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D&D Basic Rules, Version 1.0, Released November 2018 - page 2

 

 

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Chapter 7: Using Ability Scores
Six abilities provide a quick description of every
Because ability modifiers affect almost every attack
creature’s physical and mental characteristics:
roll, ability check, and saving throw, ability modifiers
come up in play more often than their associated scores.
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring endurance
Advantage and
Intelligence, measuring reasoning and memory
Disadvantage
Wisdom, measuring perception and insight
Charisma, measuring force of personality
Sometimes a special ability or spell tells you that you
have advantage or disadvantage on an ability check, a
Is a character muscle-bound and insightful? Brilliant and
saving throw, or an attack roll. When that happens, you
charming? Nimble and hardy? Ability scores define these
roll a second d20 when you make the roll. Use the higher
qualities—a creature’s assets as well as weaknesses.
of the two rolls if you have advantage, and use the lower
The three main rolls of the game—the ability check, the
roll if you have disadvantage. For example, if you have
saving throw, and the attack roll—rely on the six ability
disadvantage and roll a 17 and a 5, you use the 5. If you
scores. The book’s introduction describes the basic rule
instead have advantage and roll those numbers, you
behind these rolls: roll a d20, add an ability modifier de-
use the 17.
rived from one of the six ability scores, and compare the
If multiple situations affect a roll and each one grants
total to a target number.
advantage or imposes disadvantage on it, you don’t roll
This chapter focuses on how to use ability checks and
more than one additional d20. If two favorable situations
saving throws, covering the fundamental activities that
grant advantage, for example, you still roll only one addi-
creatures attempt in the game. Rules for attack rolls ap-
tional d20.
pear in chapter 9.
If circumstances cause a roll to have both advantage
and disadvantage, you are considered to have neither of
Ability Scores and
them, and you roll one d20. This is true even if multiple
circumstances impose disadvantage and only one grants
Modifiers
advantage or vice versa. In such a situation, you have nei-
Each of a creature’s abilities has a score, a number that
ther advantage nor disadvantage.
defines the magnitude of that ability. An ability score is
When you have advantage or disadvantage and some-
not just a measure of innate capabilities, but also encom-
thing in the game, such as the halfling’s Lucky trait, lets
passes a creature’s training and competence in activities
you reroll or replace the d20, you can reroll or replace
related to that ability.
only one of the dice. You choose which one. For example,
A score of 10 or 11 is the normal human average, but
if a halfling has advantage or disadvantage on an ability
adventurers and many monsters are a cut above average
check and rolls a 1 and a 13, the halfling could use the
in most abilities. A score of 18 is the highest that a per-
Lucky trait to reroll the 1.
son usually reaches. Adventurers can have scores as high
You usually gain advantage or disadvantage through
as 20, and monsters and divine beings can have scores as
the use of special abilities, actions, or spells. Inspiration
high as 30.
can also give a character advantage (as explained in
Each ability also has a modifier, derived from the score
chapter 4, “Personality and Background”). The DM can
and ranging from −5 (for an ability score of 1) to +10 (for
also decide that circumstances influence a roll in one
a score of 30). The Ability Scores and Modifiers table
direction or the other and grant advantage or impose dis-
notes the ability modifiers for the range of possible ability
advantage as a result.
scores, from 1 to 30.
To determine an ability modifier without consulting the
Proficiency Bonus
table, subtract 10 from the ability score and then divide
Characters have a proficiency bonus determined by level,
the total by 2 (round down).
as detailed in chapter 1. Monsters also have this bonus,
which is incorporated in their stat blocks. The bonus is
Ability Scores and Modifiers
used in the rules on ability checks, saving throws, and
Score
Modifier
Score
Modifier
attack rolls.
1
−5
16-17
+3
Your proficiency bonus can’t be added to a single die
roll or other number more than once. For example, if two
2-3
−4
18-19
+4
different rules say you can add your proficiency bonus to
4-5
−3
20-21
+5
a Wisdom saving throw, you nevertheless add the bonus
6-7
−2
22-23
+6
only once when you make the save.
8-9
−1
24-25
+7
Occasionally, your proficiency bonus might be multi-
10-11
+0
26-27
+8
plied or divided (doubled or halved, for example) before
12-13
+1
28-29
+9
you apply it. For example, the rogue’s Expertise feature
14-15
+2
30
+10
doubles the proficiency bonus for certain ability checks.
If a circumstance suggests that your proficiency bonus
Chapter 7: Using Ability Scores
60

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applies more than once to the same roll, you still add it
to a DC, they compare the totals of their two checks. The
only once and multiply or divide it only once.
participant with the higher check total wins the contest.
By the same token, if a feature or effect allows you to
That character or monster either succeeds at the action
multiply your proficiency bonus when making an ability
or prevents the other one from succeeding.
check that wouldn’t normally benefit from your profi-
If the contest results in a tie, the situation remains the
ciency bonus, you still don’t add the bonus to the check.
same as it was before the contest. Thus, one contestant
For that check your proficiency bonus is 0, given the fact
might win the contest by default. If two characters tie in
that multiplying 0 by any number is still 0. For instance, if
a contest to snatch a ring off the floor, neither character
you lack proficiency in the History skill, you gain no ben-
grabs it. In a contest between a monster trying to open
efit from a feature that lets you double your proficiency
a door and an adventurer trying to keep the door closed,
bonus when you make Intelligence (History) checks.
a tie means that the door remains shut.
In general, you don’t multiply your proficiency bonus for
attack rolls or saving throws. If a feature or effect allows
Skills
you to do so, these same rules apply.
Each ability covers a broad range of capabilities, includ-
ing skills that a character or a monster can be proficient
Ability Checks
in. A skill represents a specific aspect of an ability score,
and an individual’s proficiency in a skill demonstrates
An ability check tests a character’s or monster’s innate
a focus on that aspect. (A character’s starting skill pro-
talent and training in an effort to overcome a challenge.
ficiencies are determined at character creation, and a
The DM calls for an ability check when a character or
monster’s skill proficiencies appear in the monster’s
monster attempts an action (other than an attack) that
stat block.)
has a chance of failure. When the outcome is uncertain,
For example, a Dexterity check might reflect a char-
the dice determine the results.
acter’s attempt to pull off an acrobatic stunt, to palm an
For every ability check, the DM decides which of the six
object, or to stay hidden. Each of these aspects of Dexter-
abilities is relevant to the task at hand and the difficulty
ity has an associated skill: Acrobatics, Sleight of Hand,
of the task, represented by a Difficulty Class. The more
and Stealth, respectively. So a character who has profi-
difficult a task, the higher its DC. The Typical Difficulty
ciency in the Stealth skill is particularly good at Dexterity
Classes table shows the most common DCs.
checks related to sneaking and hiding.
The skills related to each ability score are shown in
Typical Difficulty Classes
the following list. (No skills are related to Constitution.)
Task Difficulty
DC
See an ability’s description in the later sections of this
Very easy
5
chapter for examples of how to use a skill associated
Easy
10
with an ability.
Medium
15
Hard
20
Strength
Wisdom
Very hard
25
Athletics
Animal Handling
Nearly impossible
30
Insight
Dexterity
Medicine
Acrobatics
Perception
To make an ability check, roll a d20 and add the rel-
Sleight of Hand
Survival
evant ability modifier. As with other d20 rolls, apply
Stealth
bonuses and penalties, and compare the total to the DC.
Charisma
Intelligence
If the total equals or exceeds the DC, the ability check
Deception
Arcana
is a success—the creature overcomes the challenge at
Intimidation
History
hand. Otherwise, it’s a failure, which means the charac-
Performance
Investigation
ter or monster makes no progress toward the objective
Persuasion
Nature
or makes progress combined with a setback determined
Religion
by the DM.
Sometimes, the DM might ask for an ability check
Contests
using a specific skill—for example, “Make a Wisdom (Per-
Sometimes one character’s or monster’s efforts are di-
ception) check.” At other times, a player might ask the
rectly opposed to another’s. This can occur when both
DM if proficiency in a particular skill applies to a check.
of them are trying to do the same thing and only one can
In either case, proficiency in a skill means an individual
succeed, such as attempting to snatch up a magic ring
can add his or her proficiency bonus to ability checks that
that has fallen on the floor. This situation also applies
involve that skill. Without proficiency in the skill, the indi-
when one of them is trying to prevent the other one from
vidual makes a normal ability check.
accomplishing a goal—for example, when a monster tries
For example, if a character attempts to climb up a dan-
to force open a door that an adventurer is holding closed.
gerous cliff, the Dungeon Master might ask for a Strength
In situations like these, the outcome is determined by a
(Athletics) check. If the character is proficient in Ath-
special form of ability check, called a contest.
letics, the character’s proficiency bonus is added to the
Both participants in a contest make ability checks
Strength check. If the character lacks that proficiency, he
appropriate to their efforts. They apply all appropriate
or she just makes a Strength check.
bonuses and penalties, but instead of comparing the total
Chapter 7: Using Ability Scores
61

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Variant: Skills with Different Abilities
Group Checks
Normally, your proficiency in a skill applies only to a
When a number of individuals are trying to accomplish
specific kind of ability check. Proficiency in Athletics,
something as a group, the DM might ask for a group
for example, usually applies to Strength checks. In some
ability check. In such a situation, the characters who are
situations, though, your proficiency might reasonably
skilled at a particular task help cover those who aren’t.
apply to a different kind of check. In such cases, the DM
To make a group ability check, everyone in the group
might ask for a check using an unusual combination of
makes the ability check. If at least half the group
ability and skill, or you might ask your DM if you can ap-
succeeds, the whole group succeeds. Otherwise, the
ply a proficiency to a different check. For example, if you
group fails.
have to swim from an offshore island to the mainland,
Group checks don’t come up very often, and they’re
your DM might call for a Constitution check to see if you
most useful when all the characters succeed or fail as a
have the stamina to make it that far. In this case, your
group. For example, when adventurers are navigating a
DM might allow you to apply your proficiency in Athletics
swamp, the DM might call for a group Wisdom (Survival)
and ask for a Constitution (Athletics) check. So if you’re
check to see if the characters can avoid the quicksand,
proficient in Athletics, you apply your proficiency bonus to
sinkholes, and other natural hazards of the environment.
the Constitution check just as you would normally do for
If at least half the group succeeds, the successful char-
a Strength (Athletics) check. Similarly, when your dwarf
acters are able to guide their companions out of danger.
fighter uses a display of raw strength to intimidate an
Otherwise, the group stumbles into one of these hazards.
enemy, your DM might ask for a Strength (Intimidation)
check, even though Intimidation is normally associated
Using Each Ability
with Charisma.
Every task that a character or monster might attempt
in the game is covered by one of the six abilities. This
Passive Checks
section explains in more detail what those abilities mean
A passive check is a special kind of ability check that
and the ways they are used in the game.
doesn’t involve any die rolls. Such a check can represent
the average result for a task done repeatedly, such as
Strength
searching for secret doors over and over again, or can be
Strength measures bodily power, athletic training, and
used when the DM wants to secretly determine whether
the extent to which you can exert raw physical force.
the characters succeed at something without rolling dice,
such as noticing a hidden monster.
Strength Checks
Here’s how to determine a character’s total for a pas-
A Strength check can model any attempt to lift, push,
sive check:
pull, or break something, to force your body through a
10 + all modifiers that normally apply to the check
space, or to otherwise apply brute force to a situation.
The Athletics skill reflects aptitude in certain kinds of
If the character has advantage on the check, add 5. For
Strength checks.
disadvantage, subtract 5. The game refers to a passive
Athletics. Your Strength (Athletics) check covers
check total as a score.
difficult situations you encounter while climbing,
For example, if a 1st-level character has a Wisdom of
jumping, or swimming. Examples include the
15 and proficiency in Perception, he or she has a passive
following activities:
Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below
• You attempt to climb a sheer or slippery cliff, avoid
rely on passive checks, as do the exploration rules in
hazards while scaling a wall, or cling to a surface while
chapter 8.
something is trying to knock you off.
• You try to jump an unusually long distance or pull
Working Together
off a stunt midjump.
• You struggle to swim or stay afloat in treacherous cur-
Sometimes two or more characters team up to attempt a
rents, storm-tossed waves, or areas of thick seaweed.
task. The character who’s leading the effort—or the one
Or another creature tries to push or pull you underwa-
with the highest ability modifier—can make an ability
ter or otherwise interfere with your swimming.
check with advantage, reflecting the help provided by the
other characters. In combat, this requires the Help action
Other Strength Checks. The DM might also call for
(see chapter 9).
a Strength check when you try to accomplish tasks like
A character can only provide help if the task is one that
the following:
he or she could attempt alone. For example, trying to open
• Force open a stuck, locked, or barred door
a lock requires proficiency with thieves’ tools, so a charac-
• Break free of bonds
ter who lacks that proficiency can’t help another character
• Push through a tunnel that is too small
in that task. Moreover, a character can help only when two
• Hang on to a wagon while being dragged behind it
or more individuals working together would actually be
• Tip over a statue
productive. Some tasks, such as threading a needle, are no
• Keep a boulder from rolling
easier with help.
Chapter 7: Using Ability Scores
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Attack Rolls and Damage
Hiding
You add your Strength modifier to your attack roll and
The DM decides when circumstances are appropriate for
your damage roll when attacking with a melee weapon
hiding. When you try to hide, make a Dexterity (Stealth)
such as a mace, a battleaxe, or a javelin. You use me-
check. Until you are discovered or you stop hiding, that
check’s total is contested by the Wisdom (Perception)
lee weapons to make melee attacks in hand-to-hand
check of any creature that actively searches for signs of
combat, and some of them can be thrown to make a
your presence.
ranged attack.
You can’t hide from a creature that can see you clearly,
and you give away your position if you make noise, such as
Lifting and Carrying
shouting a warning or knocking over a vase. An invisible
Your Strength score determines the amount of weight
creature can’t be seen, so it can always try to hide. Signs of
you can bear. The following terms define what you can
its passage might still be noticed, however, and it still has
lift or carry.
to stay quiet.
Carrying Capacity. Your carrying capacity is your
In combat, most creatures stay alert for signs of danger
Strength score multiplied by 15. This is the weight (in
all around, so if you come out of hiding and approach
pounds) that you can carry, which is high enough that
a creature, it usually sees you. However, under certain
circumstances, the Dungeon Master might allow you to
most characters don’t usually have to worry about it.
stay hidden as you approach a creature that is distracted,
Push, Drag, or Lift. You can push, drag, or lift a weight
allowing you to gain advantage on an attack before
in pounds up to twice your carrying capacity (or 30 times
you are seen.
your Strength score). While pushing or dragging weight
Passive Perception. When you hide, there’s a chance
in excess of your carrying capacity, your speed drops
someone will notice you even if they aren’t searching. To
to 5 feet.
determine whether such a creature notices you, the DM
Size and Strength. Larger creatures can bear more
compares your Dexterity (Stealth) check with that creature’s
weight, whereas Tiny creatures can carry less. For each
passive Wisdom (Perception) score, which equals 10 + the
size category above Medium, double the creature’s carry-
creature’s Wisdom modifier, as well as any other bonuses
ing capacity and the amount it can push, drag, or lift. For
or penalties. If the creature has advantage, add 5. For
disadvantage, subtract 5.
a Tiny creature, halve these weights.
For example, if a 1st-level character (with a proficiency
Variant: Encumbrance
bonus of +2) has a Wisdom of 15 (a +2 modifier) and
proficiency in Perception, he or she has a passive Wisdom
The rules for lifting and carrying are intentionally sim-
(Perception) of 14.
ple. Here is a variant if you are looking for more detailed
What Can You See? One of the main factors in
rules for determining how a character is hindered by the
determining whether you can find a hidden creature or
weight of equipment. When you use this variant, ignore
object is how well you can see in an area, which might be
the Strength column of the Armor table in chapter 5.
lightly or heavily obscured, as explained in chapter 8.
If you carry weight in excess of 5 times your Strength
score, you are encumbered, which means your speed
determine whether you can lift a coin purse off another
drops by 10 feet.
person or slip something out of another
If you carry weight in excess of 10 times your Strength
person’s pocket.
score, up to your maximum carrying capacity, you are
Stealth. Make a Dexterity (Stealth) check when you
instead heavily encumbered, which means your speed
attempt to conceal yourself from enemies, slink past
drops by 20 feet and you have disadvantage on ability
guards, slip away without being noticed, or sneak up on
checks, attack rolls, and saving throws that use Strength,
someone without being seen or heard.
Dexterity, or Constitution.
Other Dexterity Checks. The DM might call for a
Dexterity check when you try to accomplish tasks like
Dexterity
the following:
Dexterity measures agility, reflexes, and balance.
• Control a heavily laden cart on a steep descent
Dexterity Checks
• Steer a chariot around a tight turn
• Pick a lock
A Dexterity check can model any attempt to move nimbly,
• Disable a trap
quickly, or quietly, or to keep from falling on tricky foot-
• Securely tie up a prisoner
ing. The Acrobatics, Sleight of Hand, and Stealth skills
• Wriggle free of bonds
reflect aptitude in certain kinds of Dexterity checks.
• Play a stringed instrument
Acrobatics. Your Dexterity (Acrobatics) check covers
• Craft a small or detailed object
your attempt to stay on your feet in a tricky situation, such
as when you’re trying to run across a sheet of ice, balance
Attack Rolls and Damage
on a tightrope, or stay upright on a rocking ship’s deck.
You add your Dexterity modifier to your attack roll and
The DM might also call for a Dexterity (Acrobatics) check
your damage roll when attacking with a ranged weapon,
to see if you can perform acrobatic stunts, including
such as a sling or a longbow. You can also add your Dex-
dives, rolls, somersaults, and flips.
terity modifier to your attack roll and your damage roll
Sleight of Hand. Whenever you attempt an act of leger-
when attacking with a melee weapon that has the finesse
demain or manual trickery, such as planting something
property, such as a dagger or a rapier.
on someone else or concealing an object on your per-
son, make a Dexterity (Sleight of Hand) check. The DM
might also call for a Dexterity (Sleight of Hand) check to
Chapter 7: Using Ability Scores
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Armor Class
legendary people, ancient kingdoms, past disputes, re-
Depending on the armor you wear, you might add some
cent wars, and lost civilizations.
or all of your Dexterity modifier to your Armor Class,
Investigation. When you look around for clues and
as described in chapter 5.
make deductions based on those clues, you make an
Intelligence (Investigation) check. You might deduce the
Initiative
location of a hidden object, discern from the appearance
At the beginning of every combat, you roll initiative by
of a wound what kind of weapon dealt it, or determine the
making a Dexterity check. Initiative determines the order
weakest point in a tunnel that could cause it to collapse.
of creatures’ turns in combat, as described in chapter 9.
Poring through ancient scrolls in search of a hidden
fragment of knowledge might also call for an Intelligence
Constitution
(Investigation) check.
Nature. Your Intelligence (Nature) check measures
Constitution measures health, stamina, and vital force.
your ability to recall lore about terrain, plants and ani-
Constitution Checks
mals, the weather, and natural cycles.
Constitution checks are uncommon, and no skills apply
Religion. Your Intelligence (Religion) check measures
to Constitution checks, because the endurance this abil-
your ability to recall lore about deities, rites and prayers,
ity represents is largely passive rather than involving a
religious hierarchies, holy symbols, and the practices
specific effort on the part of a character or monster. A
of secret cults.
Constitution check can model your attempt to push be-
Other Intelligence Checks. The DM might call for an
yond normal limits, however.
Intelligence check when you try to accomplish tasks like
The DM might call for a Constitution check when you
the following:
try to accomplish tasks like the following:
• Communicate with a creature without using words
• Hold your breath
• Estimate the value of a precious item
• March or labor for hours without rest
• Pull together a disguise to pass as a city guard
• Go without sleep
• Forge a document
• Survive without food or water
• Recall lore about a craft or trade
• Quaff an entire stein of ale in one go
• Win a game of skill
Hit Points
Spellcasting Ability
Your Constitution modifier contributes to your hit points.
