would be universally reviled. Their depraved society is
browns and blacks, but it is occasionally blond or cop-
preoccupied with the favor of Lolth, their spider-goddess,
per-colored. Their eyes are green, brown, or hazel.
who sanctions murder and the extermination of entire
Ability Score Increase. Your Wisdom score in-
families as noble houses vie for position. Drow grow
creases by 1.
up believing that surface-dwelling races are worthless
Elf Weapon Training. You have proficiency with the
except as slaves.
longsword, shortsword, shortbow, and longbow.
Yet one drow, at least, broke the mold. In the world of the
Fleet of Foot. Your base walking speed increases
Forgotten Realms, Drizzt Do’Urden, ranger of the North,
has proven his quality as a good-hearted defender of the
to 35 feet.
weak and innocent.
Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain, fall-
ing snow, mist, and other natural phenomena.
Chapter 2: Races
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Halflings are easily moved to pity and hate to see any
Halfling
living thing suffer. They are generous, happily sharing
Regis the halfling, the only one of his kind for
what they have even in lean times.
hundreds of miles in any direction, locked his fingers behind
Blend into the Crowd
his head and leaned back against the mossy blanket of the
Halflings are adept at fitting into a community of hu-
tree trunk. Regis was short, even by the standards of his
mans, dwarves, or elves, making themselves valuable
diminutive race, with the fluff of his curly brown locks barely
and welcome. The combination of their inherent stealth
cresting the three-foot mark, but his belly was amply thick-
and their unassuming nature helps halflings to avoid un-
wanted attention.
ened by his love of a good meal, or several, as the opportu-
Halflings work readily with others, and they are loyal
nities presented themselves. The crooked stick that served as
to their friends, whether halfling or otherwise. They can
his fishing pole rose up above him, clenched between two of
display remarkable ferocity when their friends, families,
his toes, and hung out over the quiet lake, mirrored perfectly
or communities are threatened.
in the glassy surface of Maer Dualdon.
Pastoral Pleasantries
—R.A. Salvatore, The Crystal Shard
Most halflings live in small, peaceful communities with
large farms and well-kept groves. They rarely build
The comforts of home are the goals of most halflings’
kingdoms of their own or even hold much land beyond
lives: a place to settle in peace and quiet, far from ma-
their quiet shires. They typically don’t recognize any sort
rauding monsters and clashing armies; a blazing fire
of halfling nobility or royalty, instead looking to family
and a generous meal; fine drink and fine conversation.
elders to guide them. Families preserve their traditional
Though some halflings live out their days in remote ag-
ways despite the rise and fall of empires.
ricultural communities, others form nomadic bands that
Many halflings live among other races, where the
travel constantly, lured by the open road and the wide
halflings’ hard work and loyal outlook offer them abun-
horizon to discover the wonders of new lands and peo-
dant rewards and creature comforts. Some halfling
ples. But even these wanderers love peace, food, hearth,
communities travel as a way of life, driving wagons or
and home, though home might be a wagon jostling along
guiding boats from place to place and maintaining no
an dirt road or a raft floating downriver.
permanent home.
Small and Practical
Exploring Opportunities
The diminutive halflings survive in a world full of larger
Halflings usually set out on the adventurer’s path to de-
creatures by avoiding notice or, barring that, avoiding
fend their communities, support their friends, or explore
offense. Standing about 3 feet tall, they appear relatively
a wide and wonder-filled world. For them, adventuring
harmless and so have managed to survive for centuries
is less a career than an opportunity or sometimes a
in the shadow of empires and on the edges of wars and
necessity.
political strife. They are inclined to be stout, weighing
between 40 and 45 pounds.
Halfling Names
Halflings’ skin ranges from tan to pale with a ruddy
A halfling has a given name, a family name, and possibly
cast, and their hair is usually brown or sandy brown and
a nickname. Family names are often nicknames that
wavy. They have brown or hazel eyes. Halfling men often
stuck so tenaciously they have been passed down through
sport long sideburns, but beards are rare among them
the generations.
and mustaches even more so. They like to wear simple,
comfortable, and practical clothes, favoring bright colors.
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
Halfling practicality extends beyond their clothing.
Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,
They’re concerned with basic needs and simple pleasures
Perrin, Reed, Roscoe, Wellby
and have little use for ostentation. Even the wealthiest
Female Names: Andry, Bree, Callie, Cora, Euphemia,
of halflings keep their treasures locked in a cellar rather
Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela,
than on display for all to see. They have
Portia, Seraphina, Shaena, Trym, Vani, Verna
a knack for finding the most straightforward solution
Family Names: Brushgather, Goodbarrel, Greenbottle,
to a problem, and have little patience for dithering.
High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage,
Tosscobble, Underbough
Kind and Curious
Halfling Traits
Halflings are an affable and cheerful people. They
cherish the bonds of family and friendship as well
Your halfling character has a number of traits in common
as the comforts of hearth and home, harboring few
with all other halflings.
dreams of gold or glory. Even adventurers among
Ability Score Increase. Your Dexterity score in-
them usually venture into the world for reasons of
creases by 2.
community, friendship, wanderlust, or curiosity. They
Age. A halfling reaches adulthood at the age of 20
love discovering new things, even simple things, such
and generally lives into the middle of his or her sec-
as an exotic food or an unfamiliar style of clothing.
ond century.
Chapter 2: Races
18

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Alignment. Most halflings are lawful good. As a rule,
Affable and Positive
they are good-hearted and kind, hate to see others in
Halflings try to get along with everyone else and are loath to
pain, and have no tolerance for oppression. They are
make sweeping generalizations—especially negative ones.
also very orderly and traditional, leaning heavily on
Dwarves. “Dwarves make loyal friends, and you can count
the support of their community and the comfort of
on them to keep their word. But would it hurt them to smile
once in a while?”
their old ways.
Elves. “They’re so beautiful! Their faces, their music,
Size. Halflings average about 3 feet tall and weigh
their grace and all. It’s like they stepped out of a wonderful
about 40 pounds. Your size is Small.
dream. But there’s no telling what’s going on behind their
Speed. Your base walking speed is 25 feet.
smiling faces—surely more than they ever let on.”
Lucky. When you roll a 1 on the d20 for an attack roll,
Humans. “Humans are a lot like us, really. At least some
ability check, or saving throw, you can reroll the die and
of them are. Step out of the castles and keeps, go talk to
must use the new roll.
the farmers and herders and you’ll find good, solid folk. Not
Brave. You have advantage on saving throws against
that there’s anything wrong with the barons and soldiers—
being frightened.
you have to admire their conviction. And by protecting their
Halfling Nimbleness. You can move through the space
own lands, they protect us as well.”
of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common
Human
and Halfling. The Halfling language isn’t secret, but
halflings are loath to share it with others. They write
These were the stories of a restless people who
very little, so they don’t have a rich body of literature.
long ago took to the seas and rivers in longboats, first to
Their oral tradition, however, is very strong. Almost all
pillage and terrorize, then to settle. Yet there was an energy,
halflings speak Common to converse with the people
in whose lands they dwell or through which they are
a love of adventure, that sang from every page. Long into the
traveling.
night Liriel read, lighting candle after precious candle.
Subrace. The two main kinds of halfling, lightfoot and
She’d never given much thought to humans, but these sto-
stout, are more like closely related families than true sub-
races. Choose one of these subraces.
ries fascinated her. In these yellowed pages were tales of bold
heroes, strange and fierce animals, mighty primitive gods, and
Lightfoot
a magic that was part and fabric of that distant land.
As a lightfoot halfling, you can easily hide from notice,
even using other people as cover. You’re inclined to be
—Elaine Cunningham, Daughter of the Drow
affable and get along well with others. In the Forgotten
Realms, lightfoot halflings have spread the farthest and
In the reckonings of most worlds, humans are the young-
thus are the most common variety.
est of the common races, late to arrive on the world scene
Lightfoots are more prone to wanderlust than other hal-
and short-lived in comparison to dwarves, elves, and
flings, and often dwell alongside other races or take up a
dragons. Perhaps it is because of their shorter lives that
nomadic life. In the world of Greyhawk, these halflings
they strive to achieve as much as they can in the years
are called hairfeet or tallfellows.
they are given. Or maybe they feel they have something
Ability Score Increase. Your Charisma score in-
to prove to the elder races, and that’s why they build their
creases by 1.
mighty empires on the foundation of conquest and trade.
Naturally Stealthy. You can attempt to hide even when
Whatever drives them, humans are the innovators, the
you are obscured only by a creature that is at least one
achievers, and the pioneers of the worlds.
size larger than you.
A Broad Spectrum
Stout
With their penchant for migration and conquest, humans
As a stout halfling, you’re hardier than average and have
are more physically diverse than other common races.
some resistance to poison. Some say that stouts have
There is no typical human. An individual can stand from
dwarven blood. In the Forgotten Realms, these halflings
5 feet to a little over 6 feet tall and weigh from 125 to 250
are called stronghearts, and they’re most common in
pounds. Human skin shades range from nearly black
the south.
to very pale, and hair colors from black to blond (curly,
Ability Score Increase. Your Constitution score in-
kinky, or straight); males might sport facial hair that is
creases by 1.
sparse or thick. A lot of humans have a dash of nonhu-
Stout Resilience. You have advantage on saving
man blood, revealing hints of elf, orc, or other lineages.
throws against poison, and you have resistance against
Humans reach adulthood in their late teens and rarely
poison damage.
live even a single century.
Chapter 2: Races
19

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Everyone’s Second-Best Friends
Variety in All Things
Just as readily as they mix with each other, humans mingle
Humans are the most adaptable and ambitious people
with members of other races. They get along with almost
among the common races. They have widely varying
everyone, though they might not be close to many. Humans
tastes, morals, and customs in the many different lands
serve as ambassadors, diplomats, magistrates, merchants,
where they have settled. When they settle, though, they
and functionaries of all kinds.
stay: they build cities to last for the ages, and great king-
Dwarves. “They’re stout folk, stalwart friends, and true to
doms that can persist for long centuries. An individual
their word. Their greed for gold is their downfall, though.”
human might have a relatively short life span, but a hu-
Elves. “It’s best not to wander into elven woods. They
don’t like intruders, and you’ll as likely be bewitched as
man nation or culture preserves traditions with origins
peppered with arrows. Still, if an elf can get past that
far beyond the reach of any single human’s memory. They
damned racial pride and actually treat you like an equal, you
live fully in the present—making them well suited to the
can learn a lot from them.”
adventuring life—but also plan for the future, striving to
Halflings. “It’s hard to beat a meal in a halfling home,
leave a lasting legacy. Individually and as a group, hu-
as long as you don’t crack your head on the ceiling—good
mans are adaptable opportunists, and they stay alert to
food and good stories in front of a nice, warm fire. If
changing political and social dynamics.
halflings had a shred of ambition, they might really amount
to something.”
Lasting Institutions
Where a single elf or dwarf might take on the responsi-
found in more localized areas of Faerûn. These groups,
bility of guarding a special location or a powerful secret,
and the typical names of their members, can be used as
humans found sacred orders and institutions for such
inspiration no matter which world your human is in.
purposes. While dwarf clans and halfling elders pass on
Calishite
the ancient traditions to each new generation, human
Shorter and slighter in build than most other humans,
temples, governments, libraries, and codes of law fix
Calishites have dusky brown skin, hair, and eyes. They’re
their traditions in the bedrock of history. Humans dream
found primarily in southwest Faerûn.
of immortality, but (except for those few who seek un-
death or divine ascension to escape death’s clutches) they
Calishite Names: (Male) Aseir, Bardeid, Haseid,
achieve it by ensuring that they will be remembered when
Khemed, Mehmen, Sudeiman, Zasheir; (female)
they are gone.
Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira,
Although some humans can be xenophobic, in general
Zasheida; (surnames) Basha, Dumein, Jassan, Khalid,
their societies are inclusive. Human lands welcome large
Mostana, Pashar, Rein
numbers of nonhumans compared to the proportion of
humans who live in nonhuman lands.
Chondathan
Chondathans are slender, tawny-skinned folk with brown
Exemplars of Ambition
hair that ranges from almost blond to almost black.
Most are tall and have green or brown eyes, but these
Humans who seek adventure are the most daring and
traits are hardly universal. Humans of Chondathan
ambitious members of a daring and ambitious race. They
descent dominate the central lands of Faerûn, around
seek to earn glory in the eyes of their fellows by amassing
the Inner Sea.
power, wealth, and fame. More than other people, hu-
mans champion causes rather than territories or groups.
Chondathan Names: (Male) Darvin, Dorn, Evendur,
Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd;
Human Names and Ethnicities
(female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri,
Having so much more variety than other cultures, hu-
Rowan, Shandri, Tessele; (surnames) Amblecrown,
mans as a whole have no typical names. Some human
Buckman, Dundragon, Evenwood, Greycastle, Tallstag
parents give their children names from other languages,
Damaran
such as Dwarvish or Elvish (pronounced more or less
Found primarily in the northwest of Faerûn, Damarans
correctly), but most parents give names that are linked to
are of moderate height and build, with skin hues ranging
their region’s culture or to the naming traditions of their
from tawny to fair. Their hair is usually brown or black,
ancestors.
and their eye color varies widely, though brown is
The material culture and physical characteristics of
most common.
humans can change wildly from region to region. In
the Forgotten Realms, for example, the clothing, archi-
Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan,
tecture, cuisine, music, and literature are different in
Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra,
the northwestern lands of the Silver Marches than in
Kara, Katernin, Mara, Natali, Olma, Tana, Zora;
distant Turmish or Impiltur to the east—and even more
(surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk,
distinctive in far-off Kara-Tur. Human physical character-
Nemetsk, Shemov, Starag
istics, though, vary according to the ancient migrations
of the earliest humans, so that the humans of the Silver
Marches have every possible variation of coloration
and features.
In the Forgotten Realms, nine human ethnic groups
are widely recognized, though over a dozen others are
Chapter 2: Races
20

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Illuskan
Turami
Illuskans are tall, fair-skinned folk with blue or steely gray
Native to the southern shore of the Inner Sea, the
eyes. Most have raven-black hair, but those who inhabit the
Turami people are generally tall and muscular, with dark
extreme northwest have blond, red, or light brown hair.
mahogany skin, curly black hair, and dark eyes.
Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth,
Turami Names: (Male) Anton, Diero, Marcon, Pieron,
Lander, Luth, Malcer, Stor, Taman, Urth; (female)
Rimardo, Romero, Salazar, Umbero; (female) Balama,
Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey,
Dona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Westra; (surnames) Brightwood, Helder, Hornraven,
Vonda; (surnames) Agosto, Astorio, Calabra, Domine,
Lackman, Stormwind, Windrivver
Falone, Marivaldi, Pisacar, Ramondo
Mulan
Human Traits
Dominant in the eastern and southeastern shores of the
It’s hard to make generalizations about humans, but your
Inner Sea, the Mulan are generally tall, slim, and amber-
human character has these traits.
skinned, with eyes of hazel or brown. Their hair ranges
Ability Score Increase. Your ability scores each in-
from black to dark brown, but in the lands where the
crease by 1.
Mulan are most prominent, nobles and many other Mulan
Age. Humans reach adulthood in their late teens and
shave off all their hair.
live less than a century.
Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth,
Alignment. Humans tend toward no particular align-
Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female)
ment. The best and the worst are found among them.
Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola,
Size. Humans vary widely in height and build, from
Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim,
barely 5 feet to well over 6 feet tall. Regardless of your
Hahpet, Nathandem, Sepret, Uuthrakt
position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Rashemi
Languages. You can speak, read, and write Common
Most often found east of the Inner Sea and often
and one extra language of your choice. Humans typically
intermingled with the Mulan, Rashemis tend to be short,
learn the languages of other peoples they deal with,
stout, and muscular. They usually have dusky skin, dark
including obscure dialects. They are fond of sprinkling
eyes, and thick black hair.
their speech with words borrowed from other tongues:
Rashemi Names: (Male) Borivik, Faurgar, Jandar,
Orc curses, Elvish musical expressions, Dwarvish mili-
Kanithar, Madislak, Ralmevik, Shaumar, Vladislak;
tary phrases, and so on.
(female) Fyevarra, Hulmarra, Immith, Imzel,
Navarra, Shevarra, Tammith, Yuldra; (surnames)
Variant Human Traits
Chergoba, Dyernina, Iltazyara, Murnyethara,
If your campaign uses the optional feat rules from chapter 6
Stayanoga, Ulmokina
of the Player’s Handbook, your Dungeon Master might allow
these variant traits, all of which replace the human’s Ability
Shou
Score Increase trait.
The Shou are the most numerous and powerful ethnic
Ability Score Increase. Two different ability scores of your
group in Kara-Tur, far to the east of Faerûn. They are
choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
yellowish-bronze in hue, with black hair and dark
Feat. You gain one feat of your choice.
eyes. Shou surnames are usually presented before
the given name.
Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian,
Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao,
Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang,
Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the west-
ern edge of Faerûn, Tethyrians are of medium build
and height, with dusky skin that tends to grow fairer the
farther north they dwell. Their hair and eye color varies
widely, but brown hair and blue eyes are the most com-
mon. Tethyrians primarily use Chondathan names.
Chapter 2: Races
21

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Chapter 3: Classes
Adventurers are extraordinary people, driven by
Cleric
a thirst for excitement into a life that others would never
dare lead. They are heroes, compelled to explore the dark
Arms and eyes upraised toward the sun and a prayer
places of the world and take on the challenges that lesser
on his lips, an elf begins to glow with an inner light that
women and men can’t stand against.
spills out to heal his battle-worn companions.
Class is the primary definition of what your character
Chanting a song of glory, a dwarf swings his axe in
can do. It’s more than a profession; it’s your character’s
wide swaths to cut through the ranks of orcs arrayed
calling. Class shapes the way you think about the world
against him, shouting praise to the gods with every
and interact with it and your relationship with other peo-
foe’s fall.
ple and powers in the multiverse. A fighter, for example,
Calling down a curse upon the forces of undeath, a
might view the world in pragmatic terms of strategy and
human lifts her holy symbol as light pours from it to drive
maneuvering, and see herself as just a pawn in a much
back the zombies crowding in on her companions.
larger game. A cleric, by contrast, might see himself as
Clerics are intermediaries between the mortal world
a willing servant in a god’s unfolding plan or a conflict
and the distant planes of the gods. As varied as the gods
brewing among various deities. While the fighter has con-
they serve, clerics strive to embody the handiwork of
tacts in a mercenary company or army, the cleric might
their deities. No ordinary priest, a cleric is imbued with
know a number of priests, paladins, and devotees who
divine magic.
share his faith.
Healers and Warriors
Your class gives you a variety of special features,
such as a fighter’s mastery of weapons and armor, and
Divine magic, as the name suggests, is the power of the
a wizard’s spells. At low levels, your class gives you
gods, flowing from them into the world. Clerics are con-
only two or three features, but as you advance in level
duits for that power, manifesting it as miraculous effects.
you gain more and your existing features often im-
The gods don’t grant this power to everyone who seeks it,
prove. Each class entry in this chapter includes a table
but only to those chosen to fulfill a high calling.
summarizing the benefits you gain at every level, and
Harnessing divine magic doesn’t rely on study or train-
a detailed explanation of each one.
ing. A cleric might learn formulaic prayers and ancient
Adventurers sometimes advance in more than one
rites, but the ability to cast cleric spells relies on devotion
class. A rogue might switch direction in life and dab-
and an intuitive sense of a deity’s wishes.
ble in the cleric class while continuing to advance as a
Clerics combine the helpful magic of healing and in-
rogue. Elves are known to combine martial mastery with
spiring their allies with spells that harm and hinder foes.
magical training and advance as fighters and wizards
They can provoke awe and dread, lay curses of plague
simultaneously. Optional rules for combining classes in
or poison, and even call down flames from heaven to con-
this way, called multiclassing, can be found in the Play-
sume their enemies. For those evildoers who will benefit
er’s Handbook.
most from a mace to the head, clerics depend on their
Four basic classes—listed in the Classes table—are
combat training to let them wade into melee with the
found in almost every D&D world and define most typical
power of the gods on their side.
adventurers. See the Player’s Handbook for information
about other classes.
Divine Agents
Not every acolyte or officiant at a temple or shrine is a
cleric. Some priests are called to a simple life of temple
service, carrying out their gods’ will through prayer and
Classes
Hit
Primary
Saving Throw
Armor and Weapon
Class
Description
Die
Ability
Proficiencies
Proficiencies
Cleric
A priestly champion who wields
d8
Wisdom
Wisdom & Charisma
Light and medium armor, shields,
divine magic in service of a
simple weapons
higher power
Fighter A master of martial combat, skilled
d10
Strength
Strength & Constitution All armor, shields, simple and
with a variety of weapons and armor
or Dexterity
martial weapons
Rogue A scoundrel who uses stealth
d8
Dexterity
Dexterity & Intelligence Light armor, simple weapons,
and trickery to overcome
hand crossbows, longswords,
obstacles and enemies
rapiers, shortswords
Wizard A scholarly magic-user capable of
d6
Intelligence
Intelligence & Wisdom Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality
light crossbows
Chapter 3: Classes
22