Wizards use Intelligence as their spellcasting ability,
Typically, you add your Constitution modifier to each Hit
which helps determine the saving throw DCs of spells
Die you roll for your hit points.
they cast.
If your Constitution modifier changes, your hit point
maximum changes as well, as though you had the new
Wisdom
modifier from 1st level. For example, if you raise your
Wisdom reflects how attuned you are to the world around
Constitution score when you reach 4th level and your
you and represents perceptiveness and intuition.
Constitution modifier increases from +1 to +2, you ad-
just your hit point maximum as though the modifier had
Wisdom Checks
always been +2. So you add 3 hit points for your first
A Wisdom check might reflect an effort to read body
three levels, and then roll your hit points for 4th level
language, understand someone’s feelings, notice things
using your new modifier. Or if you’re 7th level and some
about the environment, or care for an injured person.
effect lowers your Constitution score so as to reduce your
The Animal Handling, Insight, Medicine, Perception, and
Constitution modifier by 1, your hit point maximum is
Survival skills reflect aptitude in certain kinds of Wis-
reduced by 7.
dom checks.
Animal Handling. When there is any question whether
Intelligence
you can calm down a domesticated animal, keep a mount
Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.
Finding a Hidden Object
When your character searches for a hidden object such as
Intelligence Checks
a secret door or a trap, the DM typically asks you to make
An Intelligence check comes into play when you need
a Wisdom (Perception) check. Such a check can be used to
to draw on logic, education, memory, or deductive rea-
find hidden details or other information and clues that you
soning. The Arcana, History, Investigation, Nature, and
might otherwise overlook.
In most cases, you need to describe where you are looking
Religion skills reflect aptitude in certain kinds of Intelli-
in order for the DM to determine your chance of success.
gence checks.
For example, a key is hidden beneath a set of folded clothes
Arcana. Your Intelligence (Arcana) check measures
in the top drawer of a bureau. If you tell the DM that you
your ability to recall lore about spells, magic items,
pace around the room, looking at the walls and furniture for
eldritch symbols, magical traditions, the planes of exis-
clues, you have no chance of finding the key, regardless of
tence, and the inhabitants of those planes.
your Wisdom (Perception) check result. You would have to
History. Your Intelligence (History) check mea-
specify that you were opening the drawers or searching the
sures your ability to recall lore about historical events,
bureau in order to have any chance of success.
Chapter 7: Using Ability Scores
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from getting spooked, or intuit an animal’s intentions, the
violence, the DM might ask you to make a Charisma
DM might call for a Wisdom (Animal Handling) check.
(Intimidation) check. Examples include trying to pry in-
You also make a Wisdom (Animal Handling) check to con-
formation out of a prisoner, convincing street thugs
trol your mount when you attempt a risky maneuver.
to back down from a confrontation, or using the edge of
Insight. Your Wisdom (Insight) check decides whether
a broken bottle to convince a sneering vizier to recon-
you can determine the true intentions of a creature, such
sider a decision.
as when searching out a lie or predicting someone’s next
Performance. Your Charisma (Performance) check
move. Doing so involves gleaning clues from body lan-
determines how well you can delight an audience with
guage, speech habits, and changes in mannerisms.
music, dance, acting, storytelling, or some other form of
Medicine. A Wisdom (Medicine) check lets you try to
entertainment.
stabilize a dying companion or diagnose an illness.
Persuasion. When you attempt to influence someone
Perception. Your Wisdom (Perception) check lets you
or a group of people with tact, social graces, or good
spot, hear, or otherwise detect the presence of something.
nature, the DM might ask you to make a Charisma
It measures your general awareness of
(Persuasion) check. Typically, you use persuasion when
your surroundings and the keenness of your senses.
acting in good faith, to foster friendships, make cordial
For example, you might try to hear a conversation through
requests, or exhibit proper etiquette. Examples of per-
a closed door, eavesdrop under an open window, or hear
suading others include convincing a chamberlain to let
monsters moving stealthily in the forest. Or you might try
your party see the king, negotiating peace between war-
to spot things that are obscured or easy to miss, whether
ring tribes, or inspiring a crowd of townsfolk.
they are orcs lying in ambush on a road, thugs hiding in
Other Charisma Checks. The DM might call for a
the shadows of an alley, or candlelight under a closed
Charisma check when you try to accomplish tasks like
secret door.
the following:
Survival. The DM might ask you to make a Wisdom
• Find the best person to talk to for news,
(Survival) check to follow tracks, hunt wild game, guide
rumors, and gossip
your group through frozen wastelands, identify signs that
• Blend into a crowd to get the sense of key topics
owlbears live nearby, predict the weather, or avoid quick-
of conversation
sand and other natural hazards.
Other Wisdom Checks. The DM might call for a
Spellcasting Ability
Wisdom check when you try to accomplish tasks like
Bards, paladins, sorcerers, and warlocks use Charisma
the following:
as their spellcasting ability, which helps determine the
• Get a gut feeling about what course of action to follow
saving throw DCs of spells they cast.
• Discern whether a seemingly dead or living crea-
ture is undead
Saving Throws
A saving throw—also called a save—represents an at-
Spellcasting Ability
tempt to resist a spell, a trap, a poison, a disease, or
Clerics use Wisdom as their spellcasting ability, which
a similar threat. You don’t normally decide to make a
helps determine the saving throw DCs of spells they cast.
saving throw; you are forced to make one because your
character or monster is at risk of harm.
Charisma
To make a saving throw, roll a d20 and add the ap-
Charisma measures your ability to interact effectively
propriate ability modifier. For example, you use your
with others. It includes such factors as confidence and
Dexterity modifier for a Dexterity saving throw.
eloquence, and it can represent a charming or command-
A saving throw can be modified by a situational
ing personality.
bonus or penalty and can be affected by advantage
and disadvantage, as determined by the DM.
Charisma Checks
Each class gives proficiency in at least two saving
A Charisma check might arise when you try to influence
throws. The wizard, for example, is proficient in Intelli-
or entertain others, when you try to make an impres-
gence saves. As with skill proficiencies, proficiency in a
sion or tell a convincing lie, or when you are navigating
saving throw lets a character add his or her proficiency bo-
a tricky social situation. The Deception, Intimidation,
nus to saving throws made using a particular ability score.
Performance, and Persuasion skills reflect aptitude in
Some monsters have saving throw proficiencies as well.
certain kinds of Charisma checks.
The Difficulty Class for a saving throw is determined by
Deception. Your Charisma (Deception) check deter-
the effect that causes it. For example, the DC for a saving
mines whether you can convincingly hide the truth, either
throw allowed by a spell is determined by the caster’s
verbally or through your actions. This deception can
spellcasting ability and proficiency bonus.
encompass everything from misleading others through
The result of a successful or failed saving throw is also
ambiguity to telling outright lies. Typical situations in-
detailed in the effect that allows the save. Usually, a suc-
clude trying to fast-talk a guard, con a merchant, earn
cessful save means that a creature suffers no harm, or
money through gambling, pass yourself off in a disguise,
reduced harm, from an effect.
dull someone’s suspicions with false assurances, or main-
tain a straight face while telling a blatant lie.
Intimidation. When you attempt to influence some-
one through overt threats, hostile actions, and physical
Chapter 7: Using Ability Scores
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Chapter 8: Adventuring
Delving into the ancient Tomb of Horrors, slipping
Movement
through the back alleys of Waterdeep, hacking a fresh
Swimming across a rushing river, sneaking down a dun-
trail through the thick jungles on the Isle of Dread—these
geon corridor, scaling a treacherous mountain slope—all
are the things that Dungeons & Dragons adventures
sorts of movement play a key role in D&D adventures.
are made of. Your character in the game might explore
The DM can summarize the adventurers’ movement
forgotten ruins and uncharted lands, uncover dark se-
without calculating exact distances or travel times: “You
crets and sinister plots, and slay foul monsters. And if
travel through the forest and find the dungeon entrance
all goes well, your character will survive to claim rich
late in the evening of the third day.” Even in a dungeon,
rewards before embarking on a new adventure.
particularly a large dungeon or a cave network, the DM
This chapter covers the basics of the adventuring life,
can summarize movement between encounters: “After
from the mechanics of movement to the complexities of
killing the guardian at the entrance to the ancient dwar-
social interaction. The rules for resting are also in this
ven stronghold, you consult your map, which leads you
chapter, along with a discussion of the activities your
through miles of echoing corridors to a chasm bridged by
character might pursue between adventures.
a narrow stone arch.”
Whether adventurers are exploring a dusty dungeon
Sometimes it’s important, though, to know how long it
or the complex relationships of a royal court, the game
takes to get from one spot to another, whether the answer
follows a natural rhythm, as outlined in the book’s
is in days, hours, or minutes. The rules for determining
introduction:
travel time depend on two factors: the speed and travel
1. The DM describes the environment.
pace of the creatures moving and the terrain they’re
2. The players describe what they want to do.
moving over.
3. The DM narrates the results of their actions.
Typically, the DM uses a map as an outline of the adven-
Speed
ture, tracking the characters’ progress as they explore
Every character and monster has a speed, which is the
dungeon corridors or wilderness regions. The DM’s
distance in feet that the character or monster can walk in
notes, including a key to the map, describe what the ad-
1 round. This number assumes short bursts of energetic
venturers find as they enter each new area. Sometimes,
movement in the midst of a life-threatening situation.
the passage of time and the adventurers’ actions deter-
The following rules determine how far a character
mine what happens, so the DM might use a timeline or a
or monster can move in a minute, an hour, or a day.
flowchart to track their progress instead of a map.
Travel Pace
Time
While traveling, a group of adventurers can move at a
normal, fast, or slow pace, as shown on the Travel Pace
In situations where keeping track of the passage of time
table. The table states how far the party can move in a
is important, the DM determines the time a task requires.
period of time and whether the pace has any effect. A fast
The DM might use a different time scale depending on
pace makes characters less perceptive, while a slow pace
the context of the situation at hand. In a dungeon envi-
makes it possible to sneak around and to search an area
ronment, the adventurers’ movement happens on a scale
more carefully (see the “Activity While Traveling” section
of minutes. It takes them about a minute to creep down
later in this chapter for more information).
a long hallway, another minute to check for traps on
Forced March. The Travel Pace table assumes that
the door at the end of the hall, and a good ten minutes
characters travel for 8 hours in day. They can push on be-
to search the chamber beyond for anything interesting
yond that limit, at the risk of exhaustion.
or valuable.
For each additional hour of travel beyond 8 hours,
In a city or wilderness, a scale of hours is often more
the characters cover the distance shown in the Hour
appropriate. Adventurers eager to reach the lonely tower
column for their pace, and each character must make a
at the heart of the forest hurry across those fifteen miles
Constitution saving throw at the end of the hour. The DC
in just under four hours’ time.
is 10 + 1 for each hour past 8 hours. On a failed saving
For long journeys, a scale of days works best. Fol-
throw, a character suffers one level of exhaustion (see
lowing the road from Baldur’s Gate to Waterdeep, the
appendix A).
adventurers spend four uneventful days before a goblin
Mounts and Vehicles. For short spans of time (up to an
ambush interrupts their journey.
hour), many animals move much faster than humanoids.
In combat and other fast-paced situations, the game
A mounted character can ride at a gallop for about an
relies on rounds, a 6-second span of time described in
hour, covering twice the usual distance for a fast pace. If
chapter 9.
fresh mounts are available every 8 to 10 miles, characters
can cover larger distances at this pace, but this is very
rare except in densely populated areas.
Characters in wagons, carriages, or other land vehicles
choose a pace as normal. Characters in a waterborne
vessel are limited to the speed of the vessel (see chapter
Chapter 8: Adventuring
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5), and they don’t suffer penalties for a fast pace or gain
When you land in difficult terrain, you must succeed on
benefits from a slow pace. Depending on the vessel and
a DC 10 Dexterity (Acrobatics) check to land on your feet.
the size of the crew, ships might be able to travel for up to
Otherwise, you land prone.
24 hours per day.
High Jump. When you make a high jump, you leap
Certain special mounts, such as a pegasus or griffon,
into the air a number of feet equal to 3 + your Strength
or special vehicles, such as a carpet of flying, allow you
modifier (minimum of 0 feet) if you move at least 10 feet
to travel more swiftly. The Dungeon Master’s Guide con-
on foot immediately before the jump. When you make a
tains more information on special methods of travel.
standing high jump, you can jump only half that distance.
Either way, each foot you clear on the jump costs a foot of
Travel Pace
movement. In some circumstances, your DM might allow
you to make a Strength (Athletics) check to jump higher
Distance Traveled per . . .
than you normally can.
Pace
Minute Hour
Day Effect
You can extend your arms half your height above your-
Fast
400 feet
4 miles
30 miles
−5 penalty to
self during the jump. Thus, you can reach above you a
passive Wisdom
distance equal to the height of the jump plus 1½ times
(Perception) scores
your height.
Normal
300 feet
3 miles
24 miles
Slow
200 feet
2 miles
18 miles Able to use stealth
Activity While Traveling
As adventurers travel through a dungeon or the wil-
derness, they need to remain alert for danger, and
Difficult Terrain
some characters might perform other tasks to help
The travel speeds given in the Travel Pace table assume
the group’s journey.
relatively simple terrain: roads, open plains, or clear dun-
geon corridors. But adventurers often face dense forests,
Marching Order
deep swamps, rubble-filled ruins, steep mountains, and
The adventurers should establish a marching order. A
ice-covered ground—all considered difficult terrain.
marching order makes it easier to determine which char-
You move at half speed in difficult terrain—moving
acters are affected by traps, which ones can spot hidden
1 foot in difficult terrain costs 2 feet of speed—so you
enemies, and which ones are the closest to those ene-
can cover only half the normal distance in a minute,
mies when a fight breaks out.
an hour, or a day.
A character might occupy the front rank, one or more
middle ranks, or the back rank. Characters in the front
Special Types of Movement
and back ranks need enough room to travel side by side
Movement through dangerous dungeons or wilderness
with others in their rank. When space is too tight, the
areas often involves more than simply walking. Adven-
marching order must change, usually by moving charac-
turers might have to climb, crawl, swim, or jump to get
ters to a middle rank.
where they need to go.
Fewer Than Three Ranks. If an adventuring party
arranges its marching order with only two ranks, they
Climbing, Swimming, and Crawling
are a front rank and a back rank. If there’s only one rank,
Each foot of movement costs 1 extra foot (2 extra feet
it’s considered a front rank.
in difficult terrain) when you’re climbing, swimming, or
crawling. You ignore this extra cost if you have a climbing
Stealth
speed and use it to climb or a swimming speed and use it
While traveling at a slow pace, the characters can move
to swim. At the DM’s option, climbing a slippery vertical
stealthily. As long as they’re not in the open, they can try
surface or one with few handholds requires a successful
to surprise or sneak by other creatures they encounter.
Strength (Athletics) check. Similarly, gaining any dis-
See the rules for hiding in chapter 7.
tance in rough water might require a successful Strength
(Athletics) check.
Splitting Up the Party
Jumping
Sometimes, it makes sense to split an adventuring party,
especially if you want one or more characters to scout
Your Strength determines how far you can jump.
ahead. You can form multiple parties, each moving at a
Long Jump. When you make a long jump, you cover a
different speed. Each group has its own front, middle,
number of feet up to your Strength score if you move at
and back ranks.
least 10 feet on foot immediately before the jump. When
The drawback to this approach is that the party will be
you make a standing long jump, you can leap only half
split into several smaller groups in the event of an attack.
that distance. Either way, each foot you clear on the jump
The advantage is that a small group of stealthy characters
costs a foot of movement.
moving slowly might be able to sneak past enemies that
This rule assumes that the height of your jump doesn’t
clumsier characters would alert. A pair of rogues moving at
matter, such as a jump across a stream or chasm. At
a slow pace are much harder to detect when they leave their
dwarf fighter friend behind.
your DM’s option, you must succeed on a DC 10 Strength
(Athletics) check to clear a low obstacle (no taller than a
quarter of the jump’s distance), such as a hedge or low
wall. Otherwise, you hit it.
Chapter 8: Adventuring
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Noticing Threats
The creature lands prone, unless it avoids taking damage
Use the passive Wisdom (Perception) scores of the char-
from the fall.
acters to determine whether anyone in the group notices
a hidden threat. The DM might decide that a threat can
Suffocating
be noticed only by characters in a particular rank. For ex-
A creature can hold its breath for a number of minutes
ample, as the characters are exploring a maze of tunnels,
equal to 1 + its Constitution modifier (minimum of
the DM might decide that only those characters in the
30 seconds).
back rank have a chance to hear or spot a stealthy crea-
When a creature runs out of breath or is choking, it can
ture following the group, while characters in the front
survive for a number of rounds equal to its Constitution
and middle ranks cannot.
modifier (minimum of 1 round). At the start of its next
While traveling at a fast pace, characters take a -5
turn, it drops to 0 hit points and is dying, and it can’t re-
penalty to their passive Wisdom (Perception) scores
gain hit points or be stabilized until it can breathe again.
to notice hidden threats.
For example, a creature with a Constitution of 14 can
Encountering Creatures. If the DM determines that
hold its breath for 3 minutes. If it starts suffocating, it has
the adventurers encounter other creatures while they’re
2 rounds to reach air before it drops to 0 hit points.
traveling, it’s up to both groups to decide what happens
next. Either group might decide to attack, initiate a
Vision and Light
conversation, run away, or wait to see what the other
The most fundamental tasks of adventuring—noticing
group does.
danger, finding hidden objects, hitting an enemy in com-
Surprising Foes. If the adventurers encounter a hostile
bat, and targeting a spell, to name just a few—rely heavily
creature or group, the DM determines whether the ad-
on a character’s ability to see. Darkness and other effects
venturers or their foes might be surprised when combat
that obscure vision can prove a significant hindrance.
erupts. See chapter 9 for more about surprise.
A given area might be lightly or heavily obscured. In a
lightly obscured area, such as dim light, patchy fog, or
Other Activities
moderate foliage, creatures have disadvantage on Wis-
Characters who turn their attention to other tasks as the
dom (Perception) checks that rely on sight.
group travels are not focused on watching for danger.
A heavily obscured area—such as darkness, opaque
These characters don’t contribute their passive Wisdom
fog, or dense foliage—blocks vision entirely. A creature ef-
(Perception) scores to the group’s chance of noticing
fectively suffers from the blinded condition (see appendix
hidden threats. However, a character not watching for
A) when trying to see something in that area.
danger can do one of the following activities instead, or
The presence or absence of light in an environment
some other activity with the DM’s permission.
creates three categories of illumination: bright light, dim
Navigate. The character can try to prevent the group
light, and darkness.
from becoming lost, making a Wisdom (Survival) check
Bright light lets most creatures see normally. Even
when the DM calls for it. (The Dungeon Master’s Guide
gloomy days provide bright light, as do torches, lanterns,
has rules to determine whether the group gets lost.)
fires, and other sources of illumination within a spe-
Draw a Map. The character can draw a map that
cific radius.
records the group’s progress and helps the characters
Dim light, also called shadows, creates a lightly ob-
get back on course if they get lost. No ability check
scured area. An area of dim light is usually a boundary
is required.
between a source of bright light, such as a torch, and sur-
Track. A character can follow the tracks of another
rounding darkness. The soft light of twilight and dawn
creature, making a Wisdom (Survival) check when the
also counts as dim light. A particularly brilliant full moon
DM calls for it. (The Dungeon Master’s Guide has rules
might bathe the land in dim light.
for tracking.)