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sacrifice, not by magic and strength of arms. In some cit-
have a special task in mind for you? Or are you striving to
ies, priesthood amounts to a political office, viewed as a
prove yourself worthy of a great quest?
stepping stone to higher positions of authority and involv-
Quick Build
ing no communion with a god at all. True clerics are rare
in most hierarchies.
You can make a cleric quickly by following these sugges-
When a cleric takes up an adventuring life, it is usually
tions. First, Wisdom should be your highest ability score,
because his or her god demands it. Pursuing the goals
followed by Strength or Constitution. Second, choose the
of the gods often involves braving dangers beyond the
acolyte background.
walls of civilization, smiting evil or seeking holy relics in
ancient tombs. Many clerics are also expected to protect
Class Features
their deities’ worshipers, which can mean fighting ram-
As a cleric, you gain the following class features.
paging orcs, negotiating peace between warring nations,
or sealing a portal that would allow a demon prince to
Hit Points
enter the world.
Hit Dice: 1d8 per cleric level
Most adventuring clerics maintain some connection to
Hit Points at 1st Level: 8 + your Constitution modifier
established temples and orders of their faiths. A temple
Hit Points at Higher Levels: 1d8 (or 5) + your
might ask for a cleric’s aid, or a high priest might be in a
Constitution modifier per cleric level after 1st
position to demand it.
Proficiencies
Creating a Cleric
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
As you create a cleric, the most important question to
Tools: None
consider is which deity to serve and what principles you
want your character to embody. The Player’s Handbook
Saving Throws: Wisdom, Charisma
includes lists of many of the gods of the multiverse.
Skills: Choose two from History, Insight, Medicine,
Check with your DM to learn which deities are in
Persuasion, and Religion
your campaign.
Once you’ve chosen a deity, consider your cleric’s rela-
Equipment
tionship to that god. Did you enter this service willingly?
You start with the following equipment, in addition to the
Or did the god choose you, impelling you into service
equipment granted by your background:
with no regard for your wishes? How do the temple
(a) a mace or (b) a warhammer (if proficient)
priests of your faith regard you: as a champion or a trou-
(a) scale mail, (b) leather armor, or (c) chain mail
blemaker? What are your ultimate goals? Does your deity
(if proficient)
The Cleric
—Spell Slots per Spell Level—
Proficiency
Cantrips
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Divine Domain
3
2
2nd
+2
Channel Divinity (1/rest),
3
3
Divine Domain feature
3rd
+2
3
4
2
4th
+2
Ability Score Improvement
4
4
3
5th
+3
Destroy Undead (CR 1/2)
4
4
3
2
6th
+3
Channel Divinity (2/rest),
4
4
3
3
Divine Domain feature
7th
+3
4
4
3
3
1
8th
+3
Ability Score Improvement, Destroy Undead
4
4
3
3
2
(CR 1), Divine Domain feature
9th
+4
4
4
3
3
3
1
10th
+4
Divine Intervention
5
4
3
3
3
2
11th
+4
Destroy Undead (CR 2)
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Destroy Undead (CR 3)
5
4
3
3
3
2
1
1
15th
+5
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
Destroy Undead (CR 4),
5
4
3
3
3
2
1
1
1
1
Divine Domain feature
18th
+6
Channel Divinity (3/rest)
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Divine Intervention improvement
5
4
3
3
3
3
2
2
1
1
Chapter 3: Classes
23

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(a) a light crossbow and 20 bolts or (b) any
Divine Domain
simple weapon
Choose one domain related to your deity: Knowledge,
(a) a priest’s pack or (b) an explorer’s pack
Life, Light, Nature, Tempest, Trickery, or War. The Life
• A shield and a holy symbol
domain is detailed at the end of the class description and
provides examples of gods associated with it. See the
Spellcasting
Player’s Handbook for details on all the domains.
As a conduit for divine power, you can cast cleric spells.
Your choice grants you domain spells and other fea-
See chapter 10 for the general rules of spellcasting and
tures when you choose it at 1st level. It also grants you
chapter 11 for a selection of cleric spells.
additional ways to use Channel Divinity when you gain
that feature at 2nd level, and additional benefits at 6th,
Cantrips
8th, and 17th levels.
At 1st level, you know three cantrips of your choice from
the cleric spell list. You learn additional cleric cantrips
Domain Spells
of your choice at higher levels, as shown in the Cantrips
Each domain has a list of spells—its domain spells—that
Known column of the Cleric table.
you gain at the cleric levels noted in the domain descrip-
tion. Once you gain a domain spell, you always have it
Preparing and Casting Spells
prepared, and it doesn’t count against the number of
The Cleric table shows how many spell slots you have to
spells you can prepare each day.
cast your cleric spells of 1st level and higher. To cast one
If you have a domain spell that doesn’t appear on the
of these spells, you must expend a slot of the spell’s level
cleric spell list, the spell is nonetheless a cleric spell for you.
or higher. You regain all expended spell slots when you
finish a long rest.
Channel Divinity
You prepare the list of cleric spells that are available for
you to cast, choosing from the cleric spell list. When you
At 2nd level, you gain the ability to channel divine energy
do so, choose a number of cleric spells equal to your Wis-
directly from your deity, using that energy to fuel magical
dom modifier + your cleric level (minimum of one spell).
effects. You start with two such effects: Turn Undead and
The spells must be of a level for which you have spell slots.
an effect determined by your domain. Some domains
For example, if you are a 3rd-level cleric, you have four
grant you additional effects as you advance in levels, as
1st-level and two 2nd-level spell slots. With a Wisdom of
noted in the domain description.
16, your list of prepared spells can include six spells of
When you use your Channel Divinity, you choose which
1st or 2nd level, in any combination. If you prepare the
effect to create. You must then finish a short or long rest
1st-level spell cure wounds, you can cast it using a 1st-
to use your Channel Divinity again.
level or 2nd-level slot. Casting the spell doesn’t remove it
Some Channel Divinity effects require saving throws.
from your list of prepared spells.
When you use such an effect from this class, the DC
You can change your list of prepared spells when you
equals your cleric spell save DC.
finish a long rest. Preparing a new list of cleric spells
Beginning at 6th level, you can use your Channel Divin-
requires time spent in prayer and meditation: at least 1
ity twice between rests, and beginning at 18th level, you
minute per spell level for each spell on your list.
can use it three times between rests. When you finish a
short or long rest, you regain your expended uses.
Spellcasting Ability
Channel Divinity: Turn Undead
Wisdom is your spellcasting ability for your cleric spells.
As an action, you present your holy symbol and speak a
The power of your spells comes from your devotion to
prayer censuring the undead. Each undead that can see
your deity. You use your Wisdom whenever a cleric spell
or hear you within 30 feet of you must make a Wisdom
refers to your spellcasting ability. In addition, you use
saving throw. If the creature fails its saving throw, it is
your Wisdom modifier when setting the saving throw
turned for 1 minute or until it takes any damage.
DC for a cleric spell you cast and when making an attack
A turned creature must spend its turns trying to move
roll with one.
as far away from you as it can, and it can’t willingly move
Spell save DC = 8 + your proficiency bonus +
to a space within 30 feet of you. It also can’t take reac-
your Wisdom modifier
tions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving.
Spell attack modifier = your proficiency bonus +
If there’s nowhere to move, the creature can use the
your Wisdom modifier
Dodge action.
Ritual Casting
Ability Score Improvement
You can cast a cleric spell as a ritual if that spell has the
When you reach 4th level, and again at 8th, 12th, 16th,
ritual tag and you have the spell prepared.
and 19th level, you can increase one ability score of your
Spellcasting Focus
choice by 2, or you can increase two ability scores of your
You can use a holy symbol (found in chapter 5) as a spell-
choice by 1. As normal, you can’t increase an ability score
casting focus for your cleric spells.
above 20 using this feature.
Chapter 3: Classes
24

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those in need, and driving away the forces of death and
Destroy Undead
undeath. Almost any non-evil deity can claim influence
Starting at 5th level, when an undead fails its saving
over this domain, particularly agricultural deities (such
throw against your Turn Undead feature, the creature is
as Chauntea, Arawai, and Demeter), sun gods (such as
instantly destroyed if its challenge rating is at or below a
Lathander, Pelor, and Re-Horakhty), gods of healing
certain threshold, as shown in the Destroy Undead table.
or endurance (such as Ilmater, Mishakal, Apollo, and
Diancecht), and gods of home and community (such as
Destroy Undead
Hestia, Hathor, and Boldrei).
Cleric Level
Destroys Undead of CR . . .
5th
1/2 or lower
Life Domain Spells
8th
1 or lower
Cleric Level Spells
11th
2 or lower
1st
bless, cure wounds
14th
3 or lower
3rd
lesser restoration, spiritual weapon
17th
4 or lower
5th
beacon of hope, revivify
7th
death ward, guardian of faith
9th
mass cure wounds, raise dead
Divine Intervention
Beginning at 10th level, you can call on your deity to in-
Bonus Proficiency
tervene on your behalf when your need is great.
When you choose this domain at 1st level, you gain profi-
Imploring your deity’s aid requires you to use your ac-
ciency with heavy armor.
tion. Describe the assistance you seek, and roll percentile
dice. If you roll a number equal to or lower than your
Disciple of Life
cleric level, your deity intervenes. The DM chooses the
Also starting at 1st level, your healing spells are more
nature of the intervention; the effect of any cleric spell or
effective. Whenever you use a spell of 1st level or higher
cleric domain spell would be appropriate.
to restore hit points to a creature, the creature regains
If your deity intervenes, you can’t use this feature again
additional hit points equal to 2 + the spell’s level.
for 7 days. Otherwise, you can use it again after you fin-
ish a long rest.
Channel Divinity: Preserve Life
At 20th level, your call for intervention succeeds auto-
Starting at 2nd level, you can use your Channel Divinity
matically, no roll required.
to heal the badly injured.
As an action, you present your holy symbol and evoke
healing energy that can restore a number of hit points
Divine Domains
equal to five times your cleric level. Choose any creatures
In a pantheon, every deity has influence over different
within 30 feet of you, and divide those hit points among
aspects of mortal life and civilization, called a deity’s
them. This feature can restore a creature to no more than
domain. All the domains over which a deity has influence
half of its hit point maximum. You can’t use this feature
are called the deity’s portfolio. For example, the port-
on an undead or a construct.
folio of the Greek god Apollo includes the domains of
Knowledge, Life, and Light. As a cleric, you choose one
Blessed Healer
aspect of your deity’s portfolio to emphasize, and you are
Beginning at 6th level, the healing spells you cast on
granted powers related to that domain.
others heal you as well. When you cast a spell of 1st level
Your choice might correspond to a particular sect
or higher that restores hit points to a creature other than
dedicated to your deity. Apollo, for example, could be
you, you regain hit points equal to 2 + the spell’s level.
worshiped in one region as Phoebus (“radiant”) Apollo,
emphasizing his influence over the Light domain, and in
Divine Strike
a different place as Apollo Acesius (“healing”), emphasiz-
At 8th level, you gain the ability to infuse your weapon
ing his association with the Life domain. Alternatively,
strikes with divine energy. Once on each of your turns
your choice of domain could simply be a matter of per-
when you hit a creature with a weapon attack, you can
sonal preference, the aspect of the deity that appeals
cause the attack to deal an extra 1d8 radiant damage to
to you most.
the target. When you reach 14th level, the extra damage
Each domain’s description gives examples of deities
increases to 2d8.
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk,
Supreme Healing
Dragonlance, and Eberron campaign settings, as well as
Starting at 17th level, when you would normally roll one
from the Celtic, Greek, Norse, and Egyptian pantheons of
or more dice to restore hit points with a spell, you instead
antiquity.
use the highest number possible for each die. For exam-
ple, instead of restoring 2d6 hit points to a creature, you
Life Domain
restore 12.
The Life domain focuses on the vibrant positive en-
ergy—one of the fundamental forces of the universe—that
sustains all life. The gods of life promote vitality and
health through healing the sick and wounded, caring for
Chapter 3: Classes
25

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Creating a Fighter
Fighter
A human in clanging plate armor holds her shield before
As you build your fighter, think about two related ele-
her as she runs toward the massed goblins. An elf behind
ments of your character’s background: Where did you get
her, clad in studded leather armor, peppers the goblins
your combat training, and what set you apart from the
with arrows loosed from his exquisite bow. The half-orc
mundane warriors around you? Were you particularly
nearby shouts orders, helping the two combatants coordi-
ruthless? Did you get extra help from a mentor, perhaps
nate their assault to the best advantage.
because of your exceptional dedication? What drove you
A dwarf in chain mail interposes his shield between the
to this training in the first place? A threat to your home-
ogre’s club and his companion, knocking the deadly blow
land, a thirst for revenge, or a need to prove yourself
aside. His companion, a half-elf in scale armor, swings
might all have been factors.
two scimitars in a blinding whirl as she circles the ogre,
You might have enjoyed formal training in a noble’s
looking for a blind spot in its defenses.
army or in a local militia. Perhaps you trained in a war
A gladiator fights for sport in an arena, a master with
academy, learning strategy, tactics, and military history.
his trident and net, skilled at toppling foes and moving
Or you might be self-taught—unpolished but well tested.
them around for the crowd’s delight—and his own tactical
Did you take up the sword as a way to escape the limits
advantage. His opponent’s sword flares with blue light
of life on a farm, or are you following a proud family tra-
an instant before she sends lightning flashing forth to
dition? Where did you acquire your weapons and armor?
smite him.
They might have been military issue or family heirlooms,
All of these heroes are fighters, perhaps the most di-
or perhaps you scrimped and saved for years to buy them.
verse class of characters in the worlds of Dungeons &
Your armaments are now among your most important
Dragons. Questing knights, conquering overlords, royal
possessions—the only things that stand between you and
champions, elite foot soldiers, hardened mercenaries,
death’s embrace.
and bandit kings—as fighters, they all share an unparal-
Quick Build
leled mastery with weapons and armor, and a thorough
You can make a fighter quickly by following these sug-
knowledge of the skills of combat. And they are well
gestions. First, make Strength or Dexterity your highest
acquainted with death, both meting it out and staring it
ability score, depending on whether you want to focus
defiantly in the face.
on melee weapons or on archery (or finesse weapons).
Your next-highest score should be Constitution. Second,
Well-Rounded Specialists
choose the soldier background.
Fighters learn the basics of all combat styles. Every
fighter can swing an axe, fence with a rapier, wield a
The Fighter
longsword or a greatsword, use a bow, and even trap foes
in a net with some degree of skill. Likewise, a fighter
Proficiency
Level
Bonus
Features
is adept with shields and every form of armor. Beyond
that basic degree of familiarity, each fighter specializes
1st
+2
Fighting Style, Second Wind
in a certain style of combat. Some concentrate on ar-
2nd
+2
Action Surge (one use)
chery, some on fighting with two weapons at once, and
3rd
+2
Martial Archetype
some on augmenting their martial skills with magic.
4th
+2
Ability Score Improvement
This combination of broad general ability and exten-
5th
+3
Extra Attack
sive specialization makes fighters superior combatants
6th
+3
Ability Score Improvement
on battlefields and in dungeons alike.
7th
+3
Martial Archetype feature
8th
+3
Ability Score Improvement
Trained for Danger
9th
+4
Indomitable (one use)
Not every member of the city watch, the village militia,
10th
+4
Martial Archetype feature
or the queen’s army is a fighter. Most of these troops are
11th
+4
Extra Attack (2)
relatively untrained soldiers with only the most basic
12th
+4
Ability Score Improvement
combat knowledge. Veteran soldiers, military officers,
13th
+5
Indomitable (two uses)
trained bodyguards, dedicated knights, and similar fig-
14th
+5
Ability Score Improvement
ures are fighters.
Some fighters feel drawn to use their training as adven-
15th
+5
Martial Archetype feature
turers. The dungeon delving, monster slaying, and other
16th
+5
Ability Score Improvement
dangerous work common among adventurers is second
17th
+6
Action Surge (two uses), Indomitable
nature for a fighter, not all that different from the life he
(three uses)
or she left behind. There are greater risks, perhaps, but
18th
+6
Martial Archetype feature
also much greater rewards—few fighters in the city watch
19th
+6
Ability Score Improvement
have the opportunity to discover a magic flame tongue
20th
+6
Extra Attack (3)
sword, for example.
Chapter 3: Classes
26

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Two-Weapon Fighting
Class Features
When you engage in two-weapon fighting, you can add
As a fighter, you gain the following class features.
your ability modifier to the damage of the second attack.
Hit Points
Second Wind
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
You have a limited well of stamina that you can draw on
Hit Points at Higher Levels: 1d10 (or 6) + your
to protect yourself from harm. On your turn, you can use
Constitution modifier per fighter level after 1st
a bonus action to regain hit points equal to 1d10 + your
fighter level.
Proficiencies
Once you use this feature, you must finish a short or
Armor: All armor, shields
long rest before you can use it again.
Weapons: Simple weapons, martial weapons
Tools: None
Action Surge
Saving Throws: Strength, Constitution
Starting at 2nd level, you can push yourself beyond your
Skills: Choose two skills from Acrobatics, Animal
normal limits for a moment. On your turn, you can take
Handling, Athletics, History, Insight, Intimidation,
one additional action.
Perception, and Survival
Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th
Equipment
level, you can use it twice before a rest, but only once on
You start with the following equipment, in addition to the
the same turn.
equipment granted by your background:
Martial Archetype
(a) chain mail or (b) leather armor, longbow,
and 20 arrows
At 3rd level, you choose an archetype that you strive
(a) a martial weapon and a shield or (b) two
to emulate in your combat styles and techniques. The
martial weapons
Champion archetype is detailed at the end of the class
(a) a light crossbow and 20 bolts or (b) two handaxes
description; see the Player’s Handbook for information
(a) a dungeoneer’s pack or (b) an explorer’s pack
on other martial archetypes. Your archetype grants you
features at 3rd level and again at 7th, 10th, 15th, and
Fighting Style
18th level.
You adopt a particular style of fighting as your specialty.
Ability Score Improvement
Choose one of the following options. You can’t take a
Fighting Style option more than once, even if you later
When you reach 4th level, and again at 6th, 8th, 12th,
get to choose again.
14th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability
Archery
scores of your choice by 1. As normal, you can’t increase
You gain a +2 bonus to attack rolls you make with
an ability score above 20 using this feature.
ranged weapons.
Extra Attack
Defense
Beginning at 5th level, you can attack twice, instead of
While you are wearing armor, you gain a +1 bonus to AC.
once, whenever you take the Attack action on your turn.
Dueling
The number of attacks increases to three when you
When you are wielding a melee weapon in one hand and
reach 11th level in this class and to four when you reach
no other weapons, you gain a +2 bonus to damage rolls
20th level in this class.
with that weapon.
Indomitable
Great Weapon Fighting
Beginning at 9th level, you can reroll a saving throw that
When you roll a 1 or 2 on a damage die for an attack you
you fail. If you do so, you must use the new roll, and you
make with a melee weapon that you are wielding with
can’t use this feature again until you finish a long rest.
two hands, you can reroll the die and must use the new
You can use this feature twice between long rests
roll, even if the new roll is a 1 or a 2. The weapon must
starting at 13th level and three times between long rests
have the two-handed or versatile property for you to gain
starting at 17th level.
this benefit.
Protection
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
Chapter 3: Classes
27

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Martial Archetypes
Rogue
Different fighters choose different approaches to perfect-
Signaling for her companions to wait, a halfling creeps
ing their fighting prowess. The martial archetype you
forward through the dungeon hall. She presses an ear
choose to emulate reflects your approach.
to the door, then pulls out a set of tools and picks the
lock in the blink of an eye. Then she disappears into the
Champion
shadows as her fighter friend moves forward to kick the
door open.
The archetypal Champion focuses on the development
A human lurks in the shadows of an alley while his
of raw physical power honed to deadly perfection.
accomplice prepares for her part in the ambush. When
Those who model themselves on this archetype combine
their target—a notorious slaver—passes the alleyway,
rigorous training with physical excellence to deal devas-
the accomplice cries out, the slaver comes to investigate,
tating blows.
and the assassin’s blade cuts his throat before he can
Improved Critical
make a sound.
Beginning when you choose this archetype at 3rd
Suppressing a giggle, a gnome waggles her fingers and
level, your weapon attacks score a critical hit on a roll
magically lifts the key ring from the guard’s belt. In a mo-
of 19 or 20.
ment, the keys are in her hand, the cell door is open, and
she and her companions are free to make their escape.
Remarkable Athlete
Rogues rely on skill, stealth, and their foes’ vulnerabil-
Starting at 7th level, you can add half your proficiency
ities to get the upper hand in any situation. They have a
bonus (round up) to any Strength, Dexterity, or Con-
knack for finding the solution to just about any problem,
stitution check you make that doesn’t already use your
demonstrating a resourcefulness and versatility that is
proficiency bonus.
the cornerstone of any successful adventuring party.
In addition, when you make a running long jump, the
distance you can cover increases by a number of feet
Skill and Precision
equal to your Strength modifier.
Rogues devote as much effort to mastering the use of
a variety of skills as they do to perfecting their combat
Additional Fighting Style
abilities, giving them a broad expertise that few other
At 10th level, you can choose a second option from the
characters can match. Many rogues focus on stealth and
Fighting Style class feature.
deception, while others refine the skills that help them
Superior Critical
in a dungeon environment, such as climbing, finding and
disarming traps, and opening locks.
Starting at 15th level, your weapon attacks score a criti-
When it comes to combat, rogues prioritize cunning
cal hit on a roll of 18-20.
over brute strength. A rogue would rather make one
Survivor
precise strike, placing it exactly where the attack will
At 18th level, you attain the pinnacle of resilience in bat-
hurt the target most, than wear an opponent down with a
tle. At the start of each of your turns, you regain hit points
barrage of attacks. Rogues have an almost supernatural
equal to 5 + your Constitution modifier if you have no
knack for avoiding danger, and a few learn magical tricks
more than half of your hit points left. You don’t gain this
to supplement their other abilities.
benefit if you have 0 hit points.
A Shady Living
Every town and city has its share of rogues. Most of them
live up to the worst stereotypes of the class, making a
living as burglars, assassins, cutpurses, and con art-
ists. Often, these scoundrels are organized into thieves’
guilds or crime families. Plenty of rogues operate inde-
pendently, but even they sometimes recruit apprentices to
help them in their scams and heists. A few rogues make
an honest living as locksmiths, investigators, or extermi-
nators, which can be a dangerous job in a world where
dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law.
Some are hardened criminals who decide to seek their
fortune in treasure hoards, while others take up a life of
adventure to escape from the law. Some have learned
and perfected their skills with the explicit purpose of
infiltrating ancient ruins and hidden crypts in search
of treasure.
Creating a Rogue
As you create your rogue character, consider the char-
acter’s relationship to the law. Do you have a criminal
Chapter 3: Classes
28

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past—or present? Are you on the run from the law or
The Rogue
from an angry thieves’ guild master? Or did you leave
Proficiency
Sneak
your guild in search of bigger risks and bigger rewards?
Level
Bonus
Attack Features
Is it greed that drives you in your adventures, or some
1st
+2
1d6
Expertise, Sneak Attack,
other desire or ideal?
Thieves’ Cant
What was the trigger that led you away from your pre-
2nd
+2
1d6
Cunning Action
vious life? Did a great con or heist gone terribly wrong
3rd
+2
2d6
Roguish Archetype
cause you to reevaluate your career? Maybe you were
4th
+2
2d6
Ability Score Improvement
lucky and a successful robbery gave you the coin you
needed to escape the squalor of your life. Did wander-
5th
+3
3d6
Uncanny Dodge
lust finally call you away from your home? Perhaps you
6th
+3
3d6
Expertise
suddenly found yourself cut off from your family or your
7th
+3
4d6
Evasion
mentor, and you had to find a new means of support. Or
8th
+3
4d6
Ability Score Improvement
maybe you made a new friend—another member of your
9th
+4
5d6
Roguish Archetype feature
adventuring party—who showed you new possibilities for
10th
+4
5d6
Ability Score Improvement
earning a living and employing your particular talents.
11th
+4
6d6
Reliable Talent
12th
+4
6d6
Ability Score Improvement
Quick Build
13th
+5
7d6
Roguish Archetype feature
You can make a rogue quickly by following these sug-
gestions. First, Dexterity should be your highest ability
14th
+5
7d6
Blindsense
score. Make Intelligence your next-highest if you want to
15th
+5
8d6
Slippery Mind
excel at Investigation. Choose Charisma instead if you
16th
+5
8d6
Ability Score Improvement
plan to emphasize deception and social interaction. Sec-
17th
+6
9d6
Roguish Archetype feature
ond, choose the criminal background.
18th
+6
9d6
Elusive
19th
+6
10d6
Ability Score Improvement
Class Features
20th
+6
10d6
Stroke of Luck
As a rogue, you have the following class features.
At 6th level, you can choose two more of your proficien-
Hit Points
cies (in skills or with thieves’ tools) to gain this benefit.
Hit Dice: 1d8 per rogue level
Sneak Attack
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Beginning at 1st level, you know how to strike subtly and
Constitution modifier per rogue level after 1st
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack
Proficiencies
if you have advantage on the attack roll. The attack must
Armor: Light armor
use a finesse or a ranged weapon.
Weapons: Simple weapons, hand crossbows,
You don’t need advantage on the attack roll if another
longswords, rapiers, shortswords
enemy of the target is within 5 feet of it, that enemy isn’t
Tools: Thieves’ tools
incapacitated, and you don’t have disadvantage on the
Saving Throws: Dexterity, Intelligence
attack roll.
Skills: Choose four from Acrobatics, Athletics,
The amount of the extra damage increases as you gain
Deception, Insight, Intimidation, Investigation,
levels in this class, as shown in the Sneak Attack column
Perception, Performance, Persuasion, Sleight of
of the Rogue table.
Hand, and Stealth
Thieves’ Cant
Equipment
During your rogue training you learned thieves’ cant, a
You start with the following equipment, in addition to the
secret mix of dialect, jargon, and code that allows you to
equipment granted by your background:
hide messages in seemingly normal conversation. Only
(a) a rapier or (b) a shortsword
another creature that knows thieves’ cant understands
(a) a shortbow and quiver of 20 arrows or (b)
such messages. It takes four times longer to convey such
a shortsword
a message than it does to speak the same idea plainly.
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
In addition, you understand a set of secret signs and
explorer’s pack
symbols used to convey short, simple messages, such as
• Leather armor, two daggers, and thieves’ tools
whether an area is dangerous or the territory of a thieves’
guild, whether loot is nearby, or whether the people in
Expertise
an area are easy marks or will provide a safe house for
thieves on the run.
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
Chapter 3: Classes
29

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Cunning Action
Stroke of Luck
Starting at 2nd level, your quick thinking and agility
At 20th level, you have an uncanny knack for succeeding
allow you to move and act quickly. You can take a bonus
when you need to. If your attack misses a target within
action on each of your turns in combat. This action can
range, you can turn the miss into a hit. Alternatively, if
be used only to take the Dash, Disengage, or Hide action.
you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until
Roguish Archetype
you finish a short or long rest.
At 3rd level, you choose an archetype that you emulate in
the exercise of your rogue abilities. The Thief archetype
Roguish Archetypes
is detailed here; see the Player’s Handbook for other ar-
Rogues have many features in common, including their
chetypes. Your choice grants you features at 3rd level and
emphasis on perfecting their skills, their precise and
then again at 9th, 13th, and 17th level.
deadly approach to combat, and their increasingly quick
reflexes. But different rogues steer those talents in vary-
Ability Score Improvement
ing directions, embodied by the rogue archetypes. Your
choice of archetype is a reflection of your focus—not
When you reach 4th level, and again at 8th, 10th, 12th,
necessarily an indication of your chosen profession, but a
16th, and 19th level, you can increase one ability score of
description of your preferred techniques.
your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
Thief
score above 20 using this feature.
You hone your skills in the larcenous arts. Burglars,
Uncanny Dodge
bandits, cutpurses, and other criminals typically follow
this archetype, but so do rogues who prefer to think of
Starting at 5th level, when an attacker that you can see
themselves as professional treasure seekers, explorers,
hits you with an attack, you can use your reaction to halve
delvers, and investigators. In addition to improving your
the attack’s damage against you.
agility and stealth, you learn skills useful for delving into
ancient ruins, reading unfamiliar languages, and using
Evasion
magic items you normally couldn’t employ.
Beginning at 7th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragon’s fiery
Fast Hands
breath or an ice storm spell. When you are subjected
Starting at 3rd level, you can use the bonus action
to an effect that allows you to make a Dexterity saving
granted by your Cunning Action to make a Dexterity
throw to take only half damage, you instead take no
(Sleight of Hand) check, use your thieves’ tools to disarm
damage if you succeed on the saving throw, and only half
a trap or open a lock, or take the Use an Object action.
damage if you fail.
Second-Story Work
Reliable Talent
When you choose this archetype at 3rd level, you gain the
ability to climb faster than normal; climbing no longer
By 11th level, you have refined your chosen skills until
costs you extra movement.
they approach perfection. Whenever you make an ability
In addition, when you make a running jump, the dis-
check that lets you add your proficiency bonus, you can
tance you cover increases by a number of feet equal to
treat a d20 roll of 9 or lower as a 10.
your Dexterity modifier.
Blindsense
Supreme Sneak
Starting at 14th level, if you are able to hear, you are
Starting at 9th level, you have advantage on a Dexterity
aware of the location of any hidden or invisible creature
(Stealth) check if you move no more than half your speed
within 10 feet of you.
on the same turn.
Slippery Mind
Use Magic Device
By 13th level, you have learned enough about the work-
By 15th level, you have acquired greater mental strength.
ings of magic that you can improvise the use of items
You gain proficiency in Wisdom saving throws.
even when they are not intended for you. You ignore
all class, race, and level requirements on the use of
Elusive
magic items.
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
Thief’s Reflexes
advantage against you while you aren’t incapacitated.
When you reach 17th level, you have become adept at lay-
ing ambushes and quickly escaping danger. You can take
two turns during the first round of any combat. You take
your first turn at your normal initiative and your second
turn at your initiative minus 10. You can’t use this feature
when you are surprised.
Chapter 3: Classes
30

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Scholars of the Arcane
Wizard
Clad in the silver robes that denote her station, an elf
Wild and enigmatic, varied in form and function, the
closes her eyes to shut out the distractions of the battle-
power of magic draws students who seek to master its
field and begins her quiet chant. Fingers weaving in front
mysteries. Some aspire to become like the gods, shap-
of her, she completes her spell and launches a tiny bead
ing reality itself. Though the casting of a typical spell
of fire toward the enemy ranks, where it erupts into a con-
requires merely the utterance of a few strange words,
flagration that engulfs the soldiers.
fleeting gestures, and sometimes a pinch or clump of
Checking and rechecking his work, a human scribes
exotic materials, these surface components barely hint at
an intricate magic circle in chalk on the bare stone
the expertise attained after years of apprenticeship and
floor, then sprinkles powdered iron along every line and
countless hours of study.
graceful curve. When the circle is complete, he drones
Wizards live and die by their spells. Everything else is
a long incantation. A hole opens in space inside the cir-
secondary. They learn new spells as they experiment and
cle, bringing a whiff of brimstone from the otherworldly
grow in experience. They can also learn them from other
plane beyond.
wizards, from ancient tomes or inscriptions, and from an-
Crouching on the floor in a dungeon intersection, a
cient creatures (such as the fey) that are steeped in magic.
gnome tosses a handful of small bones inscribed with
The Lure of Knowledge
mystic symbols, muttering a few words of power over
them. Closing his eyes to see the visions more clearly,
Wizards’ lives are seldom mundane. The closest a wizard
he nods slowly, then opens his eyes and points down the
is likely to come to an ordinary life is working as a sage
passage to his left.
or lecturer in a library or university, teaching others the
Wizards are supreme magic-users, defined and united
secrets of the multiverse. Other wizards sell their ser-
as a class by the spells they cast. Drawing on the subtle
vices as diviners, serve in military forces, or pursue lives
weave of magic that permeates the cosmos, wizards cast
of crime or domination.
spells of explosive fire, arcing lightning, subtle deception,
But the lure of knowledge and power calls even the
and brute-force mind control. Their magic conjures mon-
most unadventurous wizards out of the safety of their
sters from other planes of existence, glimpses the future,
libraries and laboratories and into crumbling ruins and
or turns slain foes into zombies. Their mightiest spells
lost cities. Most wizards believe that their counterparts
change one substance into another, call meteors down
in ancient civilizations knew secrets of magic that have
from the sky, or open portals to other worlds.
been lost to the ages, and discovering those secrets could
unlock the path to a power greater than any magic avail-
able in the present age.
The Wizard
— Spell Slots per Spell Level —
Proficiency
Cantrips
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
2nd
+2
Arcane Tradition
3
3
3rd
+2
3
4
2
4th
+2
Ability Score Improvement
4
4
3
5th
+3
4
4
3
2
6th
+3
Arcane Tradition feature
4
4
3
3
7th
+3
4
4
3
3
1
8th
+3
Ability Score Improvement
4
4
3
3
2
9th
+4
4
4
3
3
3
1
10th
+4
Arcane Tradition feature
5
4
3
3
3
2
11th
+4
5
4
3
3
3
2
1
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Arcane Tradition feature
5
4
3
3
3
2
1
1
15th
+5
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
5
4
3
3
3
2
1
1
1
1
18th
+6
Spell Mastery
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Signature Spell
5
4
3
3
3
3
2
2
1
1
Chapter 3: Classes
31

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Creating a Wizard
Cantrips
At 1st level, you know three cantrips of your choice from
Creating a wizard character demands a backstory dom-
the wizard spell list. You learn additional wizard cantrips
inated by at least one extraordinary event. How did your
of your choice at higher levels, as shown in the Cantrips
character first come into contact with magic? How did
Known column of the Wizard table.
you discover you had an aptitude for it? Do you have a
natural talent, or did you simply study hard and practice
Spellbook
incessantly? Did you encounter a magical creature or an
At 1st level, you have a spellbook containing six 1st-level
ancient tome that taught you the basics of magic?
wizard spells of your choice. Your spellbook is the repos-
What drew you forth from your life of study? Did your
itory of the wizard spells you know, except your cantrips,
first taste of magical knowledge leave you hungry for
which are fixed in your mind.
more? Have you received word of a secret repository of
knowledge not yet plundered by any other wizard? Per-
Preparing and Casting Spells
haps you’re simply eager to put your newfound magical
The Wizard table shows how many spell slots you have
skills to the test in the face of danger.
to cast your wizard spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the spell’s
Quick Build
level or higher. You regain all expended spell slots when
You can make a wizard quickly by following these sug-
you finish a long rest.
gestions. First, Intelligence should be your highest ability
You prepare the list of wizard spells that are available
score, followed by Constitution or Dexterity. Second,
for you to cast. To do so, choose a number of wizard spells
choose the sage background. Third, choose the light,
from your spellbook equal to your Intelligence modifier +
mage hand, and ray of frost cantrips, along with the
your wizard level (minimum of one spell). The spells must
following 1st-level spells for your spellbook: burning
be of a level for which you have spell slots.
hands, charm person, mage armor, magic missile, shield,
For example, if you’re a 3rd-level wizard, you have
and sleep.
four 1st-level and two 2nd-level spell slots. With an In-
telligence of 16, your list of prepared spells can include
Class Features
six spells of 1st or 2nd level, in any combination, chosen
As a wizard, you gain the following class features.
from your spellbook. If you prepare the 1st-level spell
magic missile, you can cast it using a 1st-level or a 2nd-
Hit Points
level slot. Casting the spell doesn’t remove it from your
Hit Dice: 1d6 per wizard level
list of prepared spells.
Hit Points at 1st Level: 6 + your Constitution modifier
You can change your list of prepared spells when you
Hit Points at Higher Levels: 1d6 (or 4) + your
finish a long rest. Preparing a new list of wizard spells
Constitution modifier per wizard level after 1st
requires time spent studying your spellbook and mem-
orizing the incantations and gestures you must make to
Proficiencies
cast the spell: at least 1 minute per spell level for each
Armor: None
spell on your list.
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Spellcasting Ability
Tools: None
Intelligence is your spellcasting ability for your wizard
spells, since you learn your spells through dedicated
Saving Throws: Intelligence, Wisdom
study and memorization. You use your Intelligence
Skills: Choose two from Arcana, History, Insight,
whenever a spell refers to your spellcasting ability. In
Investigation, Medicine, and Religion
addition, you use your Intelligence modifier when setting
the saving throw DC for a wizard spell you cast and when
Equipment
making an attack roll with one.
You start with the following equipment, in addition to the
equipment granted by your background:
Spell save DC = 8 + your proficiency bonus +
(a) a quarterstaff or (b) a dagger
your Intelligence modifier
(a) a component pouch or (b) an arcane focus
Spell attack modifier = your proficiency bonus +
(a) a scholar’s pack or (b) an explorer’s pack
your Intelligence modifier
• A spellbook
Ritual Casting
Spellcasting
You can cast a wizard spell as a ritual if that spell has the
As a student of arcane magic, you have a spellbook con-
ritual tag and you have the spell in your spellbook. You
taining spells that show the first glimmerings of your true
don’t need to have the spell prepared.
power. See chapter 10 for the general rules of spellcast-
ing and chapter 11 for the wizard spell list.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a
spellcasting focus for your wizard spells.
Chapter 3: Classes
32