Darkness creates a heavily obscured area. Charac-
Forage. The character can keep an eye out for ready
ters face darkness outdoors at night (even most moonlit
sources of food and water, making a Wisdom (Survival)
nights), within the confines of an unlit dungeon or a sub-
check when the DM calls for it. (The Dungeon Master’s
terranean vault, or in an area of magical darkness.
Guide has rules for foraging.)
Blindsight
The Environment
A creature with blindsight can perceive its surroundings
By its nature, adventuring involves delving into places
without relying on sight, within a specific radius. Crea-
that are dark, dangerous, and full of mysteries to be ex-
tures without eyes, such as oozes, and creatures with
plored. The rules in this section cover some of the most
echolocation or heightened senses, such as bats and true
important ways in which adventurers interact with the en-
dragons, have this sense.
vironment in such places. The Dungeon Master’s Guide
Darkvision
has rules covering more unusual situations.
Many creatures in the worlds of D&D, especially those
Falling
that dwell underground, have darkvision. Within a speci-
fied range, a creature with darkvision can see in dim light
A fall from a great height is one of the most common haz-
as if it were bright light and in darkness as if it were dim
ards facing an adventurer.
light, so areas of darkness are only lightly obscured as far
At the end of a fall, a creature takes 1d6 bludgeoning
as that creature is concerned. However, the creature can’t
damage for every 10 feet it fell, to a maximum of 20d6.
discern color in darkness, only shades of gray.
Chapter 8: Adventuring
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Truesight
immune to effects that require other saves. When an ob-
A creature with truesight can, out to a specific range,
ject drops to 0 hit points, it breaks.
see in normal and magical darkness, see invisible
A character can also attempt a Strength check to break
creatures and objects, automatically detect visual il-
an object. The DM sets the DC for any such check.
lusions and succeed on saving throws against them,
and perceive the original form of a shapechanger or a
Social Interaction
creature that is transformed by magic. Furthermore,
Exploring dungeons, overcoming obstacles, and slay-
the creature can see into the Ethereal Plane.
ing monsters are key parts of D&D adventures. No less
important, though, are the social interactions that adven-
Food and Water
turers have with other inhabitants of the world.
Characters who don’t eat or drink suffer the effects of
Interaction takes on many forms. You might need to
exhaustion (see appendix A). Exhaustion caused by lack
convince an unscrupulous thief to confess to some mal-
of food or water can’t be removed until the character eats
feasance, or you might try to flatter a dragon so that it
and drinks the full required amount.
will spare your life. The DM assumes the roles of any
characters who are participating in the interaction that
Food
don’t belong to another player at the table. Any such char-
A character needs one pound of food per day and can
acter is called a nonplayer character (NPC).
make food last longer by subsisting on half rations.
In general terms, an NPC’s attitude toward you is de-
Eating half a pound of food in a day counts as half a day
scribed as friendly, indifferent, or hostile. Friendly NPCs
without food.
are predisposed to help you, and hostile ones are inclined
A character can go without food for a number of days
to get in your way. It’s easier to get what you want from a
equal to 3 + his or her Constitution modifier (minimum
friendly NPC, of course.
1). At the end of each day beyond that limit, a character
Social interactions have two primary aspects: roleplay-
automatically suffers one level of exhaustion.
ing and ability checks.
A normal day of eating resets the count of days without
food to zero.
Roleplaying
Roleplaying is, literally, the act of playing out a role. In
Water
this case, it’s you as a player determining how your char-
A character needs one gallon of water per day, or two gal-
acter thinks, acts, and talks.
lons per day if the weather is hot. A character who drinks
Roleplaying is a part of every aspect of the game, and it
only half that much water must succeed on a DC 15 Con-
comes to the fore during social interactions. Your charac-
stitution saving throw or suffer one level of exhaustion at
ter’s quirks, mannerisms, and personality influence how
the end of the day. A character with access to even less
interactions resolve.
water automatically suffers one level of exhaustion at the
There are two styles you can use when roleplaying your
end of the day.
character: the descriptive approach and the active ap-
If the character already has one or more levels of ex-
proach. Most players use a combination of the two styles.
haustion, the character takes two levels in either case.
Use whichever mix of the two works best for you.
Interacting with Objects
Descriptive Approach to Roleplaying
A character’s interaction with objects in an environment
With this approach, you describe your character’s words
is often simple to resolve in the game. The player tells the
and actions to the DM and the other players. Drawing on
DM that his or her character is doing something, such
your mental image of your character, you tell everyone
as moving a lever, and the DM describes what, if any-
what your character does and how he or she does it.
thing, happens.
For instance, Chris plays Tordek the dwarf. Tordek has
For example, a character might decide to pull a lever,
a quick temper and blames the elves of the Cloakwood
which might, in turn, raise a portcullis, cause a room to
for his family’s misfortune. At a tavern, an obnoxious elf
flood with water, or open a secret door in a nearby wall. If
minstrel sits at Tordek’s table and tries to strike up a con-
the lever is rusted in position, though, a character might
versation with the dwarf.
need to force it. In such a situation, the DM might call
Chris says, “Tordek spits on the floor, growls an insult
for a Strength check to see whether the character can
at the bard, and stomps over to the bar. He sits on a stool
wrench the lever into place. The DM sets the DC for any
and glares at the minstrel before ordering another drink.”
such check based on the difficulty of the task.
In this example, Chris has conveyed Tordek’s mood
Characters can also damage objects with their weap-
and given the DM a clear idea of his character’s attitude
ons and spells. Objects are immune to poison and
and actions.
psychic damage, but otherwise they can be affected by
When using descriptive roleplaying, keep the following
physical and magical attacks much like creatures can.
things in mind:
The DM determines an object’s Armor Class and hit
• Describe your character’s emotions and attitude.
points, and might decide that certain objects have resis-
• Focus on your character’s intent and how others
tance or immunity to certain kinds of attacks. (It’s hard
might perceive it.
to cut a rope with a club, for example.) Objects always
• Provide as much embellishment as you feel
fail Strength and Dexterity saving throws, and they are
comfortable with.
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Don’t worry about getting things exactly right. Just fo-
Resting
cus on thinking about what your character would do and
Heroic though they might be, adventurers can’t spend
describing what you see in your mind.
every hour of the day in the thick of exploration, social in-
Active Approach to Roleplaying
teraction, and combat. They need rest—time to sleep and
If descriptive roleplaying tells your DM and your fellow
eat, tend their wounds, refresh their minds and spirits for
players what your character thinks and does, active role-
spellcasting, and brace themselves for further adventure.
playing shows them.
Adventurers, as well as other creatures, can take short
When you use active roleplaying, you speak with your
rests in the midst of a day and a long rest to end it.
character’s voice, like an actor taking on a role. You might
even echo your character’s movements and body language.
Short Rest
This approach is more immersive than descriptive role-
A short rest is a period of downtime, at least 1 hour long,
playing, though you still need to describe things that
during which a character does nothing more strenuous
can’t be reasonably acted out.
than eating, drinking, reading, and tending to wounds.
Going back to the example of Chris roleplaying Tordek
A character can spend one or more Hit Dice at the end
above, here’s how the scene might play out if Chris used
of a short rest, up to the character’s maximum number of
active roleplaying:
Hit Dice, which is equal to the character’s level. For each
Speaking as Tordek, Chris says in a gruff, deep voice,
Hit Die spent in this way, the player rolls the die and adds
“I was wondering why it suddenly smelled awful in here.
the character’s Constitution modifier to it. The character
If I wanted to hear anything out of you, I’d snap your arm
regains hit points equal to the total (minimum of 0). The
and enjoy your screams.” In his normal voice, Chris then
player can decide to spend an additional Hit Die after
adds, “I get up, glare at the elf, and head to the bar.”
each roll. A character regains some spent Hit Dice upon
finishing a long rest, as explained below.
Results of Roleplaying
The DM uses your character’s actions and attitudes to
Long Rest
determine how an NPC reacts. A cowardly NPC buckles
under threats of violence. A stubborn dwarf refuses to let
A long rest is a period of extended downtime, at least 8
anyone badger her. A vain dragon laps up flattery.
hours long, during which a character sleeps for at least
When interacting with an NPC, pay close attention to
6 hours and performs no more than 2 hours of light ac-
the DM’s portrayal of the NPC’s mood, dialogue, and
tivity, such as reading, talking, eating, or standing watch.
personality. You might be able to determine an NPC’s
If the rest is interrupted by a period of strenuous activ-
personality traits, ideals, flaws, and bonds, then play on
ity—at least 1 hour of walking, fighting, casting spells, or
them to influence the NPC’s attitude.
similar adventuring activity—the characters must begin
Interactions in D&D are much like interactions in real
the rest again to gain any benefit from it.
life. If you can offer NPCs something they want, threaten
At the end of a long rest, a character regains all lost
them with something they fear, or play on their sympa-
hit points. The character also regains spent Hit Dice, up
thies and goals, you can use words to get almost anything
to a number of dice equal to half of the character’s total
you want. On the other hand, if you insult a proud warrior
number of them (minimum of one die). For example, if a
or speak ill of a noble’s allies, your efforts to convince or
character has eight Hit Dice, he or she can regain four
deceive will fall short.
spent Hit Dice upon finishing a long rest.
A character can’t benefit from more than one long rest
in a 24-hour period, and a character must have at least
Ability Checks
1 hit point at the start of the rest to gain its benefits.
In addition to roleplaying, ability checks are key in deter-
mining the outcome of an interaction.
Between Adventures
Your roleplaying efforts can alter an NPC’s attitude, but
there might still be an element of chance in the situation.
Between trips to dungeons and battles against ancient
For example, your DM can call for a Charisma check at
evils, adventurers need time to rest, recuperate, and
any point during an interaction if he or she wants the dice
prepare for their next adventure. Many adventurers also
to play a role in determining an NPC’s reactions. Other
use this time to perform other tasks, such as crafting
checks might be appropriate in certain situations, at your
arms and armor, performing research, or spending
DM’s discretion.
their hard-earned gold.
Pay attention to your skill proficiencies when thinking
In some cases, the passage of time is something that
of how you want to interact with an NPC, and stack the
occurs with little fanfare or description. When starting a
deck in your favor by using an approach that relies on
new adventure, the DM might simply declare that a cer-
your best bonuses and skills. If the group needs to trick a
tain amount of time has passed and allow you to describe
guard into letting them into a castle, the rogue who is pro-
in general terms what your character has
ficient in Deception is the best bet to lead the discussion.
been doing. At other times, the DM might want to keep
When negotiating for a hostage’s release, the cleric with
track of just how much time is passing as events beyond
Persuasion should do most of the talking.
your perception stay in motion.
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If you are a member of an organization that can pro-
Lifestyle Expenses
vide gainful employment, such as a temple or a thieves’
Between adventures, you choose a particular quality of
guild, you earn enough to support a comfortable life-
life and pay the cost of maintaining that lifestyle, as de-
style instead.
scribed in chapter 5.
If you have proficiency in the Performance skill and put
Living a particular lifestyle doesn’t have a huge effect
your performance skill to use during your downtime, you
on your character, but your lifestyle can affect the way
earn enough to support a wealthy lifestyle instead.
other individuals and groups react to you. For example,
when you lead an aristocratic lifestyle, it might be easier
Recuperating
for you to influence the nobles of the city than if you live
You can use downtime between adventures to recover
in poverty.
from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating,
Downtime Activities
you can make a DC 15 Constitution saving throw.
Between adventures, the DM might ask you what your
On a successful save, you can choose one of the
character is doing during his or her downtime. Periods
following results:
of downtime can vary in duration, but each downtime
• End one effect on you that prevents you from regain-
activity requires a certain number of days to complete
ing hit points.
before you gain any benefit, and at least 8 hours of each
• For the next 24 hours, gain advantage on saving throws
day must be spent on the downtime activity for the day
against one disease or poison currently
to count. The days do not need to be consecutive. If you
affecting you.
have more than the minimum amount of days to spend,
you can keep doing the same thing for a longer period
Researching
of time, or switch to a new downtime activity.
The time between adventures is a great chance to per-
Downtime activities other than the ones presented be-
form research, gaining insight into mysteries that have
low are possible. If you want your character to spend his
unfurled over the course of the campaign. Research can
or her downtime performing an activity not covered here,
include poring over dusty tomes and crumbling scrolls
discuss it with your DM.
in a library or buying drinks for the locals to pry rumors
and gossip from their lips.
Crafting
When you begin your research, the DM determines
You can craft nonmagical objects, including adventur-
whether the information is available, how many days of
ing equipment and works of art. You must be proficient
downtime it will take to find it, and whether there are any
with tools related to the object you are trying to create
restrictions on your research (such as needing to seek out
(typically artisan’s tools). You might also need access to
a specific individual, tome, or location). The DM might
special materials or locations necessary to create it. For
also require you to make one or more ability checks,
example, someone proficient with smith’s tools needs a
such as an Intelligence (Investigation) check to find clues
forge in order to craft a sword or suit of armor.
pointing toward the information you seek, or a Charisma
For every day of downtime you spend crafting, you can
(Persuasion) check to secure someone’s aid. Once those
craft one or more items with a total market value not ex-
conditions are met, you learn the information if it is
ceeding 5 gp, and you must expend raw materials worth
available.
half the total market value. If something you want to craft
For each day of research, you must spend 1 gp to cover
has a market value greater than 5 gp, you make progress
your expenses. This cost is in addition to your normal
every day in 5-gp increments until you reach the market
lifestyle expenses (as discussed in chapter 5).
value of the item. For example, a suit of plate armor (mar-
ket value 1,500 gp) takes 300 days to craft by yourself.
Training
Multiple characters can combine their efforts toward
You can spend time between adventures learning a new
the crafting of a single item, provided that the charac-
language or training with a set of tools. Your DM might
ters all have proficiency with the requisite tools and are
allow additional training options.
working together in the same place. Each character con-
First, you must find an instructor willing to teach you.
tributes 5 gp worth of effort for every day spent helping to
The DM determines how long it takes, and whether one
craft the item. For example, three characters with the req-
or more ability checks are required.
uisite tool proficiency and the proper facilities can craft a
The training lasts for 250 days and costs 1 gp per day.
suit of plate armor in 100 days, at a total cost of 750 gp.
After you spend the requisite amount of time and money,
While crafting, you can maintain a modest lifestyle
you learn the new language or gain proficiency with
without having to pay 1 gp per day, or a comfortable
the new tool.
lifestyle at half the normal cost (see chapter 5 for more
information on lifestyle expenses).
Practicing a Profession
You can work between adventures, allowing you to main-
tain a modest lifestyle without having to pay 1 gp per day
(see chapter 5 for more information on lifestyle expenses).
This benefit lasts as long you continue to practice your
profession.
Chapter 8: Adventuring
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Chapter 9: Combat
The clatter of a sword striking against a shield.
side. Any character or monster that doesn’t notice a
The terrible rending sound as monstrous claws tear
threat is surprised at the start of the encounter.
through armor. A brilliant flash of light as a ball of flame
If you’re surprised, you can’t move or take an action
blossoms from a wizard’s spell. The sharp tang of blood
on your first turn of the combat, and you can’t take a re-
in the air, cutting through the stench of vile monsters.
action until that turn ends. A member of a group can be
Roars of fury, shouts of triumph, cries of pain. Combat in
surprised even if the other members aren’t.
D&D can be chaotic, deadly, and thrilling.
This chapter provides the rules you need for your char-
Initiative
acters and monsters to engage in combat, whether it is
Initiative determines the order of turns during combat.
a brief skirmish or an extended conflict in a dungeon or
When combat starts, every participant makes a Dexterity
on a field of battle. Throughout this chapter, the rules ad-
check to determine their place in the initiative order. The
dress you, the player or Dungeon Master. The Dungeon
DM makes one roll for an entire group of identical crea-
Master controls all the monsters and nonplayer charac-
tures, so each member of the group acts at the same time.
ters involved in combat, and each other player controls an
The DM ranks the combatants in order from the one
adventurer. “You” can also mean the character or mon-
with the highest Dexterity check total to the one with
ster that you control.
the lowest. This is the order (called the initiative order)
in which they act during each round. The initiative order
The Order of Combat
remains the same from round to round.
If a tie occurs, the DM decides the order among tied
A typical combat encounter is a clash between two sides,
DM-controlled creatures, and the players decide the or-
a flurry of weapon swings, feints, parries, footwork, and
der among their tied characters. The DM can decide the
spellcasting. The game organizes the chaos of combat
order if the tie is between a monster and a player charac-
into a cycle of rounds and turns. A round represents
ter. Optionally, the DM can have the tied characters and
about 6 seconds in the game world. During a round, each
monsters each roll a d20 to determine the order, highest
participant in a battle takes a turn. The order of turns is
roll going first.
determined at the beginning of a combat encounter, when
everyone rolls initiative. Once everyone has taken a turn,
Your Turn
the fight continues to the next round if neither side has
defeated the other.
On your turn, you can move a distance up to your speed
and take one action. You decide whether to move first or
Surprise
take your action first. Your speed—sometimes called your
A band of adventurers sneaks up on a bandit camp,
walking speed—is noted on your character sheet.
springing from the trees to attack them. A gelatinous
The most common actions you can take are described
cube glides down a dungeon passage, unnoticed by the
in the “Actions in Combat” section later in this chapter.
adventurers until the cube engulfs one of them. In these
Many class features and other abilities provide additional
situations, one side of the battle gains surprise over
options for your action.
the other.
The “Movement and Position” section later in this chap-
The DM determines who might be surprised. If nei-
ter gives the rules for your move.
ther side tries to be stealthy, they automatically notice
You can forgo moving, taking an action, or doing any-
each other. Otherwise, the DM compares the Dexterity
thing at all on your turn. If you can’t decide what to do on
(Stealth) checks of anyone hiding with the passive Wis-
your turn, consider taking the Dodge or Ready action, as
dom (Perception) score of each creature on the opposing
described in “Actions in Combat.”
Bonus Actions
Combat Step by Step
Various class features, spells, and other abilities let you
1. Determine surprise. The DM determines whether anyone
take an additional action on your turn called a bonus ac-
involved in the combat encounter is surprised.
tion. The Cunning Action feature, for example, allows a
2. Establish positions. The DM decides where all the
rogue to take a bonus action. You can take a bonus action
characters and monsters are located. Given the
only when a special ability, spell, or other feature of the
adventurers’ marching order or their stated positions in
game states that you can do something as a bonus action.
the room or other location, the DM figures out where the
You otherwise don’t have a bonus action to take.
adversaries are—how far away and in what direction.
You can take only one bonus action on your turn, so you
3. Roll initiative. Everyone involved in the combat
must choose which bonus action to use when you have
encounter rolls initiative, determining the order of
more than one available.
combatants’ turns.
You choose when to take a bonus action during your
4. Take turns. Each participant in the battle takes a turn in
turn, unless the bonus action’s timing is specified, and
initiative order.
anything that deprives you of your ability to take actions
5. Begin the next round. When everyone involved in the
combat has had a turn, the round ends. Repeat step 4
also prevents you from taking a bonus action.
until the fighting stops.
Chapter 9: Combat
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Other Activity on Your Turn
On your turn, you can move a distance up to your
Your turn can include a variety of flourishes that require
speed. You can use as much or as little of your speed as
neither your action nor your move.
you like on your turn, following the rules here.
You can communicate however you are able, through
Your movement can include jumping, climbing, and
brief utterances and gestures, as you take your turn.
swimming. These different modes of movement can be
You can also interact with one object or feature of the
combined with walking, or they can constitute your entire
environment for free, during either your move or your
move. However you’re moving, you deduct the distance of
action. For example, you could open a door during your
each part of your move from your speed until it is used up
move as you stride toward a foe, or you could draw your
or until you are done moving.
weapon as part of the same action you use to attack.
The “Special Types of Movement” section in chap-
If you want to interact with a second object, you need
ter 8 gives the particulars for jumping, climbing,
to use your action. Some magic items and other special
and swimming.
objects always require an action to use, as stated
in their descriptions.
Breaking Up Your Move
The DM might require you to use an action for any
You can break up your movement on your turn, using
of these activities when it needs special care or when it
some of your speed before and after your action. For
presents an unusual obstacle. For instance, the DM
example, if you have a speed of 30 feet, you can move
could reasonably expect you to use an action to open a
10 feet, take your action, and then move 20 feet.
stuck door or turn a crank to lower a drawbridge.
Moving between Attacks
Reactions
If you take an action that includes more than one weapon
attack, you can break up your movement even further by
Certain special abilities, spells, and situations allow you
moving between those attacks. For example, a fighter
to take a special action called a reaction. A reaction is
who can make two attacks with the Extra Attack feature
an instant response to a trigger of some kind, which can
and who has a speed of 25 feet could move 10 feet, make
occur on your turn or on someone else’s. The opportunity
an attack, move 15 feet, and then attack again.
attack, described later in this chapter, is the most com-
mon type of reaction.
Using Different Speeds
When you take a reaction, you can’t take another one
If you have more than one speed, such as your walking
until the start of your next turn. If the reaction interrupts
speed and a flying speed, you can switch back and forth
another creature’s turn, that creature can continue its
between your speeds during your move. Whenever you
turn right after the reaction.
switch, subtract the distance you’ve already moved from
the new speed. The result determines how much farther
Movement and Position
you can move. If the result is 0 or less, you can’t use the
In combat, characters and monsters are in constant
new speed during the current move.
motion, often using movement and position to gain the
For example, if you have a speed of 30 and a flying
upper hand.
speed of 60 because a wizard cast the fly spell on you,
you could fly 20 feet, then walk 10 feet, and then leap into
the air to fly 30 feet more.
Interacting with Objects Around You
Here are a few examples of the sorts of thing you can do in
Difficult Terrain
tandem with your movement and action:
Combat rarely takes place in bare rooms or on fea-
• draw or sheathe a sword
• open or close a door
tureless plains. Boulder-strewn caverns, briar-choked
• withdraw a potion from your backpack
forests, treacherous staircases—the setting of
• pick up a dropped axe
a typical fight contains difficult terrain.
• take a bauble from a table
Every foot of movement in difficult terrain costs 1
• remove a ring from your finger
extra foot. This rule is true even if multiple things in
• stuff some food into your mouth
a space count as difficult terrain.
• plant a banner in the ground
Low furniture, rubble, undergrowth, steep stairs, snow,
• fish a few coins from your belt pouch
and shallow bogs are examples of difficult terrain. The
• drink all the ale in a flagon
space of another creature, whether hostile or not, also
• throw a lever or a switch
counts as difficult terrain.
• pull a torch from a sconce
• take a book from a shelf you can reach
• extinguish a small flame
Being Prone
• don a mask
Combatants often find themselves lying on the ground,
• pull the hood of your cloak up and over your head
either because they are knocked down or because they
• put your ear to a door
throw themselves down. In the game, they are prone,
• kick a small stone
a condition described in appendix A.
• turn a key in a lock
• tap the floor with a 10-foot pole
You can drop prone without using any of your speed.
• hand an item to another character
Standing up takes more effort; doing so costs an
amount of movement equal to half your speed. For ex-
ample, if your speed is 30 feet, you must spend 15 feet
Chapter 9: Combat
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of movement to stand up. You can’t stand up if you don’t
Squeezing into a Smaller Space
have enough movement left or if your speed is 0.
A creature can squeeze through a space that is large
To move while prone, you must crawl or use magic
enough for a creature one size smaller than it. Thus, a
such as teleportation. Every foot of movement while
Large creature can squeeze through a passage that’s only
crawling costs 1 extra foot. Crawling 1 foot in difficult
5 feet wide. While squeezing through a space, a creature
terrain, therefore, costs 3 feet of movement.
must spend 1 extra foot for every foot it moves there, and
it has disadvantage on attack rolls and Dexterity saving
Moving Around Other Creatures
throws. Attack rolls against the creature have advantage
You can move through a nonhostile creature’s space. In
while it’s in the smaller space.
contrast, you can move through a hostile creature’s space
only if the creature is at least two sizes larger or smaller
Actions in Combat
than you. Remember that another creature’s space is dif-
When you take your action on your turn, you can take one
ficult terrain for you.
of the actions presented here, an action you gained from
Whether a creature is a friend or an enemy, you can’t
your class or a special feature, or an action that you im-
willingly end your move in its space.
provise. Many monsters have action options of their own
If you leave a hostile creature’s reach during your move,
in their stat blocks.
you provoke an opportunity attack, as explained later in
When you describe an action not detailed elsewhere in
the chapter.
the rules, the DM tells you whether that action is possible
and what kind of roll you need to make, if any, to deter-
Flying Movement
mine success or failure.
Flying creatures enjoy many benefits of mobility, but
they must also deal with the danger of falling. If a flying
Attack
creature is knocked prone, has its speed reduced to 0, or
The most common action to take in combat is the Attack
is otherwise deprived of the ability to move, the creature
action, whether you are swinging a sword, firing an ar-
falls, unless it has the ability to hover or it is being held
row from a bow, or brawling with your fists.
aloft by magic, such as by the fly spell.
With this action, you make one melee or ranged attack.
See the “Making an Attack” section for the rules that gov-
Creature Size
ern attacks.
Each creature takes up a different amount of space.
Certain features, such as the Extra Attack feature
The Size Categories table shows how much space
of the fighter, allow you to make more than one attack
a creature of a particular size controls in combat.
with this action.
Objects sometimes use the same size categories.
Variant: Playing on a Grid
Size Categories
If you play out a combat using a square grid and miniatures
Size
Space
Example Monsters
or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Tiny
2½ by 2½ ft.
Imp, sprite
Speed. Rather than moving foot by foot, move square by
Small
5 by 5 ft.
Giant rat, goblin
square on the grid. This means you use your speed in 5-foot
Medium
5 by 5 ft.
Orc, werewolf
segments. This is particularly easy if you translate your
Large
10 by 10 ft.
Hippogriff, ogre
speed into squares by dividing the speed by 5. For example,
Huge
15 by 15 ft.
Fire giant, treant
a speed of 30 feet translates into a speed of 6 squares.
If you use a grid often, consider writing your speed in
Gargantuan
20 by 20 ft. or larger
Kraken, purple worm
squares on your character sheet.
Entering a Square. To enter a square, you must have
Space
at least 1 square of movement left, even if the square
A creature’s space is the area in feet that it effectively
is diagonally adjacent to the square you’re in. (The rule
controls in combat, not an expression of its physical di-
for diagonal movement sacrifices realism for the sake of
mensions. A typical Medium creature isn’t 5 feet wide,
smooth play. The Dungeon Master’s Guide provides guidance
for example, but it does control a space that wide. If a
on using a more realistic approach.)
If a square costs extra movement, as a square of
Medium hobgoblin stands in a 5-foot-wide doorway,
difficult terrain does, you must have enough movement
other creatures can’t get through unless the hobgoblin
left to pay for entering it. For example, you must have
lets them.
at least 2 squares of movement left to enter a square of
A creature’s space also reflects the area it needs to fight
difficult terrain.
effectively. For that reason, there’s a limit to the number
Corners. Diagonal movement can’t cross the corner of a
of creatures that can surround another creature in com-
wall, large tree, or other terrain feature that fills its space.
bat. Assuming Medium combatants, eight creatures can
Ranges. To determine the range on a grid between two
fit in a 5-foot radius around another one.
things—whether creatures or objects—start counting
Because larger creatures take up more space, fewer
squares from a square adjacent to one of them and stop
of them can surround a creature. If four Large creatures
counting in the space of the other one. Count by the
shortest route.
crowd around a Medium or smaller one, there’s little
room for anyone else. In contrast, as many as twenty Me-
dium creatures can surround a Gargantuan one.
Chapter 9: Combat
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Cast a Spell
Hide
Spellcasters such as wizards and clerics, as well as many
When you take the Hide action, you make a Dexterity
monsters, have access to spells and can use them to great
(Stealth) check in an attempt to hide, following the rules
effect in combat. Each spell has a casting time, which
in chapter 7 for hiding. If you succeed, you gain certain
specifies whether the caster must use an action, a reac-
benefits, as described in the “Unseen Attackers and Tar-
tion, minutes, or even hours to cast the spell. Casting a
gets” section later in this chapter.
spell is, therefore, not necessarily an action. Most spells
do have a casting time of 1 action, so a spellcaster often
Ready
uses his or her action in combat to cast such a spell. See
Sometimes you want to get the jump on a foe or wait for a
chapter 10 for the rules on spellcasting.
particular circumstance before you act. To do so, you can
take the Ready action on your turn, which lets you act us-
Dash
ing your reaction before the start of your next turn.
When you take the Dash action, you gain extra move-
First, you decide what perceivable circumstance will
ment for the current turn. The increase equals your
trigger your reaction. Then, you choose the action you
speed, after applying any modifiers. With a speed of 30
will take in response to that trigger, or you choose to
feet, for example, you can move up to 60 feet on your turn
move up to your speed in response to it. Examples in-
if you dash.
clude “If the cultist steps on the trapdoor, I’ll pull the
Any increase or decrease to your speed changes this
lever that opens it,” and “If the goblin steps next to me, I
additional movement by the same amount. If your speed
move away.”
of 30 feet is reduced to 15 feet, for instance, you can move
When the trigger occurs, you can either take your re-
up to 30 feet this turn if you dash.
action right after the trigger finishes or ignore the trigger.
Remember that you can take only one reaction per round.
Disengage
When you ready a spell, you cast it as normal but hold
its energy, which you release with your reaction when the
If you take the Disengage action, your movement doesn’t
trigger occurs. To be readied, a spell must have a cast-
provoke opportunity attacks for the rest of the turn.
ing time of 1 action, and holding onto the spell’s magic
Dodge
requires concentration (explained in chapter 10). If your
concentration is broken, the spell dissipates without tak-
When you take the Dodge action, you focus entirely on
ing effect. For example, if you are concentrating on the
avoiding attacks. Until the start of your next turn, any
web spell and ready magic missile, your web spell ends,
attack roll made against you has disadvantage if you can
and if you take damage before you release magic missile
see the attacker, and you make Dexterity saving throws
with your reaction, your concentration might be broken.
with advantage. You lose this benefit if you are inca-
pacitated (as explained in appendix A) or if your speed
Search
drops to 0.
When you take the Search action, you devote your
attention to finding something. Depending on the na-
Help
ture of your search, the DM might have you make a
You can lend your aid to another creature in the com-
Wisdom (Perception) check or an Intelligence (Investiga-
pletion of a task. When you take the Help action, the
tion) check.
creature you aid gains advantage on the next ability
check it makes to perform the task you are helping with,
Use an Object
provided that it makes the check before the start of your
You normally interact with an object while doing some-
next turn.
thing else, such as when you draw a sword as part of an
Alternatively, you can aid a friendly creature in attack-
attack. When an object requires your action for its use,
ing a creature within 5 feet of you. You feint, distract
you take the Use an Object action. This action is also use-
the target, or in some other way team up to make your
ful when you want to interact with more than one object
ally’s attack more effective. If your ally attacks the target
on your turn.
before your next turn, the first attack roll is made with
advantage.
Making an Attack
Improvising an Action
Whether you’re striking with a melee weapon, firing a
Your character can do things not covered by the actions in
weapon at range, or making an attack roll as part of a
this chapter, such as breaking down doors, intimidating
spell, an attack has a simple structure.
enemies, sensing weaknesses in magical defenses, or
1. Choose a target. Pick a target within your attack’s
calling for a parley with a foe. The only limits to the actions
range: a creature, an object, or a location.
you can attempt are your imagination and your character’s
2. Determine modifiers. The DM determines whether
ability scores. See the descriptions of the ability scores in
chapter 7 for inspiration as you improvise.
the target has cover and whether you have advantage
When you describe an action not detailed elsewhere in
or disadvantage against the target. In addition, spells,
the rules, the DM tells you whether that action is possible
and what kind of roll you need to make, if any, to determine
success or failure.
Chapter 9: Combat
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special abilities, and other effects can apply penalties
Ranged Attacks
or bonuses to your attack roll.
When you make a ranged attack, you fire a bow or a
3. Resolve the attack. You make the attack roll. On a hit,
crossbow, hurl a handaxe, or otherwise send projec-
you roll damage, unless the particular attack has rules
tiles to strike a foe at a distance. A monster might shoot
that specify otherwise. Some attacks cause special
spines from its tail. Many spells also involve making a
effects in addition to or instead of damage.
ranged attack.
If there’s ever any question whether something you’re
doing counts as an attack, the rule is simple: if you’re
Range
making an attack roll, you’re making an attack.
You can make ranged attacks only against targets within
a specified range.
Attack Rolls
If a ranged attack, such as one made with a spell, has a
single range, you can’t attack a target beyond this range.
When you make an attack, your attack roll determines
Some ranged attacks, such as those made with a long-
whether the attack hits or misses. To make an attack roll,
bow or a shortbow, have two ranges. The smaller number
roll a d20 and add the appropriate modifiers. If the total
is the normal range, and the larger number is the long
of the roll plus modifiers equals or exceeds the target’s
range. Your attack roll has disadvantage when your target
Armor Class (AC), the attack hits. The AC of a character
is beyond normal range, and you can’t attack a target be-
is determined at character creation, whereas the AC of a
yond the long range.
monster is in its stat block.
Modifiers to the Roll
Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe
When a character makes an attack roll, the two most
is next to you. When you make a ranged attack with a
common modifiers to the roll are an ability modifier
weapon, a spell, or some other means, you have disadvan-
and the character’s proficiency bonus. When a monster
tage on the attack roll if you are within 5 feet of a hostile
makes an attack roll, it uses whatever modifier is pro-
creature who can see you and who isn’t incapacitated.
vided in its stat block.
Ability Modifier. The ability modifier used for a melee
Melee Attacks
weapon attack is Strength, and the ability modifier used
for a ranged weapon attack is Dexterity. Weapons that
Used in hand-to-hand combat, a melee attack allows you
have the finesse or thrown property break this rule.
to attack a foe within your reach. A melee attack typically
Some spells also require an attack roll. The ability
uses a handheld weapon such as a sword, a warham-
modifier used for a spell attack depends on the spellcast-
mer, or an axe. A typical monster makes a melee attack
ing ability of the spellcaster, as explained in chapter 10.
when it strikes with its claws, horns, teeth, tentacles, or
Proficiency Bonus. You add your proficiency bonus
other body part. A few spells also involve making a me-
to your attack roll when you attack using a weapon with
lee attack.
which you have proficiency, as well as when you attack
Most creatures have a 5-foot reach and can thus at-
with a spell.
tack targets within 5 feet of them when making a melee
attack. Certain creatures (typically those larger than
Rolling 1 or 20
Medium) have melee attacks with a greater reach than 5
Sometimes fate blesses or curses a combatant, causing
feet, as noted in their descriptions.
the novice to hit and the veteran to miss.
Instead of using a weapon to make a melee weapon
If the d20 roll for an attack is a 20, the attack hits re-
attack, you can use an unarmed strike: a punch, kick,
gardless of any modifiers or the target’s AC. This is called
head-butt, or similar forceful blow (none of which count
a critical hit, which is explained later in this chapter.
as weapons). On a hit, an unarmed strike deals bludgeon-
If the d20 roll for an attack is a 1, the attack misses re-
ing damage equal to 1 + your Strength modifier. You are
gardless of any modifiers or the target’s AC.
proficient with your unarmed strikes.
Unseen Attackers and Targets
Opportunity Attacks
In a fight, everyone is constantly watching for enemies
Combatants often try to escape their foes’ notice by hid-
to drop their guard. You can rarely move heedlessly past
ing, casting the invisibility spell, or lurking in darkness.
your foes without putting yourself in danger; doing so
When you attack a target that you can’t see, you have
provokes an opportunity attack.
disadvantage on the attack roll. This is true whether
You can make an opportunity attack when a hostile
you’re guessing the target’s location or you’re targeting a
creature that you can see moves out of your reach. To
creature you can hear but not see. If the target isn’t in the
make the opportunity attack, you use your reaction
location you targeted, you automatically miss, but the DM
to make one melee attack against the provoking crea-
typically just says that the attack missed, not whether you
ture. The attack occurs right before the creature leaves
guessed the target’s location correctly.
your reach.
When a creature can’t see you, you have advantage on
You can avoid provoking an opportunity attack by
attack rolls against it.
taking the Disengage action. You also don’t provoke an
If you are hidden—both unseen and unheard—when
opportunity attack when you teleport or when someone
you make an attack, you give away your location when the
or something moves you without using your movement,
attack hits or misses.
action, or reaction. For example, you don’t provoke an
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opportunity attack if an explosion hurls you out of a foe’s
Contests in Combat
reach or if gravity causes you to fall past an enemy.
Battle often involves pitting your prowess against that of
your foe. Such a challenge is represented by a contest. This
Two-Weapon Fighting
section includes the most common contests that require an
When you take the Attack action and attack with a light
action in combat: grappling and shoving a creature. The DM
melee weapon that you’re holding in one hand, you can
can use these contests as models for improvising others.
use a bonus action to attack with a different light melee
weapon that you’re holding in the other hand. You don’t
cover and a tree trunk that gives three-quarters cover, the
add your ability modifier to the damage of the bonus at-
target has three-quarters cover.
tack, unless that modifier is negative.
A target with half cover has a +2 bonus to AC and
If either weapon has the thrown property, you can
Dexterity saving throws. A target has half cover if an ob-
throw the weapon, instead of making a melee at-
stacle blocks at least half of its body. The obstacle might
tack with it.
be a low wall, a large piece of furniture, a narrow tree
trunk, or a creature, whether that creature is an enemy
Grappling
or a friend.
When you want to grab a creature or wrestle with it, you
A target with three-quarters cover has a +5 bonus to
can use the Attack action to make a special melee attack,
AC and Dexterity saving throws. A target has three-quar-
a grapple. If you’re able to make multiple attacks with the
ters cover if about three-quarters of it is covered by an
Attack action, this attack replaces one of them.
obstacle. The obstacle might be a portcullis, an arrow
The target of your grapple must be no more than one
slit, or a thick tree trunk.
size larger than you, and it must be within your reach.
A target with total cover can’t be targeted directly by
Using at least one free hand, you try to seize the target
an attack or a spell, although some spells can reach such
by making a grapple check, a Strength (Athletics) check
a target by including it in an area of effect. A target has
contested by the target’s Strength (Athletics) or Dexterity
total cover if it is completely concealed by an obstacle.
(Acrobatics) check (the target chooses the ability to use).
You succeed automatically if the target is incapacitated. If
Damage and Healing
you succeed, you subject the target to the grappled condi-
tion (see appendix A). The condition specifies the things
Injury and the risk of death are constant companions
that end it, and you can release the target whenever you
of those who explore the worlds of D&D. The thrust of
like (no action required).
a sword, a well-placed arrow, or a blast of flame from a
Escaping a Grapple. A grappled creature can use its
fireball spell all have the potential to damage, or even kill,
action to escape. To do so, it must succeed on a Strength
the hardiest of creatures.
(Athletics) or Dexterity (Acrobatics) check contested by
your Strength (Athletics) check.
Hit Points
Moving a Grappled Creature. When you move, you
Hit points represent a combination of physical and men-
can drag or carry the grappled creature with you, but
tal durability, the will to live, and luck. Creatures with
your speed is halved, unless the creature is two or more
more hit points are more difficult to kill. Those with
sizes smaller than you.
fewer hit points are more fragile.