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Learning Spells of 1st Level and Higher
Arcane Tradition
Each time you gain a wizard level, you can add two wiz-
When you reach 2nd level, you choose an arcane tradi-
ard spells of your choice to your spellbook for free. Each
tion, shaping your practice of magic through one of eight
of these spells must be of a level for which you have spell
schools: Abjuration, Conjuration, Divination, Enchant-
slots, as shown on the Wizard table. On your adventures,
ment, Evocation, Illusion, Necromancy, or Transmutation.
you might find other spells that you can add to your spell-
The school of Evocation is detailed at the end of the class
book (see the “Your Spellbook” sidebar).
description; see the Player’s Handbook for information
on the other schools.
Arcane Recovery
Your choice grants you features at 2nd level and again
You have learned to regain some of your magical energy
at 6th, 10th, and 14th level.
by studying your spellbook. Once per day when you fin-
ish a short rest, you can choose expended spell slots to
Ability Score Improvement
recover. The spell slots can have a combined level that is
When you reach 4th level, and again at 8th, 12th, 16th,
equal to or less than half your wizard level (rounded up),
and 19th level, you can increase one ability score of your
and none of the slots can be 6th level or higher.
choice by 2, or you can increase two ability scores of your
For example, if you’re a 4th-level wizard, you can recover
choice by 1. As normal, you can’t increase an ability score
up to two levels worth of spell slots. You can recover either a
above 20 using this feature.
2nd-level spell slot or two 1st-level spell slots.
Spell Mastery
Your Spellbook
At 18th level, you have achieved such mastery over
The spells that you add to your spellbook as you gain levels
certain spells that you can cast them at will. Choose a
reflect the arcane research you conduct on your own, as well
1st-level wizard spell and a 2nd-level wizard spell that
as intellectual breakthroughs you have had about the nature
of the multiverse. You might find other spells during your
are in your spellbook. You can cast those spells at their
adventures. You could discover a spell recorded on a scroll
lowest level without expending a spell slot when you have
in an evil wizard’s chest, for example, or in a dusty tome in
them prepared. If you want to cast either spell at a higher
an ancient library.
level, you must expend a spell slot as normal.
Copying a Spell into the Book. When you find a wizard
By spending 8 hours in study, you can exchange one
spell of 1st level or higher, you can add it to your spellbook
or both of the spells you chose for different spells of the
if it is of a spell level you can prepare and if you can spare
same levels.
the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing
Signature Spells
the basic form of the spell, then deciphering the unique
system of notation used by the wizard who wrote it. You
When you reach 20th level, you gain mastery over two
must practice the spell until you understand the sounds
powerful spells and can cast them with little effort.
or gestures required, then transcribe it into your spellbook
Choose two 3rd-level wizard spells in your spellbook as
using your own notation.
your signature spells. You always have these spells pre-
For each level of the spell, the process takes 2 hours and
pared, they don’t count against the number of spells you
costs 50 gp. The cost represents material components you
have prepared, and you can cast each of them once at 3rd
expend as you experiment with the spell to master it, as well
level without expending a spell slot. When you do so, you
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
can’t do so again until you finish a short or long rest.
other spells.
If you want to cast either spell at a higher level, you
Replacing the Book. You can copy a spell from your own
must expend a spell slot as normal.
spellbook into another book—for example, if you want
to make a backup copy of your spellbook. This is just like
Arcane Traditions
copying a new spell into your spellbook, but faster and
easier, since you understand your own notation and already
The study of wizardry is ancient, stretching back to the
know how to cast the spell. You need spend only 1 hour and
earliest mortal discoveries of magic. It is firmly estab-
10 gp for each level of the copied spell.
lished in the worlds of D&D, with various traditions
If you lose your spellbook, you can use the same
dedicated to its complex study.
procedure to transcribe the spells that you have prepared
The most common arcane traditions in the multiverse
into a new spellbook. Filling out the remainder of your
revolve around the schools of magic. Wizards through
spellbook requires you to find new spells to do so, as
the ages have cataloged thousands of spells, grouping
normal. For this reason, many wizards keep backup
them into eight categories called schools, as described
spellbooks in a safe place.
in chapter 10. In some places, these traditions are lit-
The Book’s Appearance. Your spellbook is a unique
compilation of spells, with its own decorative flourishes and
erally schools. Elsewhere, they are more like academic
margin notes. It might be a plain, functional leather volume
departments, with rival faculties competing for students
that you received as a gift from your master, a finely bound
and funding. Even wizards who train apprentices in the
gilt-edged tome you found in an ancient library, or even a
solitude of their own towers use the division of magic
loose collection of notes scrounged together after you lost
into schools as a learning device, since the spells of each
your previous spellbook in a mishap.
school require mastery of different techniques.
Chapter 3: Classes
33

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School of Evocation
Overchannel
Starting at 14th level, you can increase the power of
You focus your study on magic that creates powerful ele-
your simpler spells. When you cast a wizard spell of 1st
mental effects such as bitter cold, searing flame, rolling
through 5th level that deals damage, you can deal maxi-
thunder, crackling lightning, and burning acid. Some
mum damage with that spell.
evokers find employment in military forces, serving as
The first time you do so, you suffer no adverse effect. If
artillery to blast enemy armies from afar. Others use
you use this feature again before you finish a long rest,
their spectacular power to protect the weak, while some
you take 2d12 necrotic damage for each level of the spell,
seek their own gain as bandits, adventurers, or aspir-
immediately after you cast it. Each time you use this
ing tyrants.
feature again before finishing a long rest, the necrotic
Evocation Savant
damage per spell level increases by 1d12. This damage
Beginning when you select this school at 2nd level, the
ignores resistance and immunity.
gold and time you must spend to copy an evocation spell
into your spellbook is halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When
you cast an evocation spell that affects other creatures
that you can see, you can choose a number of them equal
to 1 + the spell’s level. The chosen creatures automati-
cally succeed on their saving throws against the spell,
and they take no damage if they would normally take half
damage on a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a crea-
ture succeeds on a saving throw against your cantrip,
the creature takes half the cantrip’s damage (if any) but
suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence
modifier to one damage roll of any wizard evocation
spell you cast.
Chapter 3: Classes
34

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Chapter 4: Personality and Background
Characters are defined by much more than their
You don’t need to be confined to binary notions of sex
race and class. They’re individuals with their own stories,
and gender. The elf god Corellon Larethian is often seen
interests, connections, and capabilities beyond those
as androgynous, for example, and some elves in the mul-
that class and race define. This chapter expounds on the
tiverse are made in Corellon’s image. You could also play
details that distinguish characters from one another, in-
a female character who presents herself as a man, a man
cluding the basics of name and physical description, the
who feels trapped in a female body, or a bearded female
rules of backgrounds and languages, and the finer points
dwarf who hates being mistaken for a male. Likewise,
of personality and alignment.
your character’s sexual orientation is for you to decide.
Height and Weight
Character Details
You can decide your character’s height and weight, using
Your character’s name and physical description might be
the information provided in your race description or on
the first things that the other players at the table learn
the Random Height and Weight table. Think about what
about you. It’s worth thinking about how these character-
your character’s ability scores might say about his or
istics reflect the character you have in mind.
her height and weight. A weak but agile character might
Name
be thin. A strong and tough character might be tall or
just heavy.
Your character’s race description includes sample names
If you want to, you can roll randomly for your charac-
for members of that race. Put some thought into your
ter’s height and weight using the Random Height and
name even if you’re just picking one from a list.
Weight table. The dice roll given in the Height Modifier
column determines the character’s extra height (in
Sex
inches) beyond the base height. That same number mul-
You can play a male or female character without gaining
tiplied by the dice roll or quantity given in the Weight
any special benefits or hindrances. Think about how your
Modifier column determines the character’s extra weight
character does or does not conform to the broader cul-
(in pounds) beyond the base weight.
ture’s expectations of sex, gender, and sexual behavior.
For example, a male drow cleric defies the traditional
Random Height and Weight
gender divisions of drow society, which could be a rea-
Base
Height
Base
Weight
son for your character to leave that society and come to
Race
Height
Modifier
Weight
Modifier
the surface.
Human
4'8"
+2d10
110 lb.
× (2d4) lb.
Dwarf, hill
3'8"
+2d4
115 lb.
× (2d6) lb.
Tika and Artemis: Contrasting Characters
Dwarf, mountain
4'
+2d4
130 lb.
× (2d6) lb.
The details in this chapter make a big difference in setting
Elf, high
4'6"
+2d10
90 lb.
× (1d4) lb.
your character apart from every other character. Consider
the following two human fighters.
Elf, wood
4'6"
+2d10
100 lb.
× (1d4) lb.
Hailing from the Dragonlance setting, Tika Waylan was a
Halfling
2'7"
+2d4
35 lb.
× 1 lb.
brash teenager who had a rough childhood. The daughter of
a thief, she ran away from home and practiced her father’s
For example, as a human, Tika has a height of 4 feet 8
trade on the streets of Solace. When she tried to rob the
inches plus 2d10 inches. Her player rolls 2d10 and gets
proprietor of the Inn of the Last Home, he caught her and
a total of 12, so Tika stands 5 feet 8 inches tall. Then the
took her under his wing, giving her a job as a barmaid. But
when the dragonarmies laid waste to the town of Solace
player uses that same roll of 12 and multiplies it by 2d4
and destroyed the inn, necessity forced Tika into adventure
pounds. Her 2d4 roll is 3, so Tika weighs an extra 36
alongside the friends she’d known from her childhood. Her
pounds (12 × 3) on top of her base 110 pounds, for a total
skill as a fighter (a frying pan remains one of her favorite
of 146 pounds.
weapons) combined with her history on the streets gave her
skills invaluable in her adventuring career.
Other Physical Characteristics
Artemis Entreri grew up on the streets of Calimport in the
You choose your character’s age and the color of his or
Forgotten Realms. He used his wits, strength, and agility
to carve out his own territory in one of the city’s hundreds
her hair, eyes, and skin. To add a touch of distinctiveness,
of poor shanty towns. After several years, he attracted the
you might want to give your character an unusual or
notice of one of the most powerful thieves’ guilds in the
memorable physical characteristic, such as a scar, a limp,
city, and he ascended the ranks of the guild quickly despite
or a tattoo.
his youth. Artemis became the favored assassin of one
of the city’s pashas, who sent him to far-off Icewind Dale
Alignment
to recover some stolen gems. He’s a professional killer,
constantly challenging himself to improve his skills.
A typical creature in the worlds of Dungeons & Drag-
Tika and Artemis are both human and both fighters (with
ons has an alignment, which broadly describes its moral
some experience as rogues), possessing similarly high
and personal attitudes. Alignment is a combination of
Strength and Dexterity scores, but there the similarity ends.
two factors: one identifies morality (good, evil, or neutral),
and the other describes attitudes toward society and
Chapter 4: Personality and Background
35

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order (lawful, chaotic, or neutral). Thus, nine distinct
Tika and Artemis: Alignment
alignments define the possible combinations.
Tika Waylan is neutral good, fundamentally good-hearted
These brief summaries of the nine alignments describe
and striving to help others where she can. Artemis is lawful
the typical behavior of a creature with that alignment.
evil, unconcerned with the value of sentient life but at least
Individuals might vary significantly from that typical
professional in his approach to murder.
As an evil character, Artemis is not an ideal adventurer.
behavior, and few people are perfectly and consistently
He began his career as a villain, and only cooperates with
faithful to the precepts of their alignment.
heroes when he must—and when it’s in his own best
Lawful good (LG) creatures can be counted on to do
interests. In most games, evil adventurers cause problems
the right thing as expected by society. Gold dragons, pala-
in groups alongside others who don’t share their interests
dins, and most dwarves are lawful good.
and objectives. Generally, evil alignments are for villains
Neutral good (NG) folk do the best they can to help oth-
and monsters.
ers according to their needs. Many celestials, some cloud
giants, and most gnomes are neutral good.
Such a creature is incapable of making a moral or ethical
Chaotic good (CG) creatures act as their conscience
choice and acts according to its bestial nature. Sharks
directs, with little regard for what others expect. Copper
are savage predators, for example, but they are not evil;
dragons, many elves, and unicorns are chaotic good.
they have no alignment.
Lawful neutral (LN) individuals act in accordance with
law, tradition, or personal codes. Many monks and some
Languages
wizards are lawful neutral.
Neutral (N) is the alignment of those who prefer to
Your race indicates the languages your character can
steer clear of moral questions and don’t take sides, doing
speak by default, and your background might give you ac-
what seems best at the time. Lizardfolk, most druids, and
cess to one or more additional languages of your choice.
many humans are neutral.
Note these languages on your character sheet.
Chaotic neutral (CN) creatures follow their whims,
Choose your languages from the Standard Languages
holding their personal freedom above all else. Many bar-
table, or choose one that is common in your campaign.
barians and rogues, and some bards, are chaotic neutral.
With your DM’s permission, you can instead choose a
Lawful evil (LE) creatures methodically take what they
language from the Exotic Languages table or a secret lan-
want, within the limits of a code of tradition, loyalty, or or-
guage, such as thieves’ cant or the tongue of druids.
der. Devils, blue dragons, and hobgoblins are lawful evil.
Some of these languages are actually families of lan-
Neutral evil (NE) is the alignment of those who do
guages with many dialects. For example, the Primordial
whatever they can get away with, without compassion or
language includes the Auran, Aquan, Ignan, and Terran
qualms. Many drow, some cloud giants, and yugoloths
dialects, one for each of the four elemental planes. Crea-
are neutral evil.
tures that speak different dialects of the same language
Chaotic evil (CE) creatures act with arbitrary violence,
can communicate with one another.
spurred by their greed, hatred, or bloodlust. Demons, red
dragons, and orcs are chaotic evil.
Standard Languages
Language
Typical Speakers
Script
Alignment in the Multiverse
Common
Humans
Common
For many thinking creatures, alignment is a moral
Dwarvish
Dwarves
Dwarvish
choice. Humans, dwarves, elves, and other humanoid
Elvish
Elves
Elvish
races can choose whether to follow the paths of good or
Giant
Ogres, giants
Dwarvish
evil, law or chaos. According to myth, the good-aligned
gods who created these races gave them free will to
Gnomish
Gnomes
Dwarvish
choose their moral paths, knowing that good without free
Goblin
Goblinoids
Dwarvish
will is slavery.
Halfling
Halflings
Common
The evil deities who created other races, though, made
Orc
Orcs
Dwarvish
those races to serve them. Those races have strong
inborn tendencies that match the nature of their gods.
Exotic Languages
Most orcs share the violent, savage nature of the orc god,
Language
Typical Speakers
Script
Gruumsh, and are thus inclined toward evil. Even if an
orc chooses a good alignment, it struggles against its in-
Abyssal
Demons
Infernal
nate tendencies for its entire life. (Even half-orcs feel the
Celestial
Celestials
Celestial
lingering pull of the orc god’s influence.)
Deep Speech
Mind flayers,
Alignment is an essential part of the nature of celes-
beholders
tials and fiends. A devil does not choose to be lawful evil,
Draconic
Dragons,
Draconic
and it doesn’t tend toward lawful evil, but rather it is law-
dragonborn
ful evil in its essence. If it somehow ceased to be lawful
Infernal
Devils
Infernal
evil, it would cease to be a devil.
Primordial
Elementals
Dwarvish
Most creatures that lack the capacity for rational
Sylvan
Fey creatures
Elvish
thought do not have alignments—they are unaligned.
Undercommon
Underdark traders
Elvish
Chapter 4: Personality and Background
36

-------------------------------------------------------------------------------------------------------------------------------------------------------------

threatened. They can work very much like ideals, driving
Personal Characteristics
a character’s motivations and goals.
Fleshing out your character’s personality—the array of
Bonds might answer any of these questions: Whom do
traits, mannerisms, habits, beliefs, and flaws that give a
you care most about? To what place do you feel a special
person a unique identity—will help you bring him or her
connection? What is your most treasured possession?
to life as you play the game. Four categories of charac-
Your bonds might be tied to your class, your
teristics are presented here: personality traits, ideals,
background, your race, or some other aspect of your char-
bonds, and flaws. Beyond those categories, think about
acter’s history or personality. You might also gain new
your character’s favorite words or phrases, tics and habit-
bonds over the course of your adventures.
ual gestures, vices and pet peeves, and whatever else you
can imagine.
Flaws
Each background presented later in this chapter in-
Finally, choose a flaw for your character. Your character’s
cludes suggested characteristics that you can use to
flaw represents some vice, compulsion, fear, or weak-
spark your imagination. You’re not bound to those op-
ness—in particular, anything that someone else could
tions, but they’re a good starting point.
exploit to bring you to ruin or cause you to act against
your best interests. More significant than negative
Personality Traits
personality traits, a flaw might answer any of these ques-
Give your character two personality traits. Personality
tions: What enrages you? What’s the one person, concept,
traits are small, simple ways to help you set your char-
or event that you are terrified of? What are your vices?
acter apart from every other character. Your personality
traits should tell you something interesting and fun about
Inspiration
your character. They should be self-descriptions that are
specific about what makes your character stand out. “I’m
Inspiration is a rule the Dungeon Master can use to re-
smart” is not a good trait, because it describes a lot of
ward you for playing your character in a way that’s true
characters. “I’ve read every book in Candlekeep” tells you
to his or her personality traits, ideal, bond, and flaw. By
something specific about your character’s interests and
using inspiration, you can draw on your personality trait
disposition.
of compassion for the downtrodden to give you an edge in
Personality traits might describe the things your char-
negotiating with the Beggar Prince. Or inspiration can let
acter likes, his or her past accomplishments, things your
you call on your bond to the defense of your home village
character dislikes or fears, your character’s self-attitude
to push past the effect of a spell that has been laid on you.
or mannerisms, or the influence of his or her abil-
ity scores.
Gaining Inspiration
A useful place to start thinking about personality traits
Your DM can choose to give you inspiration for a variety
is to look at your highest and lowest ability scores and de-
of reasons. Typically, DMs award it when you play out
fine one trait related to each. Either one could be positive
your personality traits, give in to the drawbacks pre-
or negative: you might work hard to overcome a low score,
sented by a flaw or bond, and otherwise portray your
for example, or be cocky about your high score.
character in a compelling way. Your DM will tell you how
you can earn inspiration in the game.
Ideals
You either have inspiration or you don’t—you can’t
Describe one ideal that drives your character. Your ideals
stockpile multiple “inspirations” for later use.
are the things that you believe in most strongly, the fun-
damental moral and ethical principles that compel you to
Using Inspiration
act as you do. Ideals encompass everything from your life
If you have inspiration, you can expend it when you make
goals to your core belief system.
an attack roll, saving throw, or ability check. Spending
Ideals might answer any of these questions: What are
your inspiration gives you advantage on that roll.
the principles that you will never betray? What would
prompt you to make sacrifices? What drives you to act
and guides your goals and ambitions? What is the single
Tika and Artemis: Character Details
most important thing you strive for?
Consider how the names Tika Waylan and Artemis Entreri
You can choose any ideals you like, but your character’s
set these characters apart from each other and reflect their
alignment is a good place to start defining them. Each
personalities. Tika is a young woman determined to prove
background in this chapter includes six suggested ide-
that she’s not just a kid any more, and her name makes her
sound young and ordinary. Artemis Entreri comes from an
als. Five of them are linked to aspects of alignment: law,
exotic land and carries a more mysterious name.
chaos, good, evil, and neutrality. The last one has more
Tika is nineteen years old at the start of her adventuring
to do with the particular background than with moral or
career and has auburn hair, green eyes, fair skin with
ethical perspectives.
freckles, and a mole on her right hip. Artemis is a small
man, compact and all wiry muscle. He has angular features
Bonds
and high cheekbones, and he always seems in need of a
Create one bond for your character. Bonds represent a
shave. His raven-black hair is thick and full, but his eyes
character’s connections to people, places, and events in
are gray and lifeless—betraying the emptiness of his
the world. They tie you to things from your background.
life and soul.
They might inspire you to heights of heroism, or lead
you to act against your own best interests if they are
Chapter 4: Personality and Background
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Tika and Artemis: Personal Characteristics
more money? How did you learn the skills of your class?
Tika and Artemis have distinct personality traits. Tika
What sets you apart from ordinary people who share
Waylan dislikes boastfulness and has a fear of heights
your background?
resulting from a bad fall during her career as a thief. Artemis
The sample backgrounds in this chapter provide both
Entreri is always prepared for the worst and moves with a
concrete benefits (features, proficiencies, and languages)
quick, precise confidence.
and roleplaying suggestions.
Consider their ideals. Tika Waylan is innocent, almost
childlike, believing in the value of life and the importance
Proficiencies
of appreciating everyone. Neutral good in alignment, she
Each background gives a character proficiency in two
cleaves to ideals of life and respect. Artemis Entreri never
skills. Skills are described in chapter 7.
allows his emotions to master him, and he constantly
In addition, most backgrounds give a character
challenges himself to improve his skills. His lawful
proficiency with one or more tools. Tools and tool profi-
evil alignment gives him ideals of impartiality and a
lust for power.
ciencies are detailed in chapter 5.
Tika Waylan’s bond is to the Inn of the Last Home.
If a character would gain the same proficiency from
The inn’s proprietor gave her a new chance at life, and
two different sources, he or she can choose a different
her friendship with her adventuring companions was
proficiency of the same kind (skill or tool) instead.
forged during her time working there. Its destruction by
the marauding dragonarmies gives Tika a very personal
Languages
reason to hate them with a fiery passion. Her bond
Some backgrounds also allow characters to learn
might be phrased as “I will do whatever it takes to
additional languages beyond those given by race.
punish the dragonarmies for the destruction of the Inn of
See “Languages” earlier in this chapter.
the Last Home.”
Artemis Entreri’s bond is a strange, almost paradoxical
Equipment
relationship with Drizzt Do’Urden, his equal in swordplay
Each background provides a package of starting equip-
and grim determination. In his first battle with Drizzt,
ment. If you use the optional rule from chapter 5 to spend
Artemis recognized something of himself in his opponent,
coin on gear, you do not receive the starting equipment
some indication that if his life had gone differently, he
might have led a life more like the heroic drow’s. From that
from your background.
moment, Artemis is more than a criminal assassin—he
is an antihero, driven by his rivalry with Drizzt. His bond
Suggested Characteristics
might be phrased as “I will not rest until I have proved
A background contains suggested personal charac-
myself better than Drizzt Do’Urden.”
teristics based on your background. You can pick
Each of these characters also has an important flaw.
characteristics, roll dice to determine them randomly, or
Tika Waylan is naive and emotionally vulnerable, younger
use the suggestions as inspiration for characteristics of
than her companions and annoyed that they still think
your own creation.
of her as the kid they knew years ago. She might even be
tempted to act against her principles if she’s convinced that
Customizing a Background
a particular achievement would demonstrate her maturity.
You might want to tweak some of the features of a back-
Artemis Entreri is completely walled off from any personal
ground so it better fits your character or the campaign
relationship and just wants to be left alone.
setting. To customize a background, you can replace
one feature with any other one, choose any two skills,
Additionally, if you have inspiration, you can reward
and choose a total of two tool proficiencies or languages
another player for good roleplaying, clever thinking, or
from the sample backgrounds. You can either use the
simply doing something exciting in the game. When
equipment package from your background or spend coin
another player character does something that really con-
on gear as described in chapter 5. (If you spend coin, you
tributes to the story in a fun and interesting way, you can
can’t also take the equipment package suggested for your
give up your inspiration to give that character inspiration.
class.) Finally, choose two personality traits, one ideal,
one bond, and one flaw. If you can’t find a feature that
Backgrounds
matches your desired background, work with your DM to
Every story has a beginning. Your character’s back-
create one.
ground reveals where you came from, how you became
an adventurer, and your place in the world. Your fighter
Tika and Artemis: Backgrounds
might have been a courageous knight or a grizzled sol-
Tika Waylan and Artemis Entreri both lived their earliest
dier. Your wizard could have been a sage or an artisan.
years as street urchins. Tika’s later career as a barmaid
Your rogue might have gotten by as a guild thief or com-
didn’t really change her, so she might choose the urchin
background, gaining proficiency in the Sleight of Hand and
manded audiences as a jester.
Stealth skills, and learning the tools of the thieving trade.
Choosing a background provides you with important
Artemis is more defined by his criminal background, giving
story cues about your character’s identity. The most im-
him skills in Deception and Stealth, as well as proficiency
portant question to ask about your background is what
with the tools of thievery and poison.
changed? Why did you stop doing whatever your back-
ground describes and start adventuring? Where did you
get the money to purchase your starting gear, or, if you
come from a wealthy background, why don’t you have
Chapter 4: Personality and Background
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Acolyte
d8
Personality Trait
You have spent your life in the service of a temple to a
1
I idolize a particular hero of my faith, and constantly
specific god or pantheon of gods. You act as an intermedi-
refer to that person’s deeds and example.
ary between the realm of the holy and the mortal world,
2
I can find common ground between the fiercest
performing sacred rites and offering sacrifices in order to
enemies, empathizing with them and always working
conduct worshipers into the presence of the divine. You
toward peace.
are not necessarily a cleric—performing sacred rites is
3
I see omens in every event and action. The gods try to
not the same thing as channeling divine power.
speak to us, we just need to listen.
Choose a god, a pantheon of gods, or some other quasi-
4
Nothing can shake my optimistic attitude.
divine being, and work with your DM to detail the nature
5
I quote (or misquote) sacred texts and proverbs in
of your religious service. Appendix B contains a sample
almost every situation.
pantheon, from the Forgotten Realms setting. Were you
6
I am tolerant (or intolerant) of other faiths and respect
a lesser functionary in a temple, raised from childhood
to assist the priests in the sacred rites? Or were you a
(or condemn) the worship of other gods.
high priest who suddenly experienced a call to serve your
7
I’ve enjoyed fine food, drink, and high society among
god in a different way? Perhaps you were the leader of a
my temple’s elite. Rough living grates on me.
small cult outside of any established temple structure, or
8
I’ve spent so long in the temple that I have little
even an occult group that served a fiendish master that
practical experience dealing with people in the
you now deny.
outside world.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
d6
Ideal
Equipment: A holy symbol (a gift to you when you
1
Tradition. The ancient traditions of worship and sacrifice
entered the priesthood), a prayer book or prayer wheel,
must be preserved and upheld. (Lawful)
5 sticks of incense, vestments, a set of common clothes,
2
Charity. I always try to help those in need, no matter
and a pouch containing 15 gp
what the personal cost. (Good)
3
Change. We must help bring about the changes the
Feature: Shelter of the Faithful
gods are constantly working in the world. (Chaotic)
As an acolyte, you command the respect of those who
share your faith, and you can perform the religious
4
Power. I hope to one day rise to the top of my faith’s
ceremonies of your deity. You and your adventuring com-
religious hierarchy. (Lawful)
panions can expect to receive free healing and care at
5
Faith. I trust that my deity will guide my actions. I have
a temple, shrine, or other established presence of your
faith that if I work hard, things will go well. (Lawful)
faith, though you must provide any material components
6
Aspiration. I seek to prove myself worthy of my god’s
needed for spells. Those who share your religion will sup-
favor by matching my actions against his or her
port you (but only you) at a modest lifestyle.
teachings. (Any)
You might also have ties to a specific temple dedicated
to your chosen deity or pantheon, and you have a resi-
d6
Bond
dence there. This could be the temple where you used to
1
I would die to recover an ancient relic of my faith that
serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your tem-
was lost long ago.
ple, you can call upon the priests for assistance, provided
2
I will someday get revenge on the corrupt temple
the assistance you ask for is not hazardous and you re-
hierarchy who branded me a heretic.
main in good standing with your temple.
3
I owe my life to the priest who took me in when my
parents died.
Suggested Characteristics
4
Everything I do is for the common people.
Acolytes are shaped by their experience in temples or
5
I will do anything to protect the temple where I served.
other religious communities. Their study of the history
6
I seek to preserve a sacred text that my enemies
and tenets of their faith and their relationships to tem-
consider heretical and seek to destroy.
ples, shrines, or hierarchies affect their mannerisms and
ideals. Their flaws might be some hidden hypocrisy or
heretical idea, or an ideal or bond taken to an extreme.
d6
Flaw
1
I judge others harshly, and myself even more severely.
2
I put too much trust in those who wield power within
my temple’s hierarchy.
3
My piety sometimes leads me to blindly trust those that
profess faith in my god.
4
I am inflexible in my thinking.
5
I am suspicious of strangers and expect the
worst of them.
6
Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.
Chapter 4: Personality and Background
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Criminal
d8
Personality Trait
You are an experienced criminal with a history of
1
I always have a plan for what to do when
breaking the law. You have spent a lot of time among
things go wrong.
other criminals and still have contacts within the
2
I am always calm, no matter what the situation. I never
criminal underworld. You’re far closer than most people
raise my voice or let my emotions control me.
to the world of murder, theft, and violence that pervades
3
The first thing I do in a new place is note the locations
the underbelly of civilization, and you have survived up to
of everything valuable—or where such things
this point by flouting the rules and regulations of society.
could be hidden.
Skill Proficiencies: Deception, Stealth
4
I would rather make a new friend than a new enemy.
Tool Proficiencies: One type of gaming set,
5
I am incredibly slow to trust. Those who seem the
thieves’ tools
fairest often have the most to hide.
Equipment: A crowbar, a set of dark common clothes
6
I don’t pay attention to the risks in a situation. Never tell
including a hood, and a pouch containing 15 gp
me the odds.
7
The best way to get me to do something is to tell me I
Criminal Specialty
can’t do it.
There are many kinds of criminals, and within a thieves’
guild or similar criminal organization, individual mem-
8
I blow up at the slightest insult.
bers have particular specialties. Even criminals who
operate outside of such organizations have strong pref-
d6
Ideal
erences for certain kinds of crimes over others. Choose
1
Honor. I don’t steal from others in the trade. (Lawful)
the role you played in your criminal life, or roll on the
2
Freedom. Chains are meant to be broken, as are those
table below.
who would forge them. (Chaotic)
3
Charity. I steal from the wealthy so that I can help
d8
Specialty
d8
Specialty
people in need. (Good)
1
Blackmailer
5
Highway robber
4
Greed. I will do whatever it takes to become
2
Burglar
6
Hired killer
wealthy. (Evil)
3
Enforcer
7
Pickpocket
5
People. I’m loyal to my friends, not to any ideals, and
4
Fence
8
Smuggler
everyone else can take a trip down the Styx for all I
care. (Neutral)
Feature: Criminal Contact
6
Redemption. There’s a spark of good in
You have a reliable and trustworthy contact who acts as
everyone. (Good)
your liaison to a network of other criminals. You know
how to get messages to and from your contact, even over
great distances; specifically, you know the local messen-
d6
Bond
gers, corrupt caravan masters, and seedy sailors who can
1
I’m trying to pay off an old debt I owe to a
deliver messages for you.
generous benefactor.
2
My ill-gotten gains go to support my family.
Suggested Characteristics
3
Something important was taken from me, and I aim to
Criminals might seem like villains on the surface, and
steal it back.
many of them are villainous to the core. But some have
4
I will become the greatest thief that ever lived.
an abundance of endearing, if not redeeming, character-
5
I’m guilty of a terrible crime. I hope I can redeem
istics. There might be honor among thieves, but criminals
myself for it.
rarely show any respect for law or authority.
6
Someone I loved died because of I mistake I made. That
Variant Criminal: Spy
will never happen again.
Although your capabilities are not much different from
those of a burglar or smuggler, you learned and practiced
d6
Flaw
them in a very different context: as an espionage agent.
1
When I see something valuable, I can’t think about
You might have been an officially sanctioned agent of the
anything but how to steal it.
crown, or perhaps you sold the secrets you uncovered to
2
When faced with a choice between money and my
the highest bidder.
friends, I usually choose the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it,
I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I
committed. I’m okay with that.
Chapter 4: Personality and Background
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Folk Hero
d8
Personality Trait
You come from a humble social rank, but you are
1
I judge people by their actions, not their words.
destined for so much more. Already the people of
2
If someone is in trouble, I’m always ready to lend help.
your home village regard you as their champion, and
3
When I set my mind to something, I follow through no
your destiny calls you to stand against the tyrants and
matter what gets in my way.
monsters that threaten the common folk everywhere.
4
I have a strong sense of fair play and always try to find
the most equitable solution to arguments.
Skill Proficiencies: Animal Handling, Survival
5
I’m confident in my own abilities and do what I can to
Tool Proficiencies: One type of artisan’s tools,
instill confidence in others.
vehicles (land)
6
Thinking is for other people. I prefer action.
Equipment: A set of artisan’s tools (one of your choice),
a shovel, an iron pot, a set of common clothes, and a
7
I misuse long words in an attempt to sound smarter.
pouch containing 10 gp
8
I get bored easily. When am I going to get on
with my destiny?
Defining Event
You previously pursued a simple profession among the
d6
Ideal
peasantry, perhaps as a farmer, miner, servant, shepherd,
1
Respect. People deserve to be treated with dignity and
woodcutter, or gravedigger. But something happened that
respect. (Good)
set you on a different path and marked you for greater
2
Fairness. No one should get preferential treatment
things. Choose or randomly determine a defining event
before the law, and no one is above the law. (Lawful)
that marked you as a hero of the people.
3
Freedom. Tyrants must not be allowed to oppress the
d10
Defining Event
people. (Chaotic)
1
I stood up to a tyrant’s agents.
4
Might. If I become strong, I can take what I want—what
2
I saved people during a natural disaster.
I deserve. (Evil)
3
I stood alone against a terrible monster.
5
Sincerity. There’s no good in pretending to be
4
I stole from a corrupt merchant to help the poor.
something I’m not. (Neutral)
5
I led a militia to fight off an invading army.
6
Destiny. Nothing and no one can steer me away from
6
I broke into a tyrant’s castle and stole weapons to
my higher calling. (Any)
arm the people.
7
I trained the peasantry to use farm implements as
d6
Bond
weapons against a tyrant’s soldiers.
1
I have a family, but I have no idea where they are. One
8
A lord rescinded an unpopular decree after I led a
day, I hope to see them again.
symbolic act of protest against it.
2
I worked the land, I love the land, and I will
9
A celestial, fey, or similar creature gave me a blessing or
protect the land.
revealed my secret origin.
3
A proud noble once gave me a horrible beating, and I
10
Recruited into a lord’s army, I rose to leadership and
will take my revenge on any bully I encounter.
was commended for my heroism.
4
My tools are symbols of my past life, and I carry them
so that I will never forget my roots.
Feature: Rustic Hospitality
5
I protect those who cannot protect themselves.
Since you come from the ranks of the common folk, you
6
I wish my childhood sweetheart had come with me to
fit in among them with ease. You can find a place to hide,
pursue my destiny.
rest, or recuperate among other commoners, unless you
have shown yourself to be a danger to them. They will
d6
Flaw
shield you from the law or anyone else searching for you,
1
The tyrant who rules my land will stop at nothing to
though they will not risk their lives for you.
see me killed.
Suggested Characteristics
2
I’m convinced of the significance of my destiny, and
A folk hero is one of the common people, for better or for
blind to my shortcomings and the risk of failure.
worse. Most folk heroes look on their humble origins as
3
The people who knew me when I was young know my
a virtue, not a shortcoming, and their home communities
shameful secret, so I can never go home again.
remain very important to them.
4
I have a weakness for the vices of the city,
especially hard drink.
5
Secretly, I believe that things would be better if I were a
tyrant lording over the land.
6
I have trouble trusting in my allies.
Chapter 4: Personality and Background
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Noble
d8
Personality Trait
You understand wealth, power, and privilege. You carry
1
My eloquent flattery makes everyone I talk to feel like
a noble title, and your family owns land, collects taxes,
the most wonderful and important person in the world.
and wields significant political influence. You might be
2
The common folk love me for my kindness
a pampered aristocrat unfamiliar with work or discom-
and generosity.
fort, a former merchant just elevated to the nobility, or
3
No one could doubt by looking at my regal bearing that I
a disinherited scoundrel with a disproportionate sense
am a cut above the unwashed masses.
of entitlement. Or you could be an honest, hard-working
4
I take great pains to always look my best and follow the
landowner who cares deeply about the people who live
latest fashions.
and work on your land, keenly aware of your responsibil-
5
I don’t like to get my hands dirty, and I won’t be caught
ity to them.
dead in unsuitable accommodations.
Work with your DM to come up with an appropriate ti-
6
Despite my noble birth, I do not place myself above
tle and determine how much authority that title carries. A
noble title doesn’t stand on its own—it’s connected to an
other folk. We all have the same blood.
entire family, and whatever title you hold, you will pass it
7
My favor, once lost, is lost forever.
down to your own children. Not only do you need to deter-
8
If you do me an injury, I will crush you, ruin your name,
mine your noble title, but you should also work with the
and salt your fields.
DM to describe your family and their influence on you.
Is your family old and established, or was your title only
d6
Ideal
recently bestowed? How much influence do they wield,
1
Respect. Respect is due to me because of my position,
and over what area? What kind of reputation does your
but all people regardless of station deserve to be treated
family have among the other aristocrats of the region?
with dignity. (Good)
How do the common people regard them?
2
Responsibility. It is my duty to respect the authority of
What’s your position in the family? Are you the heir to
those above me, just as those below me must respect
the head of the family? Have you already inherited the ti-
tle? How do you feel about that responsibility? Or are you
mine. (Lawful)
so far down the line of inheritance that no one cares what
3
Independence. I must prove that I can handle myself
you do, as long as you don’t embarrass the family? How
without the coddling of my family. (Chaotic)
does the head of your family feel about your adventuring
4
Power. If I can attain more power, no one will tell me
career? Are you in your family’s good graces, or shunned
what to do. (Evil)
by the rest of your family?
5
Family. Blood runs thicker than water. (Any)
Does your family have a coat of arms? An insignia you
6
Noble Obligation. It is my duty to protect and care for
might wear on a signet ring? Particular colors you wear
the people beneath me. (Good)
all the time? An animal you regard as a symbol of your
line or even a spiritual member of the family?
d6
Bond
These details help establish your family and your title
as features of the world of the campaign.
1
I will face any challenge to win the approval of my family.
2
My house’s alliance with another noble family
Skill Proficiencies: History, Persuasion
must be sustained at all costs.
Tool Proficiencies: One type of gaming set
3
Nothing is more important than the other members
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of
of my family.
pedigree, and a purse containing 25 gp
4
I am in love with the heir of a family that my
family despises.
Feature: Position of Privilege
5
My loyalty to my sovereign is unwavering.
Thanks to your noble birth, people are inclined to think
6
The common folk must see me as a hero of the people.
the best of you. You are welcome in high society, and
people assume you have the right to be wherever you are.
d6
Flaw
The common folk make every effort to accommodate you
1
I secretly believe that everyone is beneath me.
and avoid your displeasure, and other people of high birth
2
I hide a truly scandalous secret that could ruin my
treat you as a member of the same social sphere. You can
family forever.
secure an audience with a local noble if you need to.
3
I too often hear veiled insults and threats in every word
Suggested Characteristics
addressed to me, and I’m quick to anger.
Nobles are born and raised to a very different lifestyle
4
I have an insatiable desire for carnal pleasures.
than most people ever experience, and their personalities
5
In fact, the world does revolve around me.
reflect that upbringing. A noble title comes with a pleth-
6
By my words and actions, I often bring shame
ora of bonds—responsibilities to family, to other nobles
to my family.
(including the sovereign), to the people entrusted to the
family’s care, or even to the title itself. But this responsi-
bility is often a good way to undermine a noble.
Chapter 4: Personality and Background
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Sage
d8
Personality Trait
You spent years learning the lore of the multiverse. You
1
I use polysyllabic words that convey the impression of
scoured manuscripts, studied scrolls, and listened to the
great erudition.
greatest experts on the subjects that interest you. Your
2
I’ve read every book in the world’s greatest libraries—or
efforts have made you a master in your fields of study.
I like to boast that I have.
Skill Proficiencies: Arcana, History
3
I’m used to helping out those who aren’t as smart
Languages: Two of your choice
as I am, and I patiently explain anything and
Equipment: A bottle of black ink, a quill, a small knife, a
everything to others.
letter from a dead colleague posing a question you have
4
There’s nothing I like more than a good mystery.
not yet been able to answer, a set of common clothes,
5
I’m willing to listen to every side of an argument before I
and a pouch containing 10 gp
make my own judgment.
6
I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
Specialty
which . . . almost . . . everyone . . . is . . . compared . . .
To determine the nature of your scholarly training, roll a
to me.
d8 or choose from the options in the table below.
7
I am horribly, horribly awkward in social situations.
d8
Specialty
d8
Specialty
8
I’m convinced that people are always trying to
1
Alchemist
5
Professor
steal my secrets.
2
Astronomer
6
Researcher
3
Discredited
7
Wizard’s apprentice
d6
Ideal
academic
8
Scribe
1
Knowledge. The path to power and self-improvement is
4
Librarian
through knowledge. (Neutral)
2
Beauty. What is beautiful points us beyond itself toward
Feature: Researcher
what is true. (Good)
When you attempt to learn or recall a piece of lore, if you
3
Logic. Emotions must not cloud our logical
do not know that information, you often know where and
thinking. (Lawful)
from whom you can obtain it. Usually, this information
4
No Limits. Nothing should fetter the infinite possibility
comes from a library, scriptorium, university, or a sage
inherent in all existence. (Chaotic)
or other learned person or creature. Your DM might rule
5
Power. Knowledge is the path to power and
that the knowledge you seek is secreted away in an al-
domination. (Evil)
most inaccessible place, or that it simply cannot be found.
6
Self-Improvement. The goal of a life of study is the
Unearthing the deepest secrets of the multiverse can re-
betterment of oneself. (Any)
quire an adventure or even a whole campaign.
Suggested Characteristics
d6
Bond
Sages are defined by their extensive studies, and their
1
It is my duty to protect my students.
characteristics reflect this life of study. Devoted to
2
I have an ancient text that holds terrible secrets that
scholarly pursuits, a sage values knowledge highly—
must not fall into the wrong hands.
sometimes in its own right, sometimes as a means
3
I work to preserve a library, university, scriptorium,
toward other ideals.
or monastery.
4
My life’s work is a series of tomes related to a specific
field of lore.
5
I’ve been searching my whole life for the answer to a
certain question.
6
I sold my soul for knowledge. I hope to do great deeds
and win it back.
d6
Flaw
1
I am easily distracted by the promise of information.
2
Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
3
Unlocking an ancient mystery is worth the price of a
civilization.
4
I overlook obvious solutions in favor of
complicated ones.
5
I speak without really thinking through my words,
invariably insulting others.
6
I can’t keep a secret to save my life, or anyone else’s.
Chapter 4: Personality and Background
43