A creature’s current hit points (usually just called hit
Shoving a Creature
points) can be any number from the creature’s hit point
Using the Attack action, you can make a special melee at-
maximum down to 0. This number changes frequently as
tack to shove a creature, either to knock it prone or push
a creature takes damage or receives healing.
it away from you. If you’re able to make multiple attacks
Whenever a creature takes damage, that damage is
with the Attack action, this attack replaces one of them.
subtracted from its hit points. The loss of hit points has
The target of your shove must be no more than one
no effect on a creature’s capabilities until the creature
size larger than you, and it must be within your reach.
drops to 0 hit points.
You make a Strength (Athletics) check contested by
the target’s Strength (Athletics) or Dexterity (Acrobat-
Damage Rolls
ics) check (the target chooses the ability to use). You
succeed automatically if the target is incapacitated. If
Each weapon, spell, and harmful monster ability speci-
you succeed, you either knock the target prone or push
fies the damage it deals. You roll the damage die or dice,
it 5 feet away from you.
add any modifiers, and apply the damage to your target.
Magic weapons, special abilities, and other factors can
grant a bonus to damage.
Cover
When attacking with a weapon, you add your ability
Walls, trees, creatures, and other obstacles can provide
modifier—the same modifier used for the attack roll—to
cover during combat, making a target more difficult
the damage. A spell tells you which dice to roll for dam-
to harm. A target can benefit from cover only when an
age and whether to add any modifiers.
attack or other effect originates on the opposite side of
If a spell or other effect deals damage to more than
the cover.
one target at the same time, roll the damage once for all
There are three degrees of cover. If a target is behind
of them. For example, when a wizard casts fireball or a
multiple sources of cover, only the most protective degree
of cover applies; the degrees aren’t added together. For
example, if a target is behind a creature that gives half
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cleric casts flame strike, the spell’s damage is rolled once
Describing the Effects of Damage
for all creatures caught in the blast.
Dungeon Masters describe hit point loss in different ways.
When your current hit point total is half or more of your
Critical Hits
hit point maximum, you typically show no signs of injury.
When you score a critical hit, you get to roll extra dice
When you drop below half your hit point maximum, you
for the attack’s damage against the target. Roll all of the
show signs of wear, such as cuts and bruises. An attack
attack’s damage dice twice and add them together. Then
that reduces you to 0 hit points strikes you directly, leaving
a bleeding injury or other trauma, or it simply knocks you
add any relevant modifiers as normal. To speed up play,
unconscious.
you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger,
roll 2d4 for the damage, rather than 1d4, and then add
Damage Resistance and
your relevant ability modifier. If the attack involves other
Vulnerability
damage dice, such as from the rogue’s Sneak Attack fea-
ture, you roll those dice twice as well.
Some creatures and objects are exceedingly difficult or
unusually easy to hurt with certain types of damage.
Damage Types
If a creature or an object has resistance to a damage
Different attacks, damaging spells, and other harmful
type, damage of that type is halved against it. If a crea-
effects deal different types of damage. Damage types have
ture or an object has vulnerability to a damage type,
no rules of their own, but other rules, such as damage re-
damage of that type is doubled against it.
sistance, rely on the types.
Resistance and then vulnerability are applied after all
The damage types follow, with examples to help a
other modifiers to damage. For example, a creature has
DM assign a damage type to a new effect.
resistance to bludgeoning damage and is hit by an attack
Acid. The corrosive spray of a black dragon’s breath
that deals 25 bludgeoning damage. The creature is also
and the dissolving enzymes secreted by a black pudding
within a magical aura that reduces all damage by 5. The
deal acid damage.
25 damage is first reduced by 5 and then halved, so the
Bludgeoning. Blunt force attacks—hammers, falling,
creature takes 10 damage.
constriction, and the like—deal bludgeoning damage.
Multiple instances of resistance or vulnerability that
Cold. The infernal chill radiating from an ice devil’s
affect the same damage type count as only one instance.
spear and the frigid blast of a white dragon’s breath
For example, if a creature has resistance to fire damage
deal cold damage.
as well as resistance to all nonmagical damage, the dam-
Fire. Red dragons breathe fire, and many spells con-
age of a nonmagical fire is reduced by half against the
jure flames to deal fire damage.
creature, not reduced by three-quarters.
Force. Force is pure magical energy focused into a
damaging form. Most effects that deal force damage are
spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon’s
breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead
and some spells, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including
spears and monsters’ bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green
dragon’s breath deal poison damage.
Psychic. Mental abilities such as a mind flayer’s psionic
blast deal psychic damage.
Radiant. Radiant damage, dealt by a cleric’s flame
strike spell or an angel’s smiting weapon, sears the flesh
like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters’ claws deal
slashing damage.
Thunder. A concussive burst of sound, such as the ef-
fect of the thunderwave spell, deals thunder damage.
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Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you,
you fall unconscious (see appendix A). This unconscious-
ness ends if you regain any hit points.
Death Saving Throws
Whenever you start your turn with 0 hit points, you must
make a special saving throw, called a death saving throw,
to determine whether you creep closer to death or hang
onto life. Unlike other saving throws, this one isn’t tied to
any ability score. You are in the hands of fate now, aided
only by spells and features that improve your chances of
succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed.
Otherwise, you fail. A success or failure has no effect
by itself. On your third success, you become stable (see
below). On your third failure, you die. The successes
and failures don’t need to be consecutive; keep track
of both until you collect three of a kind. The number of
both is reset to zero when you regain any hit points or be-
come stable.
Rolling 1 or 20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while
you have 0 hit points, you suffer a death saving throw
failure. If the damage is from a critical hit, you suffer two
failures instead. If the damage equals or exceeds your hit
point maximum, you suffer instant death.
Healing
Stabilizing a Creature
Unless it results in death, damage isn’t permanent. Even
The best way to save a creature with 0 hit points is to
death is reversible through powerful magic. Rest can
heal it. If healing is unavailable, the creature can at
restore a creature’s hit points (as explained in chapter 8),
least be stabilized so that it isn’t killed by a failed death
and magical methods such as a cure wounds spell or a
saving throw.
potion of healing can remove damage in an instant.
You can use your action to administer first aid to an
When a creature receives healing of any kind, hit points
unconscious creature and attempt to stabilize it, which
regained are added to its current hit points. A creature’s
requires a successful DC 10 Wisdom (Medicine) check.
hit points can’t exceed its hit point maximum, so any hit
A stable creature doesn’t make death saving throws,
points regained in excess of this number are lost. For
even though it has 0 hit points, but it does remain un-
example, a druid grants a ranger 8 hit points of healing.
conscious. The creature stops being stable, and must
If the ranger has 14 current hit points and has a hit point
start making death saving throws again, if it takes any
maximum of 20, the ranger regains 6 hit points from the
damage. A stable creature that isn’t healed regains
druid, not 8.
1 hit point after 1d4 hours.
A creature that has died can’t regain hit points until
Monsters and Death
magic such as the revivify spell has restored it to life.
Most DMs have a monster die the instant it drops to
0 hit points, rather than having it fall unconscious and
Dropping to 0 Hit Points
make death saving throws.
When you drop to 0 hit points, you either die outright or
Mighty villains and special nonplayer characters are
fall unconscious, as explained in the following sections.
common exceptions; the DM might have them fall uncon-
scious and follow the same rules as player characters.
Instant Death
Massive damage can kill you instantly. When dam-
Knocking a Creature Out
age reduces you to 0 hit points and there is damage
remaining, you die if the remaining damage equals
Sometimes an attacker wants to incapacitate a foe, rather
or exceeds your hit point maximum.
than deal a killing blow. When an attacker reduces a
For example, a cleric with a maximum of 12 hit points
creature to 0 hit points with a melee attack, the attacker
currently has 6 hit points. If she takes 18 damage from
can knock the creature out. The attacker can make this
an attack, she is reduced to 0 hit points, but 12 damage
choice the instant the damage is dealt. The creature falls
remains. Because the remaining damage equals her hit
unconscious and is stable.
point maximum, the cleric dies.
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Temporary Hit Points
Controlling a Mount
Some spells and special abilities confer temporary hit
While you’re mounted, you have two options. You can
points to a creature. Temporary hit points aren’t actual
either control the mount or allow it to act independently.
hit points; they are a buffer against damage, a pool of hit
Intelligent creatures, such as dragons, act independently.
points that protect you from injury.
You can control a mount only if it has been trained to
When you have temporary hit points and take damage,
accept a rider. Domesticated horses, donkeys, and sim-
the temporary hit points are lost first, and any leftover
ilar creatures are assumed to have such training. The
damage carries over to your normal hit points. For
initiative of a controlled mount changes to match yours
example, if you have 5 temporary hit points and take
when you mount it. It moves as you direct it, and it has
7 damage, you lose the temporary hit points and then
only three action options: Dash, Disengage, and Dodge. A
take 2 damage.
controlled mount can move and act even on the turn that
Because temporary hit points are separate from your
you mount it.
actual hit points, they can exceed your hit point maxi-
An independent mount retains its place in the initiative
mum. A character can, therefore, be at full hit points and
order. Bearing a rider puts no restrictions on the actions
receive temporary hit points.
the mount can take, and it moves and acts as it wishes. It
Healing can’t restore temporary hit points, and they
might flee from combat, rush to attack and devour a badly
can’t be added together. If you have temporary hit points
injured foe, or otherwise act against your wishes.
and receive more of them, you decide whether to keep
In either case, if the mount provokes an opportunity
the ones you have or to gain the new ones. For example,
attack while you’re on it, the attacker can target you or
if a spell grants you 12 temporary hit points when you
the mount.
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points
Underwater Combat
doesn’t restore you to consciousness or stabilize you.
When adventurers pursue sahuagin back to their under-
They can still absorb damage directed at you while you’re
sea homes, fight off sharks in an ancient shipwreck, or
in that state, but only true healing can save you.
find themselves in a flooded dungeon room, they must
Unless a feature that grants you temporary hit points
fight in a challenging environment. Underwater the fol-
has a duration, they last until they’re depleted or you fin-
lowing rules apply.
ish a long rest.
When making a melee weapon attack, a creature that
doesn’t have a swimming speed (either natural or granted
Mounted Combat
by magic) has disadvantage on the attack roll unless the
A knight charging into battle on a warhorse, a wizard
weapon is a dagger, javelin, shortsword, spear, or trident.
casting spells from the back of a griffon, or a cleric soar-
A ranged weapon attack automatically misses a target
ing through the sky on a pegasus all enjoy the benefits of
beyond the weapon’s normal range. Even against a target
speed and mobility that a mount can provide.
within normal range, the attack roll has disadvantage un-
A willing creature that is at least one size larger than
less the weapon is a crossbow, a net, or a weapon that is
you and that has an appropriate anatomy can serve as a
thrown like a javelin (including a spear, trident, or dart).
mount, using the following rules.
Creatures and objects that are fully immersed in water
have resistance to fire damage.
Mounting and Dismounting
Once during your move, you can mount a creature that
is within 5 feet of you or dismount. Doing so costs an
amount of movement equal to half your speed. For ex-
ample, if your speed is 30 feet, you must spend 15 feet
of movement to mount a horse. Therefore, you can’t
mount it if you don’t have 15 feet of movement left or
if your speed is 0.
If an effect moves your mount against its will while
you’re on it, you must succeed on a DC 10 Dexterity sav-
ing throw or fall off the mount, landing prone in a space
within 5 feet of it. If you’re knocked prone while mounted,
you must make the same saving throw.
If your mount is knocked prone, you can use your
reaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in a
space within 5 feet it.
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Part 3
The Rules of Magic
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Chapter 10: Spellcasting
Magic permeates the worlds of D&D and most often
Spell Slots
appears in the form of a spell.
Regardless of how many spells a caster knows or pre-
This chapter provides the rules for casting spells.
pares, he or she can cast only a limited number of spells
Different character classes have distinctive ways of
before resting. Manipulating the fabric of magic and
learning and preparing their spells, and monsters
channeling its energy into even a simple spell is phys-
use spells in unique ways. Regardless of its source,
ically and mentally taxing, and higher-level spells are
a spell follows the rules here.
even more so. Thus, each spellcasting class’s description
includes a table showing how many spell slots of each
What Is a Spell?
spell level a character can use at each character level. For
A spell is a discrete magical effect, a single shaping of
example, the 3rd-level wizard Umara has four 1st-level
the magical energies that suffuse the multiverse into a
spell slots and two 2nd-level slots.
specific, limited expression. In casting a spell, a charac-
When a character casts a spell, he or she expends a
ter carefully plucks at the invisible strands of raw magic
slot of that spell’s level or higher, effectively “filling” a slot
suffusing the world, pins them in place in a particular
with the spell. You can think of a spell slot as a groove of
pattern, sets them vibrating in a specific way, and then re-
a certain size—small for a 1st-level slot, larger for a spell
leases them to unleash the desired effect—in most cases,
of higher level. A 1st-level spell fits into a slot of any size,
all in the span of seconds.
but a 9th-level spell fits only in a 9th-level slot. So when
Spells can be versatile tools, weapons, or protective
Umara casts magic missile, a 1st-level spell, she spends
wards. They can deal damage or undo it, impose or re-
one of her four 1st-level slots and has three remaining.
move conditions (see appendix A), drain life energy away,
Finishing a long rest restores any expended spell slots
and restore life to the dead.
(see chapter 8 for the rules on resting).
Uncounted thousands of spells have been created
Some characters and monsters have special abilities
over the course of the multiverse’s history, and many of
that let them cast spells without using spell slots.
them are long forgotten. Some might yet lie recorded in
crumbling spellbooks hidden in ancient ruins or trapped
Casting a Spell at a Higher Level
in the minds of dead gods. Or they might someday be re-
When a spellcaster casts a spell using a slot that is of a
invented by a character who has amassed enough power
higher level than the spell, the spell assumes the higher
and wisdom to do so.
level for that casting. For instance, if Umara casts magic
missile using one of her 2nd-level slots, that magic mis-
Spell Level
sile is 2nd level. Effectively, the spell expands to fill the
slot it is put into.
Every spell has a level from 0 to 9. A spell’s level is a gen-
Some spells, such as magic missile and cure wounds,
eral indicator of how powerful it is, with the lowly (but
have more powerful effects when cast at a higher level, as
still impressive) magic missile at 1st level and the incredi-
detailed in a spell’s description.
ble time stop at 9th. Cantrips—simple but powerful spells
that characters can cast almost by rote—are level 0. The
Cantrips
higher a spell’s level, the higher level a spellcaster must
be to use that spell.
A cantrip is a spell that can be cast at will, without using
Spell level and character level don’t correspond di-
a spell slot and without being prepared in advance. Re-
rectly. Typically, a character has to be at least 17th level,
peated practice has fixed the spell in the caster’s mind
not 9th level, to cast a 9th-level spell.
and infused the caster with the magic needed to produce
the effect over and over. A cantrip’s spell level is 0.
Known and Prepared Spells
Rituals
Before a spellcaster can use a spell, he or she must have
the spell firmly fixed in mind, or must have access to the
Certain spells have a special tag: ritual. Such a spell
spell in a magic item. Members of a few classes have a
can be cast following the normal rules for spellcasting,
limited list of spells they know that are always fixed in
or the spell can be cast as a ritual. The ritual version of a
mind. The same thing is true of many magic-using mon-
spell takes 10 minutes longer to cast than normal.
sters. Other spellcasters, such as clerics and wizards,
It also doesn’t expend a spell slot, which means the ritual
undergo a process of preparing spells. This process var-
version of a spell can’t be cast at a higher level.
ies for different classes, as detailed in their descriptions.
To cast a spell as a ritual, a spellcaster must have a
In every case, the number of spells a caster can have
feature that grants the ability to do so. The cleric and the
fixed in mind at any given time depends on the charac-
druid, for example, have such a feature. The caster must
ter’s level.
also have the spell prepared or on his or her list of spells
known, unless the character’s ritual feature specifies oth-
erwise, as the wizard’s does.
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Components
Casting a Spell
When a character casts any spell, the same basic rules
A spell’s components are the physical requirements you
are followed, regardless of the character’s class or the
must meet in order to cast it. Each spell’s description
spell’s effects.
indicates whether it requires verbal (V), somatic (S),
Each spell description in chapter 11 begins with a block
or material (M) components. If you can’t provide one
of information, including the spell’s name, level, school of
or more of a spell’s components, you are unable to cast
magic, casting time, range, components, and duration. The
the spell.
rest of a spell entry describes the spell’s effect.
Verbal (V)
Most spells require the chanting of mystic words. The
Casting Time
words themselves aren’t the source of the spell’s power;
Most spells require a single action to cast, but some
rather, the particular combination of sounds, with spe-
spells require a bonus action, a reaction, or much more
cific pitch and resonance, sets the threads of magic in
time to cast.
motion. Thus, a character who is gagged or in an area
of silence, such as one created by the silence spell, can’t
Bonus Action
cast a spell with a verbal component.
A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
Somatic (S)
provided that you haven’t already taken a bonus action
Spellcasting gestures might include a forceful gesticula-
this turn. You can’t cast another spell during the same
tion or an intricate set of gestures. If a spell requires a
turn, except for a cantrip with a casting time of 1 action.
somatic component, the caster must have free use of at
least one hand to perform these gestures.
Reactions
Some spells can be cast as reactions. These spells take
Material (M)
a fraction of a second to bring about and are cast in re-
Casting some spells requires particular objects, specified
sponse to some event. If a spell can be cast as a reaction,
in parentheses in the component entry. A character can
the spell description tells you exactly when you can do so.
use a component pouch or a spellcasting focus (found
in chapter 5) in place of the components specified for a
Longer Casting Times
spell. But if a cost is indicated for a component, a char-
Certain spells (including spells cast as rituals) require
acter must have that specific component before he or she
more time to cast: minutes or even hours. When you cast
can cast the spell.
a spell with a casting time longer than a single action or
If a spell states that a material component is consumed
reaction, you must spend your action each turn casting
by the spell, the caster must provide this component for
the spell, and you must maintain your concentration
each casting of the spell.
while you do so (see “Concentration” below). If your con-
A spellcaster must have a hand free to access these
centration is broken, the spell fails, but you don’t expend
components—or to hold a spellcasting focus—but it can
a spell slot. If you want to try casting the spell again, you
be the same hand that he or she uses to perform somatic
must start over.
components.
Range
Duration
The target of a spell must be within the spell’s range. For
A spell’s duration is the length of time the spell persists.
a spell like magic missile, the target is a creature. For a
A duration can be expressed in rounds, minutes, hours,
spell like fireball, the target is the point in space where
or even years. Some spells specify that their effects last
the ball of fire erupts.
until the spells are dispelled or destroyed.
Most spells have ranges expressed in feet. Some spells
can target only a creature (including you) that you touch.
Instantaneous
Other spells, such as the shield spell, affect only you.
Many spells are instantaneous. The spell harms, heals,
These spells have a range of self.
creates, or alters a creature or an object in a way that
Spells that create cones or lines of effect that originate
can’t be dispelled, because its magic exists only for
from you also have a range of self, indicating that the or-
an instant.
igin point of the spell’s effect must be you (see “Areas of
Effect” later in the this chapter).
Concentration
Once a spell is cast, its effects aren’t limited by its range,
Some spells require you to maintain concentration in or-
unless the spell’s description says otherwise.
der to keep their magic active. If you lose concentration,
such a spell ends.
Casting in Armor
If a spell must be maintained with concentration, that
Because of the mental focus and precise gestures required
fact appears in its Duration entry, and the spell specifies
for spellcasting, you must be proficient with the armor you
how long you can concentrate on it. You can end concen-
are wearing to cast a spell. You are otherwise too distracted
tration at any time (no action required).
and physically hampered by your armor for spellcasting.
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Normal activity, such as moving and attacking, doesn’t
The Schools of Magic
interfere with concentration. The following factors can
Academies of magic group spells into eight categories
break concentration:
called schools of magic. Scholars, particularly wizards,
apply these categories to all spells, believing that all magic
Casting another spell that requires concentration.
functions in essentially the same way, whether it derives
You lose concentration on a spell if you cast another
from rigorous study or is bestowed by a deity.
spell that requires concentration. You can’t concentrate
The schools of magic help describe spells; they have no
on two spells at once.
rules of their own, although some rules refer to the schools.
Taking damage. Whenever you take damage while
Abjuration spells are protective in nature, though some
you are concentrating on a spell, you must make a
of them have aggressive uses. They create magical barriers,
Constitution saving throw to maintain your concentra-
negate harmful effects, harm trespassers, or banish
tion. The DC equals 10 or half the damage you take,
creatures to other planes of existence.
Conjuration spells involve the transportation of objects
whichever number is higher. If you take damage from
and creatures from one location to another. Some spells
multiple sources, such as an arrow and a dragon’s
summon creatures or objects to the caster’s side, whereas
breath, you make a separate saving throw for each
others allow the caster to teleport to another location. Some
source of damage.
conjurations create objects or effects out of nothing.
Being incapacitated or killed. You lose concentration
Divination spells reveal information, whether in the
on a spell if you are incapacitated or if you die.
form of secrets long forgotten, glimpses of the future, the
locations of hidden things, the truth behind illusions, or
The DM might also decide that certain environmental
visions of distant people or places.
phenomena, such as a wave crashing over you while
Enchantment spells affect the minds of others,
you’re on a storm-tossed ship, require you to succeed on a
influencing or controlling their behavior. Such spells can
DC 10 Constitution saving throw to maintain concentra-
make enemies see the caster as a friend, force creatures to
tion on a spell.
take a course of action, or even control another creature
like a puppet.
Targets
Evocation spells manipulate magical energy to produce
a desired effect. Some call up blasts of fire or lightning.
A typical spell requires you to pick one or more targets
Others channel positive energy to heal wounds.
to be affected by the spell’s magic. A spell’s description
Illusion spells deceive the senses or minds of others. They
tells you whether the spell targets creatures, objects, or a
cause people to see things that are not there, to miss things
point of origin for an area of effect (described below).
that are there, to hear phantom noises, or to remember
Unless a spell has a perceptible effect, a creature might
things that never happened. Some illusions create phantom
not know it was targeted by a spell at all. An effect like
images that any creature can see, but the most insidious
crackling lightning is obvious, but a more subtle effect,
illusions plant an image directly in the mind of a creature.
such as an attempt to read a creature’s thoughts, typically
Necromancy spells manipulate the energies of life and
goes unnoticed, unless a spell says otherwise.
death. Such spells can grant an extra reserve of life force,
drain the life energy from another creature, create the
A Clear Path to the Target
undead, or even bring the dead back to life.
Creating the undead through the use of necromancy
To target something, you must have a clear path to it,
spells such as animate dead is not a good act, and only evil
so it can’t be behind total cover.
casters use such spells frequently.
If you place an area of effect at a point that you can’t
Transmutation spells change the properties of a creature,
see and an obstruction, such as a wall, is between you
object, or environment. They might turn an enemy into
and that point, the point of origin comes into being on the
a harmless creature, bolster the strength of an ally, make
near side of that obstruction.
an object move at the caster’s command, or enhance
a creature’s innate healing abilities to rapidly recover
Targeting Yourself
from injury.
If a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or
location isn’t included in the spell’s area. To block one of
specifically a creature other than you. If you are in the
these imaginary lines, an obstruction must provide total
area of effect of a spell you cast, you can target yourself.
cover, as explained in chapter 9.
Areas of Effect
Cone
Spells such as burning hands and cone of cold cover an
A cone extends in a direction you choose from its point of
area, allowing them to affect multiple creatures at once.
origin. A cone’s width at a given point along its length is
A spell’s description specifies its area of effect, which
equal to that point’s distance from the point of origin. A
typically has one of five different shapes: cone, cube, cyl-
cone’s area of effect specifies its maximum length.
inder, line, or sphere. Every area of effect has a point of
A cone’s point of origin is not included in the cone’s
origin, a location from which the spell’s energy erupts.
area of effect, unless you decide otherwise.
The rules for each shape specify how you position its
point of origin. Typically, a point of origin is a point in
Cube
space, but some spells have an area whose origin is a
You select a cube’s point of origin, which lies anywhere
creature or an object.
on a face of the cubic effect. The cube’s size is expressed
A spell’s effect expands in straight lines from the point
as the length of each side.
of origin. If no unblocked straight line extends from the
A cube’s point of origin is not included in the cube’s
point of origin to a location within the area of effect, that
area of effect, unless you decide otherwise.
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Cylinder
Combining Magical Effects
A cylinder’s point of origin is the center of a circle of a
The effects of different spells add together while the du-
particular radius, as given in the spell description. The
rations of those spells overlap. The effects of the same
circle must either be on the ground or at the height of the
spell cast multiple times don’t combine, however. Instead,
spell effect. The energy in a cylinder expands in straight
the most potent effect—such as the highest bonus—from
lines from the point of origin to the perimeter of the cir-
those castings applies while their durations overlap. Or
cle, forming the base of the cylinder. The spell’s effect
the most recent effect applies if the castings are equally
then shoots up from the base or down from the top, to a
potent and their durations overlap.
distance equal to the height of the cylinder.
For example, if two clerics cast bless on the same tar-
A cylinder’s point of origin is included in the cylinder’s
get, that character gains the spell’s benefit only once; he
area of effect.
or she doesn’t get to roll two bonus dice.
Line
A line extends from its point of origin in a straight path
The Weave of Magic
up to its length and covers an area defined by its width.
The worlds within the D&D multiverse are magical
A line’s point of origin is not included in the line’s area
places. All existence is suffused with magical power, and
of effect, unless you decide otherwise.
potential energy lies untapped in every rock, stream, and
living creature, and even in the air itself. Raw magic is the
Sphere
stuff of creation, the mute and mindless will of existence,
permeating every bit of matter and present in every
You select a sphere’s point of origin, and the sphere
manifestation of energy throughout the multiverse.
extends outward from that point. The sphere’s size is ex-
Mortals can’t directly shape this raw magic. Instead, they
pressed as a radius in feet that extends from the point.
make use of a fabric of magic, a kind of interface between
A sphere’s point of origin is included in the sphere’s
the will of a spellcaster and the stuff of raw magic. The
area of effect.
spellcasters of the Forgotten Realms call it the Weave and
recognize its essence as the goddess Mystra, but casters
Saving Throws
have varied ways of naming and visualizing this interface.
By any name, without the Weave, raw magic is locked away
Many spells specify that a target can make a saving
and inaccessible; the most powerful archmage can’t light
throw to avoid some or all of a spell’s effects. The spell
a candle with magic in an area where the Weave has been
specifies the ability that the target uses for the save and
torn. But surrounded by the Weave, a spellcaster can shape
what happens on a success or failure.
lightning to blast foes, transport hundreds of miles in the
The DC to resist one of your spells equals 8 + your
blink of an eye, or even reverse death itself.
spellcasting ability modifier + your proficiency bonus +
All magic depends on the Weave, though different kinds
any special modifiers.
of magic access it in a variety of ways. The spells of wizards,
warlocks, sorcerers, and bards are commonly called arcane
Attack Rolls
magic. These spells rely on an understanding—learned or
intuitive—of the workings of the Weave. The caster plucks
Some spells require the caster to make an attack roll
directly at the strands of the Weave to create the desired
to determine whether the spell effect hits the intended
effect. Eldritch knights and arcane tricksters also use arcane
target. Your attack bonus with a spell attack equals your
magic. The spells of clerics, druids, paladins, and rangers
spellcasting ability modifier + your proficiency bonus.
are called divine magic. These spellcasters’ access to the
Most spells that require attack rolls involve ranged
Weave is mediated by divine power—gods, the divine forces
attacks. Remember that you have disadvantage on a
of nature, or the sacred weight of a paladin’s oath.
Whenever a magic effect is created, the threads of
ranged attack roll if you are within 5 feet of a hostile
the Weave intertwine, twist, and fold to make the effect
creature that can see you and that isn’t incapacitated (see
possible. When characters use divination spells such as
chapter 9).
detect magic or identify, they glimpse the Weave. A spell such
as dispel magic smooths the Weave. Spells such as antimagic
field rearrange the Weave so that magic flows around,
rather than through, the area affected by the spell. And in
places where the Weave is damaged or torn, magic works in
unpredictable ways—or not at all.
Chapter 10: Spellcasting
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Chapter 11: Spells
This chapter describes the most common spells
4th Level
Wizard Spells
in the worlds of Dungeons & Dragons. The chapter
Arcane Eye
Cantrips (0 Level)
begins with lists of selected spell lists for the most com-
Dimension Door
mon spellcasting classes. The remainder contains spell
Acid Splash
Greater Invisibility
descriptions, presented in alphabetical order by the name
Dancing Lights
Ice Storm
of the spell.
Fire Bolt
Stoneskin
Light
Wall of Fire
Cleric Spells
4th Level
Mage Hand
Death Ward
Minor Illusion
5th Level
Cantrips (0 Level)
Divination
Poison Spray
Cone of Cold
Guidance
Freedom of Movement
Prestidigitation
Dominate Person
Light
Guardian of Faith
Ray of Frost
Dream
Resistance
Locate Creature
Shocking Grasp
Passwall
Sacred Flame
Wall of Stone
Spare the Dying
5th Level
1st Level
Thaumaturgy
Commune
Burning Hands
6th Level
Flame Strike
Charm Person
Chain Lightning
1st Level
Greater Restoration
Comprehend Languages
Disintegrate
Bless
Mass Cure Wounds
Detect Magic
Globe of Invulnerability
Command
Raise Dead
Disguise Self
Mass Suggestion
Cure Wounds
Identify
Otto’s Irresistible Dance
6th Level
Detect Magic
Mage Armor
True Seeing
Guiding Bolt
Blade Barrier
Magic Missile
Healing Word
Find the Path
7th Level
Shield
Inflict Wounds
Harm
Delayed Blast Fireball
Silent Image
Sanctuary
Heal
Finger of Death
Sleep
Shield of Faith
Heroes’ Feast
Mordenkainen’s Sword
Thunderwave
True Seeing
Teleport
2nd Level
2nd Level
7th Level
8th Level
Aid
Arcane Lock
Augury
Etherealness
Dominate Monster
Blur
Hold Person
Fire Storm
Maze
Darkness
Lesser Restoration
Regenerate
Power Word Stun
Flaming Sphere
Prayer of Healing
Resurrection
Sunburst
Hold Person
Silence
8th Level
9th Level
Invisibility
Spiritual Weapon
Antimagic Field
Knock
Foresight
Warding Bond
Earthquake
Levitate
Imprisonment
3rd Level
Meteor Swarm
Magic Weapon
Holy Aura
Beacon of Hope
Misty Step
Power Word Kill
9th Level
Dispel Magic
Shatter
Time Stop
Astral Projection
Mass Healing Word
Spider Climb
Gate
Protection from Energy
Suggestion
Mass Heal
Remove Curse
Web
True Resurrection
Revivify
3rd Level
Speak with Dead
Counterspell
Spirit Guardians
Dispel Magic
Fireball
Fly
Haste
Lightning Bolt
Major Image
Protection from Energy
Chapter 11: Spells
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Spells. Any active spell or other magical effect on a
Spell Descriptions
creature or an object in the sphere is suppressed while
The spells are presented in alphabetical order.
the creature or object is in it.
Magic Items. The properties and powers of magic
Acid Splash
items are suppressed in the sphere. For example, a
Conjuration cantrip
+1 longsword in the sphere functions as a nonmagical
Casting Time: 1 action
longsword.
Range: 60 feet
A magic weapon’s properties and powers are sup-
Components: V, S
pressed if it is used against a target in the sphere or
Duration: Instantaneous
wielded by an attacker in the sphere. If a magic weapon
or a piece of magic ammunition fully leaves the sphere
You hurl a bubble of acid. Choose one or two creatures
(for example, if you fire a magic arrow or throw a magic
you can see within range. If you choose two, they must
spear at a target outside the sphere), the magic of the
be within 5 feet of each other. A target must succeed on a
item ceases to be suppressed as soon as it exits.
Dexterity saving throw or take 1d6 acid damage.
Magical Travel. Teleportation and planar travel fail to
This spell’s damage increases by 1d6 when you reach
work in the sphere, whether the sphere is the destination
5th level (2d6), 11th level (3d6), and 17th level (4d6).
or the departure point for such magical travel. A portal
Aid
to another location, world, or plane of existence, as well
2nd-level abjuration
as an opening to an extradimensional space such as that
created by the rope trick spell, temporarily closes while
Casting Time: 1 action
in the sphere.
Range: 30 feet
Creatures and Objects. A creature or object sum-
Components: V, S, M (a tiny strip of white cloth)
moned or created by magic temporarily winks out of
Duration: 8 hours
existence in the sphere. Such a creature instantly reap-
Your spell bolsters your allies with toughness and re-
pears once the space the creature occupied is no longer
solve. Choose up to three creatures within range. Each
within the sphere.
target’s hit point maximum and current hit points in-
Dispel Magic. Spells and magical effects such as dispel
crease by 5 for the duration.
magic have no effect on the sphere. Likewise, the spheres
At Higher Levels. When you cast this spell using a
created by different antimagic field spells don’t nullify
spell slot of 3rd level or higher, a target’s hit points in-
each other.
crease by an additional 5 for each slot level above 2nd.
Arcane Eye
Antimagic Field
4th-level divination
8th-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: Self (10-foot-radius sphere)
Components: V, S, M (a bit of bat fur)
Components: V, S, M (a pinch of powdered iron or
Duration: Concentration, up to 1 hour
iron filings)
You create an invisible, magical eye within range that
Duration: Concentration, up to 1 hour
hovers in the air for the duration.
A 10-foot-radius invisible sphere of antimagic surrounds
You mentally receive visual information from the eye,
you. This area is divorced from the magical energy that
which has normal vision and darkvision out to 30 feet.
suffuses the multiverse. Within the sphere, spells can’t
The eye can look in every direction.
be cast, summoned creatures disappear, and even magic
As an action, you can move the eye up to 30 feet in
items become mundane. Until the spell ends, the sphere
any direction. There is no limit to how far away from
moves with you, centered on you.
you the eye can move, but it can’t enter another plane of
Spells and other magical effects, except those created
existence. A solid barrier blocks the eye’s movement, but
by an artifact or a deity, are suppressed in the sphere
the eye can pass through an opening as small as 1 inch
and can’t protrude into it. A slot expended to cast a sup-
in diameter.
pressed spell is consumed. While an effect is suppressed,
it doesn’t function, but the time it spends suppressed
Arcane Lock
counts against its duration.
2nd-level abjuration
Targeted Effects. Spells and other magical effects,
Casting Time: 1 action
such as magic missile and charm person, that target
Range: Touch
a creature or an object in the sphere have no effect on
Components: V, S, M (gold dust worth at least 25 gp,
that target.
which the spell consumes)
Areas of Magic. The area of another spell or magical
Duration: Until dispelled
effect, such as fireball, can’t extend into the sphere. If the
You touch a closed door, window, gate, chest, or other en-
sphere overlaps an area of magic, the part of the area
tryway, and it becomes locked for the duration. You and
that is covered by the sphere is suppressed. For example,
the creatures you designate when you cast this spell can
the flames created by a wall of fire are suppressed within
open the object normally. You can also set a password
the sphere, creating a gap in the wall if the overlap is
that, when spoken within 5 feet of the object, suppresses
large enough.
this spell for 1 minute. Otherwise, it is impassable
Chapter 11: Spells
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until it is broken or the spell is dispelled or suppressed.
Augury
Casting knock on the object suppresses arcane lock for
2nd-level divination (ritual)
10 minutes.
Casting Time: 1 minute
While affected by this spell, the object is more difficult
Range: Self
to break or force open; the DC to break it or pick any
Components: V, S, M (specially marked sticks, bones, or
locks on it increases by 10.
similar tokens worth at least 25 gp)
Duration: Instantaneous
Astral Projection
9th-level necromancy
By casting gem-inlaid sticks, rolling dragon bones, laying
out ornate cards, or employing some other divining tool,
Casting Time: 1 hour
you receive an omen from an otherworldly entity about
Range: 10 feet
the results of a specific course of action that you plan to
Components: V, S, M (for each creature you affect with
take within the next 30 minutes. The DM chooses from
this spell, you must provide one jacinth worth at least
the following possible omens:
1,000 gp and one ornately carved bar of silver worth at
least 100 gp, all of which the spell consumes)
Weal, for good results
Duration: Special
Woe, for bad results
Weal and woe, for both good and bad results
You and up to eight willing creatures within range proj-
Nothing, for results that aren’t especially good or bad
ect your astral bodies into the Astral Plane (the spell
fails and the casting is wasted if you are already on that
The spell doesn’t take into account any possible cir-
plane). The material body you leave behind is uncon-
cumstances that might change the outcome, such as
scious and in a state of suspended animation; it doesn’t
the casting of additional spells or the loss or gain of a
need food or air and doesn’t age.
companion.
Your astral body resembles your mortal form in almost
If you cast the spell two or more times before complet-
every way, replicating your game statistics and posses-
ing your next long rest, there is a cumulative 25 percent
sions. The principal difference is the addition of a silvery
chance for each casting after the first that you get a ran-
cord that extends from between your shoulder blades and
dom reading. The DM makes this roll in secret.
trails behind you, fading to invisibility after 1 foot. This
cord is your tether to your material body. As long as the
Beacon of Hope
tether remains intact, you can find your way home. If the
3rd-level abjuration
cord is cut—something that can happen only when an
Casting Time: 1 action
effect specifically states that it does—your soul and body
Range: 30 feet
are separated, killing you instantly.
Components: V, S
Your astral form can freely travel through the Astral
Duration: Concentration, up to 1 minute
Plane and can pass through portals there leading to any
This spell bestows hope and vitality. Choose any number
other plane. If you enter a new plane or return to the plane
of creatures within range. For the duration, each target
you were on when casting this spell, your body and pos-
has advantage on Wisdom saving throws and death
sessions are transported along the silver cord, allowing
saving throws, and regains the maximum number of hit
you to re-enter your body as you enter the new plane. Your
points possible from any healing.
astral form is a separate incarnation. Any damage or other
effects that apply to it have no effect on your physical body,
Blade Barrier
nor do they persist when you return to it.
6th-level evocation
The spell ends for you and your companions when
you use your action to dismiss it. When the spell ends,
Casting Time: 1 action
the affected creature returns to its physical body, and
Range: 90 feet
it awakens.
Components: V, S
The spell might also end early for you or one of your
Duration: Concentration, up to 10 minutes
companions. A successful dispel magic spell used against
You create a vertical wall of whirling, razor-sharp blades
an astral or physical body ends the spell for that creature.
made of magical energy. The wall appears within range
If a creature’s original body or its astral form drops to
and lasts for the duration. You can make a straight wall
0 hit points, the spell ends for that creature. If the spell
up to 100 feet long, 20 feet high, and 5 feet thick, or a
ends and the silver cord is intact, the cord pulls the
ringed wall up to 60 feet in diameter, 20 feet high, and 5
creature’s astral form back to its body, ending its state of
feet thick. The wall provides three-quarters cover to crea-
suspended animation.
tures behind it, and its space is difficult terrain.
If you are returned to your body prematurely, your com-
When a creature enters the wall’s area for the first time
panions remain in their astral forms and must find their
on a turn or starts its turn there, the creature must make
own way back to their bodies, usually by dropping to 0
a Dexterity saving throw. On a failed save, the creature
hit points.
takes 6d10 slashing damage. On a successful save, the
creature takes half as much damage.