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Soldier
d8
Personality Trait
War has been your life for as long as you care to remem-
1
I’m always polite and respectful.
ber. You trained as a youth, studied the use of weapons
2
I’m haunted by memories of war. I can’t get the images
and armor, learned basic survival techniques, including
of violence out of my mind.
how to stay alive on the battlefield. You might have been
3
I’ve lost too many friends, and I’m slow to
part of a standing national army or a mercenary com-
make new ones.
pany, or perhaps a member of a local militia who rose to
4
I’m full of inspiring and cautionary tales from
prominence during a recent war.
my military experience relevant to almost every
When you choose this background, work with your DM
combat situation.
to determine which military organization you were a part
5
I can stare down a hell hound without flinching.
of, how far through its ranks you progressed, and what
6
I enjoy being strong and like breaking things.
kind of experiences you had during your military career.
7
I have a crude sense of humor.
Was it a standing army, a town guard, or a village militia?
Or it might have been a noble’s or merchant’s private
8
I face problems head-on. A simple, direct solution is the
army, or a mercenary company.
best path to success.
Skill Proficiencies: Athletics, Intimidation
d6
Ideal
Tool Proficiencies: One type of gaming set,
vehicles (land)
1
Greater Good. Our lot is to lay down our lives in defense
Equipment: An insignia of rank, a trophy taken from
of others. (Good)
a fallen enemy (a dagger, broken blade, or piece of a
2
Responsibility. I do what I must and obey just
banner), a set of bone dice or deck of cards, a set of
authority. (Lawful)
common clothes, and a pouch containing 10 gp
3
Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
Specialty
4
Might. In life as in war, the stronger force wins. (Evil)
During your time as a soldier, you had a specific role to
5
Live and Let Live. Ideals aren’t worth killing over or
play in your unit or army. Roll a d8 or choose from the op-
going to war for. (Neutral)
tions in the table below to determine your role:
6
Nation. My city, nation, or people are all that
d8
Specialty
d8
Specialty
matter. (Any)
1
Officer
6
Quartermaster
2
Scout
7
Standard bearer
d6
Bond
3
Infantry
8
Support staff
1
I would still lay down my life for the people I
4
Cavalry
(cook, blacksmith,
served with.
5
Healer
or the like)
2
Someone saved my life on the battlefield. To this day, I
will never leave a friend behind.
Feature: Military Rank
3
My honor is my life.
You have a military rank from your career as a soldier.
4
I’ll never forget the crushing defeat my company
Soldiers loyal to your former military organization still
suffered or the enemies who dealt it.
recognize your authority and influence, and they defer to
5
Those who fight beside me are those worth dying for.
you if they are of a lower rank. You can invoke your rank
6
I fight for those who cannot fight for themselves.
to exert influence over other soldiers and requisition sim-
ple equipment or horses for temporary use. You can also
d6
Flaw
usually gain access to friendly military encampments and
1
The monstrous enemy we faced in battle still leaves me
fortresses where your rank is recognized.
quivering with fear.
Suggested Characteristics
2
I have little respect for anyone who is not a
The horrors of war combined with the rigid discipline of
proven warrior.
military service leave their mark on all soldiers, shaping
3
I made a terrible mistake in battle that cost many lives—
their ideals, creating strong bonds, and often leaving
and I would do anything to keep that mistake secret.
them scarred and vulnerable to fear, shame, and hatred.
4
My hatred of my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Chapter 4: Personality and Background
44

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Chapter 5: Equipment
The marketplace of a large city teems with buyers
With one gold piece, a character can buy a bedroll, 50
and sellers of many sorts: dwarf smiths and elf woodcarv-
feet of good rope, or a goat. A skilled (but not exceptional)
ers, halfling farmers and gnome jewelers, not to mention
artisan can earn one gold piece a day. The gold piece is
humans of every shape, size, and color drawn from a
the standard unit of measure for wealth, even if the coin
spectrum of nations and cultures. In the largest cities,
itself is not commonly used. When merchants discuss
almost anything imaginable is offered for sale, from ex-
deals that involve goods or services worth hundreds or
otic spices and luxurious clothing to wicker baskets and
thousands of gold pieces, the transactions don’t usually
practical swords.
involve the exchange of individual coins. Rather, the gold
For an adventurer, the availability of armor, weapons,
piece is a standard measure of value, and the actual ex-
backpacks, rope, and similar goods is of paramount
change is in gold bars, letters of credit, or valuable goods.
importance, since proper equipment can mean the differ-
One gold piece is worth ten silver pieces, the most
ence between life and death in a dungeon or the untamed
prevalent coin among commoners. A silver piece buys
wilds. This chapter details the mundane and exotic mer-
a laborer’s work for half a day, a flask of lamp oil, or a
chandise that adventurers commonly find useful in the face
night’s rest in a poor inn.
of the threats that the worlds of D&D present.
One silver piece is worth ten copper pieces, which are
common among laborers and beggars. A single copper
piece buys a candle, a torch, or a piece of chalk.
Starting Equipment
In addition, unusual coins made of other precious met-
When you create your character, you receive equipment
als sometimes appear in treasure hoards. The electrum
based on a combination of your class and background.
piece (ep) and the platinum piece (pp) originate from
Alternatively, you can start with a number of gold pieces
fallen empires and lost kingdoms, and they sometimes
based on your class and spend them on items from the
arouse suspicion and skepticism when used in transac-
lists in this chapter. See the Starting Wealth by Class ta-
tions. An electrum piece is worth five silver pieces, and a
ble to determine how much gold you have to spend.
platinum piece is worth ten gold pieces.
You decide how your character came by this starting
A standard coin weighs about a third of an ounce,
equipment. It might have been an inheritance, or goods
so fifty coins weigh a pound.
that the character purchased during his or her upbringing.
You might have been equipped with a weapon, armor, and
Standard Exchange Rates
a backpack as part of military service. You might even have
Coin
cp
sp
ep
gp
pp
stolen your gear. A weapon could be a family heirloom,
passed down from generation to generation until your
Copper (cp)
1
1/10
1/50
1/100
1/1,000
character finally took up the mantle and followed in an
Silver (sp)
10
1
1/5
1/10
1/100
ancestor’s adventurous footsteps.
Electrum (ep)
50
5
1
1/2
1/20
Gold (gp)
100
10
2
1
1/10
Starting Wealth by Class
Platinum (pp)
1,000
100
20
10
1
Class
Funds
Cleric
5d4 × 10 gp
Selling Treasure
Fighter
5d4 × 10 gp
Opportunities abound to find treasure, equipment,
Rogue
4d4 × 10 gp
weapons, armor, and more in the dungeons you explore.
Wizard
4d4 × 10 gp
Normally, you can sell your treasures and trinkets when
you return to a town or other settlement, provided that you
can find buyers and merchants interested in your loot.
Wealth
Arms, Armor, and Other Equipment. As a general
Wealth appears in many forms in a D&D world. Coins,
rule, undamaged weapons, armor, and other equipment
gemstones, trade goods, art objects, animals, and prop-
fetch half their cost when sold in a market. Weapons and
erty can reflect your character’s financial well-being.
armor used by monsters are rarely in good enough condi-
Members of the peasantry trade in goods, bartering for
tion to sell.
what they need and paying taxes in grain and cheese.
Magic Items. Selling magic items is problematic. Find-
Members of the nobility trade either in legal rights, such
ing someone to buy a potion or a scroll isn’t too hard, but
as the rights to a mine, a port, or farmland, or in gold
other items are out of the realm of most but the wealthiest
bars, measuring gold by the pound rather than by the
nobles. Likewise, aside from a few common magic items,
coin. Only merchants, adventurers, and those offering pro-
you won’t normally come across magic items or spells to
fessional services for hire commonly deal in coins.
purchase. The value of magic is far beyond simple gold
and should always be treated as such.
Coinage
Gems, Jewelry, and Art Objects. These items retain
Common coins come in several different denominations
their full value in the marketplace, and you can either
based on the relative worth of the metal from which they
trade them in for coin or use them as currency for other
are made. The three most common coins are the gold
transactions. For exceptionally valuable treasures, the
piece (gp), the silver piece (sp), and the copper piece (cp).
Chapter 5: Equipment
45

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DM might require you to find a buyer in a large town or
Variant: Equipment Sizes
larger community first.
In most campaigns, you can use or wear any equipment
Trade Goods. On the borderlands, many people con-
that you find on your adventures, within the bounds of
duct transactions through barter. Like gems and art
common sense. For example, a burly half-orc won’t fit in a
objects, trade goods—bars of iron, bags of salt, livestock,
halfling’s leather armor, and a gnome would be swallowed
up in a cloud giant’s elegant robe.
and so on—retain their full value in the market and can
The DM can impose more realism. For example, a suit
be used as currency.
of plate armor made for one human might not fit another
one without significant alterations, and a guard’s uniform
Armor and Shields
might be visibly ill-fitting when an adventurer tries to wear it
as a disguise.
D&D worlds are a vast tapestry made up of many dif-
Using this variant, when adventurers find armor, clothing,
ferent cultures, each with its own technology level. For
and similar items that are made to be worn, they might
this reason, adventurers have access to a variety of ar-
need to visit an armorsmith, tailor, leatherworker, or similar
mor types, ranging from leather armor to chain mail to
expert to make the item wearable. The cost for such work
costly plate armor, with several other kinds of armor in
varies from 10 to 40 percent of the market price of the item.
between. The Armor table collects the most commonly
The DM can either roll 1d4 × 10 or determine the increase
available types of armor found in the game and separates
in cost based on the extent of the alterations required.
them into three categories: light armor, medium armor,
and heavy armor. Many warriors supplement their armor
Stealth. If the Armor table shows “Disadvantage” in
with a shield.
the Stealth column, the wearer has disadvantage on Dex-
The Armor table shows the cost, weight, and other
terity (Stealth) checks.
properties of the common types of armor worn in the
Shields. A shield is made from wood or metal and is
worlds of D&D.
carried in one hand. Wielding a shield increases your
Armor Proficiency. Anyone can put on a suit of armor
Armor Class by 2. You can benefit from only one shield
or strap a shield to an arm. Only those proficient in the
at a time.
armor’s use know how to wear it effectively, however.
Your class gives you proficiency with certain types of
Light Armor
armor. If you wear armor that you lack proficiency with,
Made from supple and thin materials, light armor favors
you have disadvantage on any ability check, saving throw,
agile adventurers since it offers some protection without
or attack roll that involves Strength or Dexterity, and you
sacrificing mobility. If you wear light armor, you add your
can’t cast spells.
Dexterity modifier to the base number from your armor
Armor Class (AC). Armor protects its wearer from at-
type to determine your Armor Class.
tacks. The armor (and shield) you wear determines your
Padded. Padded armor consists of quilted layers of
base Armor Class.
cloth and batting.
Heavy Armor. Heavier armor interferes with the wear-
Leather. The breastplate and shoulder protectors of
er’s ability to move quickly, stealthily, and freely. If the
this armor are made of leather that has been stiffened by
Armor table shows “Str 13” or “Str 15” in the Strength
being boiled in oil. The rest of the armor is made of softer
column for an armor type, the armor reduces the wear-
and more flexible materials.
er’s speed by 10 feet unless the wearer has a Strength
Studded Leather. Made from tough but flexible
score equal to or higher than the listed score.
leather, studded leather is reinforced with close-set rivets
or spikes.
Armor
Armor
Cost
Armor Class (AC)
Strength
Stealth
Weight
Light Armor
Padded
5 gp
11 + Dex modifier
Disadvantage
8 lb.
Leather
10 gp
11 + Dex modifier
10 lb.
Studded leather
45 gp
12 + Dex modifier
13 lb.
Medium Armor
Hide
10 gp
12 + Dex modifier (max 2)
12 lb.
Chain shirt
50 gp
13 + Dex modifier (max 2)
20 lb.
Scale mail
50 gp
14 + Dex modifier (max 2)
Disadvantage
45 lb.
Breastplate
400 gp
14 + Dex modifier (max 2)
20 lb.
Half plate
750 gp
15 + Dex modifier (max 2)
Disadvantage
40 lb.
Heavy Armor
Ring mail
30 gp
14
Disadvantage
40 lb.
Chain mail
75 gp
16
Str 13
Disadvantage
55 lb.
Splint
200 gp
17
Str 15
Disadvantage
60 lb.
Plate
1,500 gp
18
Str 15
Disadvantage
65 lb.
Shield
Shield
10 gp
+2
6 lb.
Chapter 5: Equipment
46

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Medium Armor
Donning and Doffing Armor
Category
Don
Doff
Medium armor offers more protection than light armor,
but it also impairs movement more. If you wear medium
Light Armor
1 minute
1 minute
armor, you add your Dexterity modifier, to a maximum
Medium Armor
5 minutes
1 minute
of +2, to the base number from your armor type to deter-
Heavy Armor
10 minutes
5 minutes
mine your Armor Class.
Shield
1 action
1 action
Hide. This crude armor consists of thick furs and pelts.
It is commonly worn by barbarian tribes, evil humanoids,
Weapons
and other folk who lack access to the tools and materials
needed to create better armor.
Your class grants proficiency in certain weapons, reflect-
Chain Shirt. Made of interlocking metal rings, a chain
ing both the class’s focus and the tools you are most likely
shirt is worn between layers of clothing or leather. This
to use. Whether you favor a longsword or a longbow, your
armor offers modest protection to the wearer’s upper
weapon and your ability to wield it effectively can mean
body and allows the sound of the rings rubbing against
the difference between life and death while adventuring.
one another to be muffled by outer layers.
The Weapons table shows the most common weapons
Scale Mail. This armor consists of a coat and leggings
used in the worlds of D&D, their price and weight, the
(and perhaps a separate skirt) of leather covered with
damage they deal when they hit, and any special prop-
overlapping pieces of metal, much like the scales of a
erties they possess. Every weapon is classified as either
fish. The suit includes gauntlets.
melee or ranged. A melee weapon is used to attack a
Breastplate. This armor consists of a fitted metal chest
target within 5 feet of you, whereas a ranged weapon is
piece worn with supple leather. Although it leaves the
used to attack a target at a distance.
legs and arms relatively unprotected, this armor provides
good protection for the wearer’s vital organs while leav-
Weapon Proficiency
ing the wearer relatively unencumbered.
Your race, class, and feats can grant you proficiency
Half Plate. Half plate consists of shaped metal plates
with certain weapons or categories of weapons. The two
that cover most of the wearer’s body. It does not include
categories are simple and martial. Most people can
leg protection beyond simple greaves that are attached
use simple weapons with proficiency. These weapons
with leather straps.
include clubs, maces, and other weapons often found in
the hands of commoners. Martial weapons, including
Heavy Armor
swords, axes, and polearms, require more specialized
Of all the armor categories, heavy armor offers the best
training to use effectively. Most warriors use martial
protection. These suits of armor cover the entire body
weapons because these weapons put their fighting style
and are designed to stop a wide range of attacks. Only
and training to best use.
proficient warriors can manage their weight and bulk.
Proficiency with a weapon allows you to add your pro-
Heavy armor doesn’t let you add your Dexterity modi-
ficiency bonus to the attack roll for any attack you make
fier to your Armor Class, but it also doesn’t penalize you
with that weapon. If you make an attack roll using a
if your Dexterity modifier is negative.
weapon with which you lack proficiency, you do not add
Ring Mail. This armor is leather armor with heavy
your proficiency bonus to the attack roll.
rings sewn into it. The rings help reinforce the armor
against blows from swords and axes. Ring mail is inferior
Weapon Properties
to chain mail, and it’s usually worn only by those who
Many weapons have special properties related to their use,
can’t afford better armor.
as shown in the Weapons table.
Chain Mail. Made of interlocking metal rings, chain
Ammunition. You can use a weapon that has the am-
mail includes a layer of quilted fabric worn underneath
munition property to make a ranged attack only if you
the mail to prevent chafing and to cushion the impact of
have ammunition to fire from the weapon. Each time you
blows. The suit includes gauntlets.
attack with the weapon, you expend one piece of ammu-
Splint. This armor is made of narrow vertical strips
nition. Drawing the ammunition from a quiver, case, or
of metal riveted to a backing of leather that is worn over
other container is part of the attack (you need a free hand
cloth padding. Flexible chain mail protects the joints.
to load a one-handed weapon). At the end of the battle,
Plate. Plate consists of shaped, interlocking metal
you can recover half your expended ammunition by tak-
plates to cover the entire body. A suit of plate includes
ing a minute to search the battlefield.
gauntlets, heavy leather boots, a visored helmet, and
If you use a weapon that has the ammunition property to
thick layers of padding underneath the armor. Buckles
make a melee attack, you treat the weapon as an improvised
and straps distribute the weight over the body.
weapon (see “Improvised Weapons” later in the section).
A sling must be loaded to deal any damage when used
Getting Into and Out of Armor
in this way.
The time it takes to don or doff a type of armor or a shield
Finesse. When making an attack with a finesse
is shown in the Donning and Doffing Armor table.
weapon, you use your choice of your Strength or Dexter-
Don. This is the time it takes to put on the item. You
ity modifier for the attack and damage rolls. You must use
benefit from its AC only if you take the full time to don it.
the same modifier for both rolls.
Doff. This is the time it takes to take off the item. If you
have help removing armor, reduce this time by half.
Chapter 5: Equipment
47