Chapter 11: Spells
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Bless
At Higher Levels. When you cast this spell using a
1st-level enchantment
spell slot of 7th level or higher, one additional bolt leaps
from the first target to another target for each slot level
Casting Time: 1 action
above 6th.
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Charm Person
Duration: Concentration, up to 1 minute
1st-level enchantment
You bless up to three creatures of your choice within
Casting Time: 1 action
range. Whenever a target makes an attack roll or a saving
Range: 30 feet
throw before the spell ends, the target can roll a d4 and
Components: V, S
add the number rolled to the attack roll or saving throw.
Duration: 1 hour
At Higher Levels. When you cast this spell using a
You attempt to charm a humanoid you can see within
spell slot of 2nd level or higher, you can target one addi-
range. It must make a Wisdom saving throw, and does so
tional creature for each slot level above 1st.
with advantage if you or your companions are fighting it.
Blur
If it fails the saving throw, it is charmed by you until the
2nd-level illusion
spell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a
Casting Time: 1 action
friendly acquaintance. When the spell ends, the creature
Range: Self
knows it was charmed by you.
Components: V
At Higher Levels. When you cast this spell using
Duration: Concentration, up to 1 minute
a spell slot of 2nd level or higher, you can target one
Your body becomes blurred, shifting and wavering to
additional creature for each slot level above 1st. The
all who can see you. For the duration, any creature has
creatures must be within 30 feet of each other when you
disadvantage on attack rolls against you. An attacker is
target them.
immune to this effect if it doesn’t rely on sight, as with
blindsight, or can see through illusions, as with truesight.
Command
1st-level enchantment
Burning Hands
Casting Time: 1 action
1st-level evocation
Range: 60 feet
Casting Time: 1 action
Components: V
Range: Self (15-foot cone)
Duration: 1 round
Components: V, S
You speak a one-word command to a creature you can
Duration: Instantaneous
see within range. The target must succeed on a Wisdom
As you hold your hands with thumbs touching and fingers
saving throw or follow the command on its next turn.
spread, a thin sheet of flames shoots forth from your out-
The spell has no effect if the target is undead, if it doesn’t
stretched fingertips. Each creature in a 15-foot cone must
understand your language, or if your command is directly
make a Dexterity saving throw. A creature takes 3d6 fire
harmful to it.
damage on a failed save, or half as much damage on a
Some typical commands and their effects follow. You
successful one.
might issue a command other than one described here. If
The fire ignites any flammable objects in the area that
you do so, the DM determines how the target behaves. If
aren’t being worn or carried.
the target can’t follow your command, the spell ends.
At Higher Levels. When you cast this spell using a
Approach. The target moves toward you by the short-
spell slot of 2nd level or higher, the damage increases by
est and most direct route, ending its turn if it moves
1d6 for each slot level above 1st.
within 5 feet of you.
Drop. The target drops whatever it is holding and then
Chain Lightning
ends its turn.
6th-level evocation
Flee. The target spends its turn moving away from you
Casting Time: 1 action
by the fastest available means.
Range: 150 feet
Grovel. The target falls prone and then ends its turn.
Components: V, S, M (a bit of fur; a piece of amber, glass,
Halt. The target doesn’t move and takes no actions. A
or a crystal rod; and three silver pins)
flying creature stays aloft, provided that it is able to do so.
Duration: Instantaneous
If it must move to stay aloft, it flies the minimum distance
needed to remain in the air.
You create a bolt of lightning that arcs toward a target of
At Higher Levels. When you cast this spell using
your choice that you can see within range. Three bolts
a spell slot of 2nd level or higher, you can affect one
then leap from that target to as many as three other
additional creature for each slot level above 1st. The
targets, each of which must be within 30 feet of the first
creatures must be within 30 feet of each other when you
target. A target can be a creature or an object and can be
target them.
targeted by only one of the bolts.
A target must make a Dexterity saving throw. The tar-
get takes 10d8 lightning damage on a failed save, or half
as much damage on a successful one.
Chapter 11: Spells
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Commune
Components: S
5th-level divination (ritual)
Duration: Instantaneous
Casting Time: 1 minute
You attempt to interrupt a creature in the process of cast-
Range: Self
ing a spell. If the creature is casting a spell of 3rd level
Components: V, S, M (incense and a vial of holy or
or lower, its spell fails and has no effect. If it is casting a
unholy water)
spell of 4th level or higher, make an ability check using
Duration: 1 minute
your spellcasting ability. The DC equals 10 + the spell’s
level. On a success, the creature’s spell fails and has
You contact your deity or a divine proxy and ask up to
no effect.
three questions that can be answered with a yes or no.
At Higher Levels. When you cast this spell using a
You must ask your questions before the spell ends. You
spell slot of 4th level or higher, the interrupted spell has
receive a correct answer for each question.
no effect if its level is less than or equal to the level of the
Divine beings aren’t necessarily omniscient, so you
spell slot you used.
might receive “unclear” as an answer if a question
pertains to information that lies beyond the deity’s
Cure Wounds
knowledge. In a case where a one-word answer could be
1st-level evocation
misleading or contrary to the deity’s interests, the DM
Casting Time: 1 action
might offer a short phrase as an answer instead.
Range: Touch
If you cast the spell two or more times before finish-
Components: V, S
ing your next long rest, there is a cumulative 25 percent
Duration: Instantaneous
chance for each casting after the first that you get no an-
swer. The DM makes this roll in secret.
A creature you touch regains a number of hit points equal
to 1d8 + your spellcasting ability modifier. This spell has
Comprehend Languages
no effect on undead or constructs.
1st-level divination (ritual)
At Higher Levels. When you cast this spell using a
Casting Time: 1 action
spell slot of 2nd level or higher, the healing increases by
Range: Self
1d8 for each slot level above 1st.
Components: V, S, M (a pinch of soot and salt)
Dancing Lights
Duration: 1 hour
Evocation cantrip
For the duration, you understand the literal meaning of
Casting Time: 1 action
any spoken language that you hear. You also understand
Range: 120 feet
any written language that you see, but you must be touch-
Components: V, S, M (a bit of phosphorus or wychwood,
ing the surface on which the words are written. It takes
or a glowworm)
about 1 minute to read one page of text.
Duration: Concentration, up to 1 minute
This spell doesn’t decode secret messages in a text or
a glyph, such as an arcane sigil, that isn’t part of a writ-
You create up to four torch-sized lights within range,
ten language.
making them appear as torches, lanterns, or glowing
orbs that hover in the air for the duration. You can also
Cone of Cold
combine the four lights into one glowing vaguely human-
5th-level evocation
oid form of Medium size. Whichever form you choose,
Casting Time: 1 action
each light sheds dim light in a 10-foot radius.
Range: Self (60-foot cone)
As a bonus action on your turn, you can move the lights
Components: V, S, M (a small crystal or glass cone)
up to 60 feet to a new spot within range. A light must be
Duration: Instantaneous
within 20 feet of another light created by this spell, and a
light winks out if it exceeds the spell’s range.
A blast of cold air erupts from your hands. Each creature
in a 60-foot cone must make a Constitution saving throw.
Darkness
A creature takes 8d8 cold damage on a failed save, or
2nd-level evocation
half as much damage on a successful one.
Casting Time: 1 action
A creature killed by this spell becomes a frozen statue
Range: 60 feet
until it thaws.
Components: V, M (bat fur and a drop of pitch or
At Higher Levels. When you cast this spell using a
piece of coal)
spell slot of 6th level or higher, the damage increases by
Duration: Concentration, up to 10 minutes
1d8 for each slot level above 5th.
Magical darkness spreads from a point you choose
Counterspell
within range to fill a 15-foot-radius sphere for the dura-
3rd-level abjuration
tion. The darkness spreads around corners. A creature
Casting Time: 1 reaction, which you take when you see a
with darkvision can’t see through this darkness, and non-
creature within 60 feet of you casting a spell
magical light can’t illuminate it.
Range: 60 feet
If the point you choose is on an object you are holding
or one that isn’t being worn or carried, the darkness
emanates from the object and moves with it. Completely
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covering the source of the darkness with an opaque ob-
Components: V, S
ject, such as a bowl or a helm, blocks the darkness.
Duration: Concentration, up to 10 minutes
If any of this spell’s area overlaps with an area of light
For the duration, you sense the presence of magic within
created by a spell of 2nd level or lower, the spell that cre-
30 feet of you. If you sense magic in this way, you can use
ated the light is dispelled.
your action to see a faint aura around any visible creature
or object in the area that bears magic, and you learn its
Death Ward
school of magic, if any.
4th-level abjuration
The spell can penetrate most barriers, but it is blocked
Casting Time: 1 action
by 1 foot of stone, 1 inch of common metal, a thin sheet of
Range: Touch
lead, or 3 feet of wood or dirt.
Components: V, S
Duration: 8 hours
Dimension Door
4th-level conjuration
You touch a creature and grant it a measure of protection
from death.
Casting Time: 1 action
The first time the target would drop to 0 hit points as a
Range: 500 feet
result of taking damage, the target instead drops to 1 hit
Components: V
point, and the spell ends.
Duration: Instantaneous
If the spell is still in effect when the target is subjected
You teleport yourself from your current location to any
to an effect that would kill it instantaneously without
other spot within range. You arrive at exactly the spot de-
dealing damage, that effect is instead negated against the
sired. It can be a place you can see, one you can visualize,
target, and the spell ends.
or one you can describe by stating distance and direction,
such as “200 feet straight downward” or “upward to the
Delayed Blast Fireball
northwest at a 45-degree angle, 300 feet.”
7th-level evocation
You can bring along objects as long as their weight
Casting Time: 1 action
doesn’t exceed what you can carry. You can also bring
Range: 150 feet
one willing creature of your size or smaller who is carry-
Components: V, S, M (a tiny ball of bat guano and sulfur)
ing gear up to its carrying capacity. The creature must be
Duration: Concentration, up to 1 minute
within 5 feet of you when you cast this spell.
A beam of yellow light flashes from your pointing finger,
If you would arrive in a place already occupied by an
then condenses to linger at a chosen point within range
object or a creature, you and any creature traveling with
as a glowing bead for the duration. When the spell ends,
you each take 4d6 force damage, and the spell fails to
either because your concentration is broken or because
teleport you.
you decide to end it, the bead blossoms with a low roar
Disguise Self
into an explosion of flame that spreads around corners.
1st-level illusion
Each creature in a 20-foot-radius sphere centered on
that point must make a Dexterity saving throw. A crea-
Casting Time: 1 action
ture takes fire damage equal to the total accumulated
Range: Self
damage on a failed save, or half as much damage on a
Components: V, S
successful one.
Duration: 1 hour
The spell’s base damage is 12d6. If at the end of your
You make yourself—including your clothing, armor, weap-
turn the bead has not yet detonated, the damage in-
ons, and other belongings on your person—look different
creases by 1d6.
until the spell ends or until you use your action to dismiss
If the glowing bead is touched before the interval has
it. You can seem 1 foot shorter or taller and can appear
expired, the creature touching it must make a Dexterity
thin, fat, or in between. You can’t change your body type,
saving throw. On a failed save, the spell ends immedi-
so you must adopt a form that has the same basic ar-
ately, causing the bead to erupt in flame. On a successful
rangement of limbs. Otherwise, the extent of the illusion
save, the creature can throw the bead up to 40 feet. When
is up to you.
it strikes a creature or a solid object, the spell ends, and
The changes wrought by this spell fail to hold up to
the bead explodes.
physical inspection. For example, if you use this spell to
The fire damages objects in the area and ignites flam-
add a hat to your outfit, objects pass through the hat, and
mable objects that aren’t being worn or carried.
anyone who touches it would feel nothing or would feel
At Higher Levels. When you cast this spell using
your head and hair. If you use this spell to appear thinner
a spell slot of 8th level or higher, the base damage in-
than you are, the hand of someone who reaches out to
creases by 1d6 for each slot level above 7th.
touch you would bump into you while it was seemingly
still in midair.
Detect Magic
To discern that you are disguised, a creature can use
1st-level divination (ritual)
its action to inspect your appearance and must succeed
Casting Time: 1 action
on an Intelligence (Investigation) check against your
Range: Self
spell save DC.
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Disintegrate
If you cast the spell two or more times before finish-
6th-level transmutation
ing your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a ran-
Casting Time: 1 action
dom reading. The DM makes this roll in secret.
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Dominate Monster
Duration: Instantaneous
8th-level enchantment
A thin green ray springs from your pointing finger to a
Casting Time: 1 action
target that you can see within range. The target can be a
Range: 60 feet
creature, an object, or a creation of magical force, such as
Components: V, S
the wall created by wall of force.
Duration: Concentration, up to 1 hour
A creature targeted by this spell must make a Dexterity
You attempt to beguile a creature that you can see within
saving throw. On a failed save, the target takes 10d6 + 40
range. It must succeed on a Wisdom saving throw or be
force damage. The target is disintegrated if this damage
charmed by you for the duration. If you or creatures that
leaves it with 0 hit points.
are friendly to you are fighting it, it has advantage on the
A disintegrated creature and everything it is wearing
saving throw.
and carrying, except magic items, are reduced to a pile of
While the creature is charmed, you have a telepathic
fine gray dust. The creature can be restored to life only by
link with it as long as the two of you are on the same
means of a true resurrection or a wish spell.
plane of existence. You can use this telepathic link to
This spell automatically disintegrates a Large or
issue commands to the creature while you are conscious
smaller nonmagical object or a creation of magical force.
(no action required), which it does its best to obey. You
If the target is a Huge or larger object or creation of force,
can specify a simple and general course of action, such
this spell disintegrates a 10-foot-cube portion of it. A
as “Attack that creature,” “Run over there,” or “Fetch that
magic item is unaffected by this spell.
object.” If the creature completes the order and doesn’t
At Higher Levels. When you cast this spell using a
receive further direction from you, it defends and pre-
spell slot of 7th level or higher, the damage increases by
serves itself to the best of its ability.
3d6 for each slot level above 6th.
You can use your action to take total and precise con-
Dispel Magic
trol of the target. Until the end of your next turn, the
3rd-level abjuration
creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time,
Casting Time: 1 action
you can also cause the creature to use a reaction, but this
Range: 120 feet
requires you to use your own reaction as well.
Components: V, S
Each time the target takes damage, it makes a new
Duration: Instantaneous
Wisdom saving throw against the spell. If the saving
Choose one creature, object, or magical effect within
throw succeeds, the spell ends.
range. Any spell of 3rd level or lower on the target ends.
At Higher Levels. When you cast this spell with a
For each spell of 4th level or higher on the target, make
9th-level spell slot, the duration is concentration, up
an ability check using your spellcasting ability. The DC
to 8 hours.
equals 10 + the spell’s level. On a successful check, the
spell ends.
Dominate Person
At Higher Levels. When you cast this spell using a
5th-level enchantment
spell slot of 4th level or higher, you automatically end the
Casting Time: 1 action
effects of a spell on the target if the spell’s level is equal to
Range: 60 feet
or less than the level of the spell slot you used.
Components: V, S
Duration: Concentration, up to 1 minute
Divination
4th-level divination (ritual)
You attempt to beguile a humanoid that you can see
within range. It must succeed on a Wisdom saving throw
Casting Time: 1 action
or be charmed by you for the duration. If you or creatures
Range: Self
that are friendly to you are fighting it, it has advantage on
Components: V, S, M (incense and a sacrificial offering
the saving throw.
appropriate to your religion, together worth at least 25
While the target is charmed, you have a telepathic link
gp, which the spell consumes)
with it as long as the two of you are on the same plane of
Duration: Instantaneous
existence. You can use this telepathic link to issue com-
Your magic and an offering put you in contact with a god
mands to the creature while you are conscious (no action
or a god’s servants. You ask a single question concerning
required), which it does its best to obey. You can specify a
a specific goal, event, or activity to occur within 7 days.
simple and general course of action, such as “Attack that
The DM offers a truthful reply. The reply might be a short
creature,” “Run over there,” or “Fetch that object.” If the
phrase, a cryptic rhyme, or an omen.
creature completes the order and doesn’t receive further
The spell doesn’t take into account any possible cir-
direction from you, it defends and preserves itself to the
cumstances that might change the outcome, such as
best of its ability.
the casting of additional spells or the loss or gain of a
companion.
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You can use your action to take total and precise con-
Components: V, S, M (a pinch of dirt, a piece of rock, and
trol of the target. Until the end of your next turn, the
a lump of clay)
creature takes only the actions you choose, and doesn’t
Duration: Concentration, up to 1 minute
do anything that you don’t allow it to do. During this time
You create a seismic disturbance at a point on the ground
you can also cause the creature to use a reaction, but this
that you can see within range. For the duration, an in-
requires you to use your own reaction as well.
tense tremor rips through the ground in a 100-foot-radius
Each time the target takes damage, it makes a new
circle centered on that point and shakes creatures and
Wisdom saving throw against the spell. If the saving
structures in contact with the ground in that area.
throw succeeds, the spell ends.
The ground in the area becomes difficult terrain. Each
At Higher Levels. When you cast this spell using a
creature on the ground that is concentrating must make a
6th-level spell slot, the duration is concentration, up to 10
Constitution saving throw. On a failed save, the creature’s
minutes. When you use a 7th-level spell slot, the duration
concentration is broken.
is concentration, up to 1 hour. When you use a spell slot
When you cast this spell and at the end of each turn
of 8th level or higher, the duration is concentration, up
you spend concentrating on it, each creature on the
to 8 hours.
ground in the area must make a Dexterity saving throw.
On a failed save, the creature is knocked prone.
Dream
This spell can have additional effects depending on the
5th-level illusion
terrain in the area, as determined by the DM.
Casting Time: 1 minute
Fissures. Fissures open throughout the spell’s area at
Range: Special
the start of your next turn after you cast the spell. A total
Components: V, S, M (a handful of sand, a dab of ink,
of 1d6 such fissures open in locations chosen by the DM.
and a writing quill plucked from a sleeping bird)
Each is 1d10 × 10 feet deep, 10 feet wide, and extends
Duration: 8 hours
from one edge of the spell’s area to the opposite side. A
This spell shapes a creature’s dreams. Choose a creature
creature standing on a spot where a fissure opens must
known to you as the target of this spell. The target must
succeed on a Dexterity saving throw or fall in. A creature
be on the same plane of existence as you. Creatures that
that successfully saves moves with the fissure’s edge
don’t sleep, such as elves, can’t be contacted by this spell.
as it opens.
You, or a willing creature you touch, enters a trance state,
A fissure that opens beneath a structure causes it to
acting as a messenger. While in the trance, the messen-
automatically collapse (see below).
ger is aware of his or her surroundings, but can’t take
Structures. The tremor deals 50 bludgeoning damage
actions or move.
to any structure in contact with the ground in the area
If the target is asleep, the messenger appears in the
when you cast the spell and at the start of each of your
target’s dreams and can converse with the target as long
turns until the spell ends. If a structure drops to 0 hit
as it remains asleep, through the duration of the spell.
points, it collapses and potentially damages nearby crea-
The messenger can also shape the environment of the
tures. A creature within half the distance of a structure’s
dream, creating landscapes, objects, and other images.
height must make a Dexterity saving throw. On a failed
The messenger can emerge from the trance at any time,
save, the creature takes 5d6 bludgeoning damage, is
ending the effect of the spell early. The target recalls the
knocked prone, and is buried in the rubble, requiring a
dream perfectly upon waking. If the target is awake when
DC 20 Strength (Athletics) check as an action to escape.
you cast the spell, the messenger knows it, and can either
The DM can adjust the DC higher or lower, depending on
end the trance (and the spell) or wait for the target to fall
the nature of the rubble. On a successful save, the crea-
asleep, at which point the messenger appears in the tar-
ture takes half as much damage and doesn’t fall prone or
get’s dreams.
become buried.