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Weapons
Name
Cost
Damage
Weight
Properties
Simple Melee Weapons
Club
1 sp
1d4 bludgeoning
2 lb.
Light
Dagger
2 gp
1d4 piercing
1 lb.
Finesse, light, thrown (range 20/60)
Greatclub
2 sp
1d8 bludgeoning
10 lb.
Two-handed
Handaxe
5 gp
1d6 slashing
2 lb.
Light, thrown (range 20/60)
Javelin
5 sp
1d6 piercing
2 lb.
Thrown (range 30/120)
Light hammer
2 gp
1d4 bludgeoning
2 lb.
Light, thrown (range 20/60)
Mace
5 gp
1d6 bludgeoning
4 lb.
Quarterstaff
2 sp
1d6 bludgeoning
4 lb.
Versatile (1d8)
Sickle
1 gp
1d4 slashing
2 lb.
Light
Spear
1 gp
1d6 piercing
3 lb.
Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light
25 gp
1d8 piercing
5 lb.
Ammunition (range 80/320), loading, two-handed
Dart
5 cp
1d4 piercing
1/4 lb.
Finesse, thrown (range 20/60)
Shortbow
25 gp
1d6 piercing
2 lb.
Ammunition (range 80/320), two-handed
Sling
1 sp
1d4 bludgeoning
Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe
10 gp
1d8 slashing
4 lb.
Versatile (1d10)
Flail
10 gp
1d8 bludgeoning
2 lb.
Glaive
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Greataxe
30 gp
1d12 slashing
7 lb.
Heavy, two-handed
Greatsword
50 gp
2d6 slashing
6 lb.
Heavy, two-handed
Halberd
20 gp
1d10 slashing
6 lb.
Heavy, reach, two-handed
Lance
10 gp
1d12 piercing
6 lb.
Reach, special
Longsword
15 gp
1d8 slashing
3 lb.
Versatile (1d10)
Maul
10 gp
2d6 bludgeoning
10 lb.
Heavy, two-handed
Morningstar
15 gp
1d8 piercing
4 lb.
Pike
5 gp
1d10 piercing
18 lb.
Heavy, reach, two-handed
Rapier
25 gp
1d8 piercing
2 lb.
Finesse
Scimitar
25 gp
1d6 slashing
3 lb.
Finesse, light
Shortsword
10 gp
1d6 piercing
2 lb.
Finesse, light
Trident
5 gp
1d6 piercing
4 lb.
Thrown (range 20/60), versatile (1d8)
War pick
5 gp
1d8 piercing
2 lb.
Warhammer
15 gp
1d8 bludgeoning
2 lb.
Versatile (1d10)
Whip
2 gp
1d4 slashing
3 lb.
Finesse, reach
Martial Ranged Weapons
Blowgun
10 gp
1 piercing
1 lb.
Ammunition (range 25/100), loading
Crossbow, hand
75 gp
1d6 piercing
3 lb.
Ammunition (range 30/120), light, loading
Crossbow, heavy
50 gp
1d10 piercing
18 lb.
Ammunition (range 100/400), heavy, loading, two-handed
Longbow
50 gp
1d8 piercing
2 lb.
Ammunition (range 150/600), heavy, two-handed
Net
1 gp
3 lb.
Special, thrown (range 5/15)
Heavy. Small creatures have disadvantage on at-
ammunition or thrown property. The range lists two
tack rolls with heavy weapons. A heavy weapon’s size
numbers. The first is the weapon’s normal range in
and bulk make it too large for a Small creature to use
feet, and the second indicates the weapon’s long range.
effectively.
When attacking a target beyond normal range, you have
Light. A light weapon is small and easy to handle, mak-
disadvantage on the attack roll. You can’t attack a target
ing it ideal for use when fighting with two weapons. See
beyond the weapon’s long range.
the rules for two-weapon fighting in chapter 9.
Reach. This weapon adds 5 feet to your reach when
Loading. Because of the time required to load this
you attack with it, as well as when determining your
weapon, you can fire only one piece of ammunition from
reach for opportunity attacks with it (see chapter 9).
it when you use an action, bonus action, or reaction to
Special. A weapon with the special property has un-
fire it, regardless of the number of attacks you can nor-
usual rules governing its use, explained in the weapon’s
mally make.
description (see “Special Weapons” later in this section).
Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the
Chapter 5: Equipment
48

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Thrown. If a weapon has the thrown property, you can
Adventuring Gear
throw the weapon to make a ranged attack. If the weapon
This section describes items that have special rules or
is a melee weapon, you use the same ability modifier for
require further explanation.
that attack roll and damage roll that you would use for a
Acid. As an action, you can splash the contents of this
melee attack with the weapon. For example, if you throw
vial onto a creature within 5 feet of you or throw the vial
a handaxe, you use your Strength, but if you throw a dag-
up to 20 feet, shattering it on impact. In either case, make
ger, you can use either your Strength or your Dexterity,
a ranged attack against a creature or object, treating the
since the dagger has the finesse property.
acid as an improvised weapon. On a hit, the target takes
Two-Handed. This weapon requires two hands when
2d6 acid damage.
you attack with it.
Alchemist’s Fire. This sticky, adhesive fluid ignites
Versatile. This weapon can be used with one or two
when exposed to air. As an action, you can throw this
hands. A damage value in parentheses appears with the
flask up to 20 feet, shattering it on impact. Make a ranged
property—the damage when the weapon is used with two
attack against a creature or object, treating the alche-
hands to make a melee attack.
mist’s fire as an improvised weapon. On a hit, the target
Improvised Weapons
takes 1d4 fire damage at the start of each of its turns. A
Sometimes characters don’t have their weapons and have
creature can end this damage by using its action to make
to attack with whatever is close at hand. An improvised
a DC 10 Dexterity check to extinguish the flames.
weapon includes any object you can wield in one or two
Antitoxin. A creature that drinks this vial of liquid
hands, such as broken glass, a table leg, a frying pan, a
gains advantage on saving throws against poison for 1
wagon wheel, or a dead goblin.
hour. It confers no benefit to undead or constructs.
In many cases, an improvised weapon is similar to an
Arcane Focus. An arcane focus is a special item—an
actual weapon and can be treated as such. For example, a
orb, a crystal, a rod, a specially constructed staff, a wand-
table leg is akin to a club. At the DM’s option, a character
like length of wood, or some similar item—designed to
proficient with a weapon can use a similar object as if it
channel the power of arcane spells. A sorcerer, warlock,
were that weapon and use his or her proficiency bonus.
or wizard can use such an item as a spellcasting focus, as
An object that bears no resemblance to a weapon deals
described in chapter 10.
1d4 damage (the DM assigns a damage type appropri-
Ball Bearings. As an action, you can spill these tiny
ate to the object). If a character uses a ranged weapon
metal balls from their pouch to cover a level, square area
to make a melee attack, or throws a melee weapon that
that is 10 feet on a side. A creature moving across the
does not have the thrown property, it also deals 1d4 dam-
covered area must succeed on a DC 10 Dexterity saving
age. An improvised thrown weapon has a normal range
throw or fall prone. A creature moving through the area
of 20 feet and a long range of 60 feet.
at half speed doesn’t need to make the saving throw.
Block and Tackle. A set of pulleys with a cable
Silvered Weapons
threaded through them and a hook to attach to objects, a
Some monsters that have immunity or resistance to
block and tackle allows you to hoist up to four times the
nonmagical weapons are susceptible to silver weapons,
weight you can normally lift.
so cautious adventurers invest extra coin to plate their
Book. A book might contain poetry, historical ac-
weapons with silver. You can silver a single weapon or
counts, information pertaining to a particular field of
ten pieces of ammunition for 100 gp. This cost represents
lore, diagrams and notes on gnomish contraptions, or just
not only the price of the silver, but the time and expertise
about anything else that can be represented using text or
needed to add silver to the weapon without making it less
pictures. A book of spells is a spellbook (described later
effective.
in this section).
Caltrops. As an action, you can spread a single bag
Special Weapons
of caltrops to cover a 5-foot-square area. Any creature
Weapons with special rules are described here.
that enters the area must succeed on a DC 15 Dexterity
Lance. You have disadvantage when you use a lance to
saving throw or stop moving and take 1 piercing dam-
attack a target within 5 feet of you. Also, a lance requires
age. Until the creature regains at least 1 hit point, its
two hands to wield when you aren’t mounted.
walking speed is reduced by 10 feet. A creature moving
Net. A Large or smaller creature hit by a net is re-
through the area at half speed doesn’t need to make the
strained until it is freed. A net has no effect on creatures
saving throw.
that are formless, or creatures that are Huge or larger.
Candle. For 1 hour, a candle sheds bright light in a
A creature can use its action to make a DC 10 Strength
5-foot radius and dim light for an additional 5 feet.
check, freeing itself or another creature within its reach
Case, Crossbow Bolt. This wooden case can hold up to
on a success. Dealing 5 slashing damage to the net (AC
twenty crossbow bolts.
10) also frees the creature without harming it, ending the
Case, Map or Scroll. This cylindrical leather case can
effect and destroying the net.
hold up to ten rolled-up sheets of paper or five rolled-up
When you use an action, bonus action, or reaction to at-
sheets of parchment.
tack with a net, you can make only one attack regardless
Chain. A chain has 10 hit points. It can be burst with a
of the number of attacks you can normally make.
successful DC 20 Strength check.
Climber’s Kit. A climber’s kit includes special pitons,
boot tips, gloves, and a harness. You can use the climb-
er’s kit as an action to anchor yourself; when you do, you
Chapter 5: Equipment
49

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Adventuring Gear
Item
Cost
Weight
Item
Cost
Weight
Abacus
2 gp
2 lb.
Holy symbol
Acid (vial)
25 gp
1 lb.
Amulet
5 gp
1 lb.
Alchemist’s fire (flask)
50 gp
1 lb.
Emblem
5 gp
Ammunition
Reliquary
5 gp
2 lb.
Arrows (20)
1 gp
1 lb.
Holy water (flask)
25 gp
1 lb.
Blowgun needles (50)
1 gp
1 lb.
Hourglass
25 gp
1 lb.
Crossbow bolts (20)
1 gp
1½ lb.
Hunting trap
5 gp
25 lb.
Sling bullets (20)
4 cp
1½ lb.
Ink (1 ounce bottle)
10 gp
Antitoxin (vial)
50 gp
Ink pen
2 cp
Arcane focus
Jug or pitcher
2 cp
4 lb.
Crystal
10 gp
1 lb.
Ladder (10-foot)
1 sp
25 lb.
Orb
20 gp
3 lb.
Lamp
5 sp
1 lb.
Rod
10 gp
2 lb.
Lantern, bullseye
10 gp
2 lb.
Staff
5 gp
4 lb.
Lantern, hooded
5 gp
2 lb.
Wand
10 gp
1 lb.
Lock
10 gp
1 lb.
Backpack
2 gp
5 lb.
Magnifying glass
100 gp
Ball bearings (bag of 1,000)
1 gp
2 lb.
Manacles
2 gp
6 lb.
Barrel
2 gp
70 lb.
Mess kit
2 sp
1 lb.
Basket
4 sp
2 lb.
Mirror, steel
5 gp
1/2 lb.
Bedroll
1 gp
7 lb.
Oil (flask)
1 sp
1 lb.
Bell
1 gp
Paper (one sheet)
2 sp
Blanket
5 sp
3 lb.
Parchment (one sheet)
1 sp
Block and tackle
1 gp
5 lb.
Perfume (vial)
5 gp
Book
25 gp
5 lb.
Pick, miner’s
2 gp
10 lb.
Bottle, glass
2 gp
2 lb.
Piton
5 cp
1/4 lb.
Bucket
5 cp
2 lb.
Poison, basic (vial)
100 gp
Caltrops (bag of 20)
1 gp
2 lb.
Pole (10-foot)
5 cp
7 lb.
Candle
1 cp
Pot, iron
2 gp
10 lb.
Case, crossbow bolt
1 gp
1 lb.
Potion of healing
50 gp
1/2 lb.
Case, map or scroll
1 gp
1 lb.
Pouch
5 sp
1 lb.
Chain (10 feet)
5 gp
10 lb.
Quiver
1 gp
1 lb.
Chalk (1 piece)
1 cp
Ram, portable
4 gp
35 lb.
Chest
5 gp
25 lb.
Rations (1 day)
5 sp
2 lb.
Climber’s kit
25 gp
12 lb.
Robes
1 gp
4 lb.
Clothes, common
5 sp
3 lb.
Rope, hempen (50 feet)
1 gp
10 lb.
Clothes, costume
5 gp
4 lb.
Rope, silk (50 feet)
10 gp
5 lb.
Clothes, fine
15 gp
6 lb.
Sack
1 cp
1/2 lb.
Clothes, traveler’s
2 gp
4 lb.
Scale, merchant’s
5 gp
3 lb.
Component pouch
25 gp
2 lb.
Sealing wax
5 sp
Crowbar
2 gp
5 lb.
Shovel
2 gp
5 lb.
Druidic focus
Signal whistle
5 cp
Sprig of mistletoe
1 gp
Signet ring
5 gp
Totem
1 gp
Soap
2 cp
Wooden staff
5 gp
4 lb.
Spellbook
50 gp
3 lb.
Yew wand
10 gp
1 lb.
Spikes, iron (10)
1 gp
5 lb.
Fishing tackle
1 gp
4 lb.
Spyglass
1,000 gp
1 lb.
Flask or tankard
2 cp
1 lb.
Tent, two-person
2 gp
20 lb.
Grappling hook
2 gp
4 lb.
Tinderbox
5 sp
1 lb.
Hammer
1 gp
3 lb.
Torch
1 cp
1 lb.
Hammer, sledge
2 gp
10 lb.
Vial
1 gp
Healer’s kit
5 gp
3 lb.
Waterskin
2 sp
5 lb. (full)
Whetstone
1 cp
1 lb.
Chapter 5: Equipment
50

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can’t fall more than 25 feet from the point where you
Lantern, Bullseye. A bullseye lantern casts bright light
anchored yourself, and you can’t climb more than 25 feet
in a 60-foot cone and dim light for an additional 60 feet.
away from that point without undoing the anchor.
Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Component Pouch. A component pouch is a small, wa-
Lantern, Hooded. A hooded lantern casts bright light
tertight leather belt pouch that has compartments to hold
in a 30-foot radius and dim light for an additional 30 feet.
all the material components and other special items you
Once lit, it burns for 6 hours on a flask (1 pint) of oil. As
need to cast your spells, except for those components that
an action, you can lower the hood, reducing the light to
have a specific cost (as indicated in a spell’s description).
dim light in a 5-foot radius.
Crowbar. Using a crowbar grants advantage to Strength
Lock. A key is provided with the lock. Without the key,
checks where the crowbar’s leverage can be applied.
a creature proficient with thieves’ tools can pick this lock
Druidic Focus. A druidic focus might be a sprig of mis-
with a successful DC 15 Dexterity check. Your DM may
tletoe or holly, a wand or scepter made of yew or another
decide that better locks are available for higher prices.
special wood, a staff drawn whole out of a living tree, or a
Magnifying Glass. This lens allows a closer look at
totem object incorporating feathers, fur, bones, and teeth
small objects. It is also useful as a substitute for flint and
from sacred animals. A druid (see chapter 3 of the Player’s
steel when starting fires. Lighting a fire with a magni-
Handbook) can use such an object as a spellcasting focus,
fying glass requires light as bright as sunlight to focus,
as described in chapter 10.
tinder to ignite, and about 5 minutes for the fire to ignite.
Fishing Tackle. This kit includes a wooden rod, silken
A magnifying glass grants advantage on any ability check
line, corkwood bobbers, steel hooks, lead sinkers, velvet
made to appraise or inspect an item that is small or
lures, and narrow netting.
highly detailed.
Healer’s Kit. This kit is a leather pouch containing
Manacles. These metal restraints can bind a Small
bandages, salves, and splints. The kit has ten uses. As
or Medium creature. Escaping the manacles requires
an action, you can expend one use of the kit to stabilize a
a successful DC 20 Dexterity check. Breaking them
creature that has 0 hit points, without needing to make a
requires a successful DC 20 Strength check. Each
Wisdom (Medicine) check.
set of manacles comes with one key. Without the key,
Holy Symbol. A holy symbol is a representation of
a creature proficient with thieves’ tools can pick the
a god or pantheon. It might be an amulet depicting a
manacles’ lock with a successful DC 15 Dexterity
symbol representing a deity, the same symbol carefully
check. Manacles have 15 hit points.
engraved or inlaid as an emblem on a shield, or a tiny box
holding a fragment of a sacred relic. The Player’s Hand-
Equipment Packs
book lists many gods in the multiverse and their typical
The starting equipment you get from your class includes
symbols. A cleric or paladin can use a holy symbol as a
a collection of useful adventuring gear, put together in a
spellcasting focus, as described in chapter 10. To use the
pack. The contents of these packs are listed here. If you are
symbol in this way, the caster must hold it in hand, wear
buying your starting equipment, you can purchase a pack
it visibly, or bear it on a shield.
for the price shown, which might be cheaper than buying
Holy Water. As an action, you can splash the contents
the items individually.
Burglar’s Pack (16 gp). Includes a backpack, a bag of
of this flask onto a creature within 5 feet of you or throw
1,000 ball bearings, 10 feet of string, a bell, 5 candles, a
it up to 20 feet, shattering it on impact. In either case,
crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of
make a ranged attack against a target creature, treating
oil, 5 days rations, a tinderbox, and a waterskin. The pack
the holy water as an improvised weapon. If the target is a
also has 50 feet of hempen rope strapped to the side of it.
fiend or undead, it takes 2d6 radiant damage.
Diplomat’s Pack (39 gp). Includes a chest, 2 cases for
A cleric or paladin may create holy water by performing
maps and scrolls, a set of fine clothes, a bottle of ink, an
a special ritual. The ritual takes 1 hour to perform, uses
ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of
25 gp worth of powdered silver, and requires the caster to
perfume, sealing wax, and soap.
expend a 1st-level spell slot.
Dungeoneer’s Pack (12 gp). Includes a backpack, a
Hunting Trap. When you use your action to set it, this
crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10
days of rations, and a waterskin. The pack also has 50 feet
trap forms a saw-toothed steel ring that snaps shut when
of hempen rope strapped to the side of it.
a creature steps on a pressure plate in the center. The
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
trap is affixed by a heavy chain to an immobile object,
2 costumes, 5 candles, 5 days of rations, a waterskin, and a
such as a tree or a spike driven into the ground. A crea-
disguise kit.
ture that steps on the plate must succeed on a DC 13
Explorer’s Pack (10 gp). Includes a backpack, a bedroll,
Dexterity saving throw or take 1d4 piercing damage and
a mess kit, a tinderbox, 10 torches, 10 days of rations, and
stop moving. Thereafter, until the creature breaks free
a waterskin. The pack also has 50 feet of hempen rope
of the trap, its movement is limited by the length of the
strapped to the side of it.
chain (typically 3 feet long). A creature can use its action
Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
to make a DC 13 Strength check, freeing itself or another
candles, a tinderbox, an alms box, 2 blocks of incense, a
censer, vestments, 2 days of rations, and a waterskin.
creature within its reach on a success. Each failed check
Scholar’s Pack (40 gp). Includes a backpack, a book of
deals 1 piercing damage to the trapped creature.
lore, a bottle of ink, an ink pen, 10 sheets of parchment, a
Lamp. A lamp casts bright light in a 15-foot radius and
little bag of sand, and a small knife.
dim light for an additional 30 feet. Once lit, it burns for 6
hours on a flask (1 pint) of oil.
Chapter 5: Equipment
51

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Mess Kit. This tin box contains a cup and simple cut-
Container Capacity
lery. The box clamps together, and one side can be used
Container
Capacity
as a cooking pan and the other as a plate or shallow bowl.
Backpack*
1 cubic foot/30 pounds of gear
Oil. Oil usually comes in a clay flask that holds 1 pint.
Barrel
40 gallons liquid, 4 cubic feet solid
As an action, you can splash the oil in this flask onto a
Basket
2 cubic feet/40 pounds of gear
creature within 5 feet of you or throw it up to 20 feet,
Bottle
1½ pints liquid
shattering it on impact. Make a ranged attack against a
target creature or object, treating the oil as an improvised
Bucket
3 gallons liquid, 1/2 cubic foot solid
weapon. On a hit, the target is covered in oil. If the target
Chest
12 cubic feet/300 pounds of gear
takes any fire damage before the oil dries (after 1 min-
Flask or tankard
1 pint liquid
ute), the target takes an additional 5 fire damage from the
Jug or pitcher
1 gallon liquid
burning oil. You can also pour a flask of oil on the ground
Pot, iron
1 gallon liquid
to cover a 5-foot-square area, provided that the surface
Pouch
1/5 cubic foot/6 pounds of gear
is level. If lit, the oil burns for 2 rounds and deals 5 fire
Sack
1 cubic foot/30 pounds of gear
damage to any creature that enters the area or ends its
Vial
4 ounces liquid
turn in the area. A creature can take this damage only
Waterskin
4 pints liquid
once per turn.
Poison, Basic. You can use the poison in this vial
* You can also strap items, such as a bedroll or a coil of rope, to
to coat one slashing or piercing weapon or up to three
the outside of a backpack.
pieces of ammunition. Applying the poison takes an
action. A creature hit by the poisoned weapon or ammu-
Tools
nition must make a DC 10 Constitution saving throw or
A tool helps you to do something you couldn’t otherwise
take 1d4 poison damage. Once applied, the poison re-
do, such as craft or repair an item, forge a document, or
tains potency for 1 minute before drying.
pick a lock. Your race, class, background, or feats give
Potion of Healing. A character who drinks the magical
you proficiency with certain tools. Proficiency with a tool
red fluid in this vial regains 2d4 + 2 hit points. Drinking
allows you to add your proficiency bonus to any ability
or administering a potion takes an action.
check you make using that tool. Tool use is not tied to
Pouch. A cloth or leather pouch can hold up to 20 sling
a single ability, since proficiency with a tool represents
bullets or 50 blowgun needles, among other things. A
broader knowledge of its use. For example, the DM might
compartmentalized pouch for holding spell components
ask you to make a Dexterity check to carve a fine detail
is called a component pouch (described earlier in this
with your woodcarver’s tools, or a Strength check to
section).
make something out of particularly hard wood.
Quiver. A quiver can hold up to 20 arrows.
Artisan’s Tools. These special tools include the items
Ram, Portable. You can use a portable ram to break
needed to pursue a craft or trade. The table shows exam-
down doors. When doing so, you gain a +4 bonus on the
ples of the most common types of tools, each providing
Strength check. One other character can help you use the
items related to a single craft. Proficiency with a set
ram, giving you advantage on this check.
of artisan’s tools lets you add your proficiency bonus
Rations. Rations consist of dry foods suitable for
to any ability checks you make using the tools in your
extended travel, including jerky, dried fruit, hard-
craft. Each type of artisan’s tools requires a separate
tack, and nuts.
proficiency.
Rope. Rope, whether made of hemp or silk, has 2 hit
Disguise Kit. This pouch of cosmetics, hair dye, and
points and can be burst with a DC 17 Strength check.
small props lets you create disguises that change your
Scale, Merchant’s. A scale includes a small bal-
physical appearance. Proficiency with this kit lets you
ance, pans, and a suitable assortment of weights up to
add your proficiency bonus to any ability checks you
2 pounds. With it, you can measure the exact weight
make to create a visual disguise.
of small objects, such as raw precious metals or trade
goods, to help determine their worth.
Tools
Spellbook. Essential for wizards, a spellbook is a
Item
Cost
Weight
leather-bound tome with 100 blank vellum pages suitable
for recording spells.
Artisan’s tools
Spyglass. Objects viewed through a spyglass are mag-
Alchemist’s supplies
50 gp
8 lb.
nified to twice their size.
Brewer’s supplies
20 gp
9 lb.
Tent. A simple and portable canvas shelter, a tent
Calligrapher's supplies
10 gp
5 lb.
sleeps two.
Carpenter’s tools
8 gp
6 lb.
Tinderbox. This small container holds flint, fire steel,
Cartographer’s tools
15 gp
6 lb.
and tinder (usually dry cloth soaked in light oil) used to
Cobbler’s tools
5 gp
5 lb.
kindle a fire. Using it to light a torch—or anything else
Cook’s utensils
1 gp
8 lb.
with abundant, exposed fuel—takes an action. Lighting
Glassblower’s tools
30 gp
5 lb.
any other fire takes 1 minute.
Jeweler’s tools
25 gp
2 lb.
Torch. A torch burns for 1 hour, providing bright light
Leatherworker’s tools
5 gp
5 lb.
in a 20-foot radius and dim light for an additional 20 feet.
If you make a melee attack with a burning torch and hit, it
Mason’s tools
10 gp
8 lb.
deals 1 fire damage.
Chapter 5: Equipment
52

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instrument. Each type of musical instrument requires a
Item
Cost
Weight
separate proficiency.
Painter’s supplies
10 gp
5 lb.
Navigator’s Tools. This set of instruments is used for
Potter’s tools
10 gp
3 lb.
navigation at sea. Proficiency with navigator’s tools lets
Smith’s tools
20 gp
8 lb.
you chart a ship’s course and follow navigation charts.
Tinker’s tools
50 gp
10 lb.
In addition, these tools allow you to add your proficiency
Weaver’s tools
1 gp
5 lb.
bonus to any ability check you make to avoid getting
Woodcarver’s tools
1 gp
5 lb.
lost at sea.
Disguise kit
25 gp
3 lb.
Poisoner’s Kit. A poisoner’s kit includes the vials,
Forgery kit
15 gp
5 lb.
chemicals, and other equipment necessary for the cre-
Gaming set
ation of poisons. Proficiency with this kit lets you add
your proficiency bonus to any ability checks you make to
Dice set
1 sp
craft or use poisons.
Dragonchess set
1 gp
1/2 lb.
Thieves’ Tools. This set of tools includes a small file, a
Playing card set
5 sp
set of lock picks, a small mirror mounted on a metal han-
Three-Dragon Ante set
1 gp
dle, a set of narrow-bladed scissors, and a pair of pliers.
Herbalism kit
5 gp
3 lb.
Proficiency with these tools lets you add your proficiency
Musical instrument
bonus to any ability checks you make to disarm traps or
Bagpipes
30 gp
6 lb.
open locks.
Drum
6 gp
3 lb.
Dulcimer
25 gp
10 lb.
Mounts and Vehicles
Flute
2 gp
1 lb.
A good mount can help you move more quickly through
Lute
35 gp
2 lb.
the wilderness, but its primary purpose is to carry the
Lyre
30 gp
2 lb.
gear that would otherwise slow you down. The Mounts
Horn
3 gp
2 lb.
and Other Animals table shows each animal’s speed and
Pan flute
12 gp
2 lb.
base carrying capacity.
Shawm
2 gp
1 lb.
An animal pulling a carriage, cart, chariot, sled, or
Viol
30 gp
1 lb.
wagon can move weight up to five times its base carrying
Navigator’s tools
25 gp
2 lb.
capacity, including the weight of the vehicle. If multiple
Poisoner’s kit
50 gp
2 lb.
animals pull the same vehicle, they can add their carry-
ing capacity together.
Thieves’ tools
25 gp
1 lb.
Mounts other than those listed here are available in the
Vehicles (land or water)
worlds of D&D, but they are rare and not normally avail-
* See the “Mounts and Vehicles” section.
able for purchase. These include flying mounts (pegasi,
griffons, hippogriffs, and similar animals) and even
Forgery Kit. This small box contains a variety of pa-
aquatic mounts (giant sea horses, for example). Acquiring
pers and parchments, pens and inks, seals and sealing
such a mount often means securing an egg and raising
wax, gold and silver leaf, and other supplies necessary to
the creature yourself, making a bargain with a powerful
create convincing forgeries of physical documents. Profi-
entity, or negotiating with the mount itself.
ciency with this kit lets you add your proficiency bonus to
Barding. Barding is armor designed to protect an
any ability checks you make to create a physical forgery
animal’s head, neck, chest, and body. Any type of armor
of a document.
shown on the Armor table in this chapter can be pur-
Gaming Set. This item encompasses a wide range
chased as barding. The cost is four times the equivalent
of game pieces, including dice and decks of cards (for
armor made for humanoids, and it weighs twice as much.
games such as Three-Dragon Ante). A few common
Saddles. A military saddle braces the rider, helping you
examples appear on the Tools table, but other kinds of
keep your seat on an active mount in battle. It gives you
gaming sets exist. If you are proficient with a gaming set,
advantage on any check you make to remain mounted.
you can add your proficiency bonus to ability checks you
An exotic saddle is required for riding any aquatic or
make to play a game with that set. Each type of gaming
flying mount.
set requires a separate proficiency.
Vehicle Proficiency. If you have proficiency with a
Herbalism Kit. This kit contains a variety of instru-
certain kind of vehicle (land or water), you can add your
ments such as clippers, mortar and pestle, and pouches
proficiency bonus to any check you make to control that
and vials used by herbalists to create remedies and
kind of vehicle in difficult circumstances.
potions. Proficiency with this kit lets you add your profi-
Rowed Vessels. Keelboats and rowboats are used on
ciency bonus to any ability checks you make to identify or
lakes and rivers. If going downstream, add the speed of
apply herbs. Also, proficiency with this kit is required to
the current (typically 3 miles per hour) to the speed of the
create antitoxin and potions of healing.
vehicle. These vehicles can’t be rowed against any signif-
Musical Instrument. Several of the most common
icant current, but they can be pulled upstream by draft
types of musical instruments are shown on the table
animals on the shores. A rowboat weighs 100 pounds, in
as examples. If you have proficiency with a given mu-
case adventurers carry it over land.
sical instrument, you can add your proficiency bonus
to any ability checks you make to play music with the
Chapter 5: Equipment
53

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Mounts and Other Animals
Trade Goods
Carrying
Cost Goods
Item
Cost
Speed
Capacity
1 cp
1 lb. of wheat
Camel
50 gp
50 ft.
480 lb.
2 cp
1 lb. of flour or one chicken
Donkey or mule
8 gp
40 ft.
420 lb.
5 cp
1 lb. of salt
Elephant
200 gp
40 ft.
1,320 lb.
1 sp
1 lb. of iron or 1 sq. yd. of canvas
Horse, draft
50 gp
40 ft.
540 lb.
5 sp
1 lb. of copper or 1 sq. yd. of cotton cloth
Horse, riding
75 gp
60 ft.
480 lb.
1 gp
1 lb. of ginger or one goat
Mastiff
25 gp
40 ft.
195 lb.
2 gp
1 lb. of cinnamon or pepper, or one sheep
Pony
30 gp
40 ft.
225 lb.
3 gp
1 lb. of cloves or one pig
Warhorse
400 gp
60 ft.
540 lb.
5 gp
1 lb. of silver or 1 sq. yd. of linen
10 gp
1 sq. yd. of silk or one cow
Tack, Harness, and Drawn Vehicles
15 gp
1 lb. of saffron or one ox
Item
Cost
Weight
50 gp
1 lb. of gold
500 gp
1 lb. of platinum
Barding
×4
×2
Bit and bridle
2 gp
1 lb.
Carriage
100 gp
600 lb.
Expenses
Cart
15 gp
200 lb.
When not descending into the depths of the earth, explor-
Chariot
250 gp
100 lb.
ing ruins for lost treasures, or waging war against the
Feed (per day)
5 cp
10 lb.
encroaching darkness, adventurers face more mundane
Saddle
realities. Even in a fantastical world, people require basic
Exotic
60 gp
40 lb.
necessities such as shelter, sustenance, and clothing.
Military
20 gp
30 lb.
These things cost money, although some lifestyles cost
Pack
5 gp
15 lb.
more than others.
Riding
10 gp
25 lb.
Saddlebags
4 gp
8 lb.
Lifestyle Expenses
Sled
20 gp
300 lb.
Lifestyle expenses provide you with a simple way to ac-
Stabling (per day)
5 sp
count for the cost of living in a fantasy world. They cover
Wagon
35 gp
400 lb.
your accommodations, food and drink, and all your other
necessities. Furthermore, expenses cover the cost of
maintaining your equipment so you can be ready when
Waterborne Vehicles
adventure next calls.
Item
Cost
Speed
At the start of each week or month (your choice),
Galley
30,000 gp
4 mph
choose a lifestyle from the Expenses table and pay the
Keelboat
3,000 gp
1 mph
price to sustain that lifestyle. The prices listed are per
Longship
10,000 gp
3 mph
day, so if you wish to calculate the cost of your chosen
Rowboat
50 gp
1½ mph
lifestyle over a thirty-day period, multiply the listed price
Sailing ship
10,000 gp
2 mph
by 30. Your lifestyle might change from one period to the
Warship
25,000 gp
2½ mph
next, based on the funds you have at your disposal, or you
might maintain the same lifestyle throughout your char-
acter’s career.
Trade Goods
Your lifestyle choice can have consequences. Main-
taining a wealthy lifestyle might help you make contacts
Most wealth is not in coins. It is measured in livestock,
with the rich and powerful, though you run the risk of at-
grain, land, rights to collect taxes, or rights to resources
tracting thieves. Likewise, living frugally might help you
(such as a mine or a forest).
avoid criminals, but you are unlikely to make powerful
Guilds, nobles, and royalty regulate trade. Chartered
connections.
companies are granted rights to conduct trade along cer-
tain routes, to send merchant ships to various ports, or to
Lifestyle Expenses
buy or sell specific goods. Guilds set prices for the goods
or services that they control, and determine who may
Lifestyle
Price/Day
or may not offer those goods and services. Merchants
Wretched
commonly exchange trade goods without using currency.
Squalid
1 sp
The Trade Goods table shows the value of commonly ex-
Poor
2 sp
changed goods.
Modest
1 gp
Comfortable
2 gp
Wealthy
4 gp
Aristocratic
10 gp minimum
Chapter 5: Equipment
54

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Wretched. You live in inhumane conditions. With no
are, the greater the chance you will be drawn into politi-
place to call home, you shelter wherever you can, sneak-
cal intrigue as a pawn or participant.
ing into barns, huddling in old crates, and relying on the
good graces of people better off than you. A wretched
Food, Drink, and Lodging
lifestyle presents abundant dangers. Violence, disease,
The Food, Drink, and Lodging table gives prices for in-
and hunger follow you wherever you go. Other wretched
dividual food items and a single night’s lodging. These
people covet your armor, weapons, and adventuring gear,
prices are included in your total lifestyle expenses.
which represent a fortune by their standards. You are be-
neath the notice of most people.
Food, Drink, and Lodging
Squalid. You live in a leaky stable, a mud-floored hut
just outside town, or a vermin-infested boarding house
Item
Cost
in the worst part of town. You have shelter from the
Ale
elements, but you live in a desperate and often violent
Gallon
2 sp
environment, in places rife with disease, hunger, and
Mug
4 cp
misfortune. You are beneath the notice of most peo-
Banquet (per person)
10 gp
ple, and you have few legal protections. Most people at
Bread, loaf
2 cp
this lifestyle level have suffered some terrible setback.
Cheese, hunk
1 sp
They might be disturbed, marked as exiles, or suffer
Inn stay (per day)
from disease.
Squalid
7 cp
Poor. A poor lifestyle means going without the com-
Poor
1 sp
forts available in a stable community. Simple food and
Modest
5 sp
lodgings, threadbare clothing, and unpredictable condi-
tions result in a sufficient, though probably unpleasant,
Comfortable
8 sp
experience. Your accommodations might be a room in
Wealthy
2 gp
a flophouse or in the common room above a tavern. You
Aristocratic
4 gp
benefit from some legal protections, but you still have
Meals (per day)
to contend with violence, crime, and disease. People at
Squalid
3 cp
this lifestyle level tend to be unskilled laborers, coste-
Poor
6 cp
rmongers, peddlers, thieves, mercenaries, and other
Modest
3 sp
disreputable types.
Comfortable
5 sp
Modest. A modest lifestyle keeps you out of the slums
Wealthy
8 sp
and ensures that you can maintain your equipment. You
Aristocratic
2 gp
live in an older part of town, renting a room in a boarding
Meat, chunk
3 sp
house, inn, or temple. You don’t go hungry or thirsty, and
Wine
your living conditions are clean, if simple. Ordinary peo-
ple living modest lifestyles include soldiers with families,
Common (pitcher)
2 sp
laborers, students, priests, hedge wizards, and the like.
Fine (bottle)
10 gp
Comfortable. Choosing a comfortable lifestyle means
that you can afford nicer clothing and can easily maintain
Services
your equipment. You live in a small cottage in a mid-
dle-class neighborhood or in a private room at a fine inn.
Adventurers can pay nonplayer characters to assist them
You associate with merchants, skilled tradespeople, and
or act on their behalf in a variety of circumstances. Most
military officers.
such hirelings have fairly ordinary skills, while others are
Wealthy. Choosing a wealthy lifestyle means living a
masters of a craft or art, and a few are experts with spe-
life of luxury, though you might not have achieved the
cialized adventuring skills.
social status associated with the old money of nobility or
Some of the most basic types of hirelings appear on the
royalty. You live a lifestyle comparable to that of a highly
Services table. Other common hirelings include any of
successful merchant, a favored servant of the royalty, or
the wide variety of people who inhabit a typical town or
the owner of a few small businesses. You have respect-
city, when the adventurers pay them to perform a specific
able lodgings, usually a spacious home in a good part of
task. For example, a wizard might pay a carpenter to con-
town or a comfortable suite at a fine inn. You likely have a
struct an elaborate chest (and its miniature replica) for
small staff of servants.
use in the Leomund’s secret chest spell. A fighter might
Aristocratic. You live a life of plenty and comfort. You
commission a blacksmith to forge a special sword. A bard
move in circles populated by the most powerful people
might pay a tailor to make exquisite clothing for an up-
in the community. You have excellent lodgings, perhaps
coming performance in front of the duke.
a townhouse in the nicest part of town or rooms in the
Other hirelings provide more expert or dangerous
finest inn. You dine at the best restaurants, retain the
services. Mercenary soldiers paid to help the adventur-
most skilled and fashionable tailor, and have servants
ers take on a hobgoblin army are hirelings, as are sages
attending to your every need. You receive invitations to
hired to research ancient or esoteric lore. If a high-level
the social gatherings of the rich and powerful, and spend
adventurer establishes a stronghold of some kind, he or
evenings in the company of politicians, guild leaders,
she might hire a whole staff of servants and agents to run
high priests, and nobility. You must also contend with the
the place, from a castellan or steward to menial laborers
highest levels of deceit and treachery. The wealthier you
to keep the stables clean. These hirelings often enjoy a
Chapter 5: Equipment
55

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long-term contract that includes a place to live within the
Trinkets
stronghold as part of the offered compensation.
When you make your character, you can roll once on
the Trinkets table to gain a trinket, a simple item lightly
Services
touched by mystery. The DM might also use this table.
Service
Pay
It can help stock a room in a dungeon or fill a crea-
Coach cab
ture’s pockets.
Between towns
3 cp per mile
Within a city
1 cp
Trinkets
Hireling
d100
Trinket
Skilled
2 gp per day
01
A mummified goblin hand
Untrained
2 sp per day
02
A piece of crystal that faintly glows in the moonlight
Messenger
2 cp per mile
03
A gold coin minted in an unknown land
Road or gate toll
1 cp
04
A diary written in a language you don’t know
Ship’s passage
1 sp per mile
05
A brass ring that never tarnishes
06
An old chess piece made from glass
Skilled hirelings include anyone hired to perform a
07
A pair of knucklebone dice, each with a skull symbol on
service that involves a proficiency (including weapon,
the side that would normally show six pips
tool, or skill): a mercenary, artisan, scribe, and so on. The
08
A small idol depicting a nightmarish creature that gives
pay shown is a minimum; some expert hirelings require
you unsettling dreams when you sleep near it
more pay. Untrained hirelings are hired for menial work
that requires no particular skill and can include laborers,
09
A rope necklace from which dangles four
porters, maids, and similar workers.
mummified elf fingers
10
The deed for a parcel of land in a realm
Spellcasting Services
unknown to you
People who are able to cast spells don’t fall into the cat-
11
A 1-ounce block made from an unknown material
egory of ordinary hirelings. It might be possible to find
12
A small cloth doll skewered with needles
someone willing to cast a spell in exchange for coin or
13
A tooth from an unknown beast
favors, but it is rarely easy and no established pay rates
14
An enormous scale, perhaps from a dragon
exist. As a rule, the higher the level of the desired spell,
15
A bright green feather
the harder it is to find someone who can cast it and the
16
An old divination card bearing your likeness
more it costs.
17
A glass orb filled with moving smoke
Hiring someone to cast a relatively common spell of
18
A 1-pound egg with a bright red shell
1st or 2nd level, such as cure wounds or identify, is easy
19
A pipe that blows bubbles
enough in a city or town, and might cost 10 to 50 gold
20
A glass jar containing a weird bit of flesh floating in
pieces (plus the cost of any expensive material com-
pickling fluid
ponents). Finding someone able and willing to cast a
higher-level spell might involve traveling to a large city,
21
A tiny gnome-crafted music box that plays a song
perhaps one with a university or prominent temple. Once
you dimly remember from your childhood
found, the spellcaster might ask for a service instead of
22
A small wooden statuette of a smug halfling
payment—the kind of service that only adventurers can
23
A brass orb etched with strange runes
provide, such as retrieving a rare item from a dangerous
24
A multicolored stone disk
locale or traversing a monster-infested wilderness to de-
25
A tiny silver icon of a raven
liver something important to a distant settlement.
26
A bag containing forty-seven humanoid teeth, one
of which is rotten
Self-Sufficiency
27
A shard of obsidian that always feels warm to the touch
The expenses and lifestyles described in this chapter
28
A dragon's bony talon hanging from a plain
assume that you are spending your time between
leather necklace
adventures in town, availing yourself of whatever services
29
A pair of old socks
you can afford—paying for food and shelter, paying
townspeople to sharpen your sword and repair your armor,

 

 

 

 

 

 

 

 

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