You can make the messenger appear monstrous and
Etherealness
terrifying to the target. If you do, the messenger can de-
7th-level transmutation
liver a message of no more than ten words and then the
target must make a Wisdom saving throw. On a failed
Casting Time: 1 action
save, echoes of the phantasmal monstrosity spawn a
Range: Self
nightmare that lasts the duration of the target’s sleep and
Components: V, S
prevents the target from gaining any benefit from that
Duration: Up to 8 hours
rest. In addition, when the target wakes up, it takes 3d6
You step into the border regions of the Ethereal Plane, in
psychic damage.
the area where it overlaps with your current plane. You
If you have a body part, lock of hair, clipping from a
remain in the Border Ethereal for the duration or until
nail, or similar portion of the target’s body, the target
you use your action to dismiss the spell. During this time,
makes its saving throw with disadvantage.
you can move in any direction. If you move up or down,
every foot of movement costs an extra foot. You can see
Earthquake
and hear the plane you originated from, but everything
8th-level evocation
there looks gray, and you can’t see anything more than
Casting Time: 1 action
60 feet away.
Range: 500 feet
While on the Ethereal Plane, you can only affect and be
affected by other creatures on that plane. Creatures that
aren’t on the Ethereal Plane can’t perceive you and can’t
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interact with you, unless a special ability or magic has
Finger of Death
given them the ability to do so.
7th-level necromancy
You ignore all objects and effects that aren’t on the
Casting Time: 1 action
Ethereal Plane, allowing you to move through objects you
Range: 60 feet
perceive on the plane you originated from.
Components: V, S
When the spell ends, you immediately return to the
Duration: Instantaneous
plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object
You send negative energy coursing through a creature
or creature when this happens, you are immediately
that you can see within range, causing it searing pain.
shunted to the nearest unoccupied space that you can oc-
The target must make a Constitution saving throw. It
cupy and take force damage equal to twice the number of
takes 7d8 + 30 necrotic damage on a failed save, or half
feet you are moved.
as much damage on a successful one.
This spell has no effect if you cast it while you are on
A humanoid killed by this spell rises at the start of your
the Ethereal Plane or a plane that doesn’t border it, such
next turn as a zombie that is permanently under your
as one of the Outer Planes.
command, following your verbal orders to the best of
At Higher Levels. When you cast this spell using a
its ability.
spell slot of 8th level or higher, you can target up to three
Fireball
willing creatures (including you) for each slot level above
3rd-level evocation
7th. The creatures must be within 10 feet of you when
you cast the spell.
Casting Time: 1 action
Range: 150 feet
Find the Path
Components: V, S, M (a tiny ball of bat guano and sulfur)
6th-level divination
Duration: Instantaneous
Casting Time: 1 minute
A bright streak flashes from your pointing finger to a
Range: Self
point you choose within range and then blossoms with
Components: V, S, M (a set of divinatory tools—such
a low roar into an explosion of flame. Each creature
as bones, ivory sticks, cards, teeth, or carved runes—
in a 20-foot-radius sphere centered on that point must
worth 100 gp and an object from the location you
make a Dexterity saving throw. A target takes 8d6 fire
wish to find)
damage on a failed save, or half as much damage on a
Duration: Concentration, up to 1 day
successful one.
This spell allows you to find the shortest, most direct
The fire spreads around corners. It ignites flammable
physical route to a specific fixed location that you are
objects in the area that aren’t being worn or carried.
familiar with on the same plane of existence. If you name
At Higher Levels. When you cast this spell using a
a destination on another plane of existence, a destination
spell slot of 4th level or higher, the damage increases by
that moves (such as a mobile fortress), or a destination
1d6 for each slot level above 3rd.
that isn’t specific (such as “a green dragon’s lair”), the
Fire Bolt
spell fails.
Evocation cantrip
For the duration, as long as you are on the same plane
of existence as the destination, you know how far it is and
Casting Time: 1 action
in what direction it lies. While you are traveling there,
Range: 120 feet
whenever you are presented with a choice of paths along
Components: V, S
the way, you automatically determine which path is the
Duration: Instantaneous
shortest and most direct route (but not necessarily the
You hurl a mote of fire at a creature or object within
safest route) to the destination.
range. Make a ranged spell attack against the target. On a
hit, the target takes 1d10 fire damage. A flammable object
Faerie Fire
hit by this spell ignites if it isn’t being worn or carried.
1st-level evocation
This spell’s damage increases by 1d10 when you reach
Casting Time: 1 action
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Range: 60 feet
Components: V
Fire Storm
Duration: Concentration, up to 1 minute
7th-level evocation
Each object in a 20-foot cube within range is outlined in
Casting Time: 1 action
blue, green, or violet light (your choice). Any creature in
Range: 150 feet
the area when the spell is cast is also outlined in light if
Components: V, S
it fails a Dexterity saving throw. For the duration, objects
Duration: Instantaneous
and affected creatures shed dim light in a 10-foot radius.
A storm made up of sheets of roaring flame appears in a
Any attack roll against an affected creature or object
location you choose within range. The area of the storm
has advantage if the attacker can see it, and the affected
consists of up to ten 10-foot cubes, which you can ar-
creature or object can’t benefit from being invisible.
range as you wish. Each cube must have at least one face
adjacent to the face of another cube. Each creature in the
area must make a Dexterity saving throw. It takes 7d10
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fire damage on a failed save, or half as much damage on a
Foresight
successful one.
9th-level divination
The fire damages objects in the area and ignites flam-
Casting Time: 1 minute
mable objects that aren’t being worn or carried. If you
Range: Touch
choose, plant life in the area is unaffected by this spell.
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
Flame Strike
5th-level evocation
You touch a willing creature and bestow a limited ability
to see into the immediate future. For the duration, the tar-
Casting Time: 1 action
get can’t be surprised and has advantage on attack rolls,
Range: 60 feet
ability checks, and saving throws. Additionally, other
Components: V, S, M (pinch of sulfur)
creatures have disadvantage on attack rolls against the
Duration: Instantaneous
target for the duration.
A vertical column of divine fire roars down from the
This spell immediately ends if you cast it again before
heavens in a location you specify. Each creature in a
its duration ends.
10-foot-radius, 40-foot-high cylinder centered on a point
within range must make a Dexterity saving throw. A crea-
Freedom of Movement
ture takes 4d6 fire damage and 4d6 radiant damage on a
4th-level abjuration
failed save, or half as much damage on a successful one.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: Touch
spell slot of 6th level or higher, the fire damage or the ra-
Components: V, S, M (a leather strap, bound around the
diant damage (your choice) increases by 1d6 for each slot
arm or a similar appendage)
level above 5th.
Duration: 1 hour
Flaming Sphere
You touch a willing creature. For the duration, the tar-
2nd-level conjuration
get’s movement is unaffected by difficult terrain, and
spells and other magical effects can neither reduce the
Casting Time: 1 action
target’s speed nor cause the target to be paralyzed or
Range: 60 feet
restrained.
Components: V, S, M (a bit of tallow, a pinch of
The target can also spend 5 feet of movement to au-
brimstone, and a dusting of powdered iron)
tomatically escape from nonmagical restraints, such as
Duration: Concentration, up to 1 minute
manacles or a creature that has it grappled. Finally, being
A 5-foot-diameter sphere of fire appears in an unoccupied
underwater imposes no penalties on the target’s move-
space of your choice within range and lasts for the dura-
ment or attacks.
tion. Any creature that ends its turn within 5 feet of the
sphere must make a Dexterity saving throw. The creature
Gate
takes 2d6 fire damage on a failed save, or half as much
9th-level conjuration
damage on a successful one.
Casting Time: 1 action
As a bonus action, you can move the sphere up to 30
Range: 60 feet
feet. If you ram the sphere into a creature, that creature
Components: V, S, M (a diamond worth at least 5,000 gp)
must make the saving throw against the sphere’s dam-
Duration: Concentration, up to 1 minute
age, and the sphere stops moving this turn.
When you move the sphere, you can direct it over bar-
You conjure a portal linking an unoccupied space you can
riers up to 5 feet tall and jump it across pits up to 10 feet
see within range to a precise location on a different plane
wide. The sphere ignites flammable objects not being
of existence. The portal is a circular opening, which you
worn or carried, and it sheds bright light in a 20-foot ra-
can make 5 to 20 feet in diameter. You can orient the
dius and dim light for an additional 20 feet.
portal in any direction you choose. The portal lasts for
At Higher Levels. When you cast this spell using a
the duration.
spell slot of 3rd level or higher, the damage increases by
The portal has a front and a back on each plane where
1d6 for each slot level above 2nd.
it appears. Travel through the portal is possible only by
moving through its front. Anything that does so is in-
Fly
stantly transported to the other plane, appearing in the
3rd-level transmutation
unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals
Casting Time: 1 action
created by this spell from opening in their presence or
Range: Touch
anywhere within their domains.
Components: V, S, M (a wing feather from any bird)
When you cast this spell, you can speak the name of a
Duration: Concentration, up to 10 minutes
specific creature (a pseudonym, title, or nickname doesn’t
You touch a willing creature. The target gains a flying
work). If that creature is on a plane other than the one
speed of 60 feet for the duration. When the spell ends, the
you are on, the portal opens in the named creature’s im-
target falls if it is still aloft, unless it can stop the fall.
mediate vicinity and draws the creature through it to the
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can target one addi-
tional creature for each slot level above 3rd.
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nearest unoccupied space on your side of the portal. You
Components: V
gain no special power over the creature, and it is free to
Duration: 8 hours
act as the DM deems appropriate. It might leave, attack
A Large spectral guardian appears and hovers for the
you, or help you.
duration in an unoccupied space of your choice that you
can see within range. The guardian occupies that space
Globe of Invulnerability
and is indistinct except for a gleaming sword and shield
6th-level abjuration
emblazoned with the symbol of your deity.
Casting Time: 1 action
Any creature hostile to you that moves to a space
Range: Self (10-foot radius)
within 10 feet of the guardian for the first time on a turn
Components: V, S, M (a glass or crystal bead that
must succeed on a Dexterity saving throw. The creature
shatters when the spell ends)
takes 20 radiant damage on a failed save, or half as much
Duration: Concentration, up to 1 minute
damage on a successful one. The guardian vanishes
An immobile, faintly shimmering barrier springs into
when it has dealt a total of 60 damage.
existence in a 10-foot radius around you and remains for
Guidance
the duration.
Divination cantrip
Any spell of 5th level or lower cast from outside the
barrier can’t affect creatures or objects within it, even
Casting Time: 1 action
if the spell is cast using a higher level spell slot. Such a
Range: Touch
spell can target creatures and objects within the barrier,
Components: V, S
but the spell has no effect on them. Similarly, the area
Duration: Concentration, up to 1 minute
within the barrier is excluded from the areas affected by
You touch one willing creature. Once before the spell
such spells.
ends, the target can roll a d4 and add the number rolled
At Higher Levels. When you cast this spell using a
to one ability check of its choice. It can roll the die before
spell slot of 7th level or higher, the barrier blocks spells of
or after making the ability check. The spell then ends.
one level higher for each slot level above 6th.
Guiding Bolt
Greater Invisibility
1st-level evocation
4th-level illusion
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: Touch
Components: V, S
Components: V, S
Duration: 1 round
Duration: Concentration, up to 1 minute
A flash of light streaks toward a creature of your choice
You or a creature you touch becomes invisible until the
within range. Make a ranged spell attack against the tar-
spell ends. Anything the target is wearing or carrying is
get. On a hit, the target takes 4d6 radiant damage, and
invisible as long as it is on the target’s person.
the next attack roll made against this target before the
end of your next turn has advantage, thanks to the mysti-
Greater Restoration
cal dim light glittering on the target until then.
5th-level abjuration
At Higher Levels. When you cast this spell using a
Casting Time: 1 action
spell slot of 2nd level or higher, the damage increases by
Range: Touch
1d6 for each slot level above 1st.
Components: V, S, M (diamond dust worth at least 100
gp, which the spell consumes)
Harm
Duration: Instantaneous
6th-level necromancy
You imbue a creature you touch with positive energy to
Casting Time: 1 action
undo a debilitating effect. You can reduce the target’s
Range: 60 feet
exhaustion level by one, or end one of the following
Components: V, S
effects on the target:
Duration: Instantaneous
• One effect that charmed or petrified the target
You unleash a virulent disease on a creature that you can
• One curse, including the target’s attunement to a
see within range. The target must make a Constitution
cursed magic item
saving throw. On a failed save, it takes 14d6 necrotic
• Any reduction to one of the target’s ability scores
damage, or half as much damage on a successful save.
• One effect reducing the target’s hit point maximum
The damage can’t reduce the target’s hit points below 1.
If the target fails the saving throw, its hit point maximum
Guardian of Faith
is reduced for 1 hour by an amount equal to the necrotic
4th-level conjuration
damage it took. Any effect that removes a disease allows
Casting Time: 1 action
a creature’s hit point maximum to return to normal be-
Range: 30 feet
fore that time passes.
Haste
3rd-level transmutation
Casting Time: 1 action
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Range: 30 feet
gains the same number of hit points. These benefits last
Components: V, S, M (a shaving of licorice root)
for 24 hours.
Duration: Concentration, up to 1 minute
Hold Person
Choose a willing creature that you can see within range.
2nd-level enchantment
Until the spell ends, the target’s speed is doubled, it gains
a +2 bonus to AC, it has advantage on Dexterity saving
Casting Time: 1 action
throws, and it gains an additional action on each of its
Range: 60 feet
turns. That action can be used only to take the Attack
Components: V, S, M (a small, straight piece of iron)
(one weapon attack only), Dash, Disengage, Hide, or Use
Duration: Concentration, up to 1 minute
an Object action.
Choose a humanoid that you can see within range. The
When the spell ends, the target can’t move or take
target must succeed on a Wisdom saving throw or be
actions until after its next turn, as a wave of lethargy
paralyzed for the duration. At the end of each of its turns,
sweeps over it.
the target can make another Wisdom saving throw. On a
success, the spell ends on the target.
Heal
At Higher Levels. When you cast this spell using a
6th-level evocation
spell slot of 3rd level or higher, you can target one ad-
Casting Time: 1 action
ditional humanoid for each slot level above 2nd. The
Range: 60 feet
humanoids must be within 30 feet of each other when
Components: V, S
you target them.
Duration: Instantaneous
Holy Aura
Choose a creature that you can see within range. A surge
8th-level abjuration
of positive energy washes through the creature, causing
Casting Time: 1 action
it to regain 70 hit points. This spell also ends blindness,
Range: Self
deafness, and any diseases affecting the target. This spell
Components: V, S, M (a tiny reliquary worth at least
has no effect on constructs or undead.
1,000 gp containing a sacred relic, such as a scrap of
At Higher Levels. When you cast this spell using a
cloth from a saint’s robe or a piece of parchment from a
spell slot of 7th level or higher, the amount of healing in-
religious text)
creases by 10 for each slot level above 6th.
Duration: Concentration, up to 1 minute
Healing Word
Divine light washes out from you and coalesces in a soft
1st-level evocation
radiance in a 30-foot radius around you. Creatures of
Casting Time: 1 bonus action
your choice in that radius when you cast this spell shed
Range: 60 feet
dim light in a 5-foot radius and have advantage on all
Components: V
saving throws, and other creatures have disadvantage on
Duration: Instantaneous
attack rolls against them until the spell ends. In addition,
when a fiend or an undead hits an affected creature with
A creature of your choice that you can see within range
a melee attack, the aura flashes with brilliant light. The
regains hit points equal to 1d4 + your spellcasting
attacker must succeed on a Constitution saving throw or
ability modifier. This spell has no effect on undead or
be blinded until the spell ends.
constructs.
At Higher Levels. When you cast this spell using a
Ice Storm
spell slot of 2nd level or higher, the healing increases by
4th-level evocation
1d4 for each slot level above 1st.
Casting Time: 1 action
Heroes’ Feast
Range: 300 feet
6th-level conjuration
Components: V, S, M (a pinch of dust and a few
drops of water)
Casting Time: 10 minutes
Duration: Instantaneous
Range: 30 feet
Components: V, S , M (a gem-encrusted bowl worth at
A hail of rock-hard ice pounds to the ground in a
least 1,000 gp, which the spell consumes)
20-foot-radius, 40-foot-high cylinder centered on a point
Duration: Instantaneous
within range. Each creature in the cylinder must make a
Dexterity saving throw. A creature takes 2d8 bludgeon-
You bring forth a great feast, including magnificent food
ing damage and 4d6 cold damage on a failed save, or half
and drink. The feast takes 1 hour to consume and disap-
as much damage on a successful one.
pears at the end of that time, and the beneficial effects
Hailstones turn the storm’s area of effect into difficult
don’t set in until this hour is over. Up to twelve creatures
terrain until the end of your next turn.
can partake of the feast.
At Higher Levels. When you cast this spell using a
A creature that partakes of the feast gains several
spell slot of 5th level or higher, the bludgeoning damage
benefits. The creature is cured of all diseases and poi-
increases by 1d8 for each slot level above 4th.
son, becomes immune to poison and being frightened,
and makes all Wisdom saving throws with advantage.
Its hit point maximum also increases by 2d10, and it
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Identify
in), but nothing else can pass through, even by means of
1st-level divination (ritual)
teleportation or planar travel. The gemstone can’t be cut
or broken while the spell remains in effect.
Casting Time: 1 minute
The special component for this version of the spell is
Range: Touch
a large, transparent gemstone, such as a corundum, dia-
Components: V, S, M (a pearl worth at least 100 gp and
mond, or ruby.
an owl feather)
Slumber. The target falls asleep and can’t be awoken.
Duration: Instantaneous
The special component for this version of the spell con-
You choose one object that you must touch throughout
sists of rare soporific herbs.
the casting of the spell. If it is a magic item or some other
Ending the Spell. During the casting of the spell, in
magic-imbued object, you learn its properties and how to
any of its versions, you can specify a condition that will
use them, whether it requires attunement to use, and how
cause the spell to end and release the target. The con-
many charges it has, if any. You learn whether any spells
dition can be as specific or as elaborate as you choose,
are affecting the item and what they are. If the item was
but the DM must agree that the condition is reasonable
created by a spell, you learn which spell created it.
and has a likelihood of coming to pass. The conditions
If you instead touch a creature throughout the casting,
can be based on a creature’s name, identity, or deity but
you learn what spells, if any, are currently affecting it.
otherwise must be based on observable actions or qual-
ities and not based on intangibles such as level, class, or
Imprisonment
hit points.
9th-level abjuration
A dispel magic spell can end the spell only if it is cast as
Casting Time: 1 minute
a 9th-level spell, targeting either the prison or the special
Range: 30 feet
component used to create it.
Components: V, S, M (a vellum depiction or a carved
You can use a particular special component to create
statuette in the likeness of the target, and a special
only one prison at a time. If you cast the spell again using
component that varies according to the version of the
the same component, the target of the first casting is im-
spell you choose, worth at least 500 gp per Hit Die
mediately freed from its binding.
of the target)
Inflict Wounds
Duration: Until dispelled
1st-level necromancy
You create a magical restraint to hold a creature that you
Casting Time: 1 action
can see within range. The target must succeed on a Wis-
Range: Touch
dom saving throw or be bound by the spell; if it succeeds,
Components: V, S
it is immune to this spell if you cast it again. While af-
Duration: Instantaneous
fected by this spell, the creature doesn’t need to breathe,
eat, or drink, and it doesn’t age. Divination spells can’t
Make a melee spell attack against a creature you can
locate or perceive the target.
reach. On a hit, the target takes 3d10 necrotic damage.
When you cast the spell, you choose one of the follow-
At Higher Levels. When you cast this spell using a
ing forms of imprisonment.
spell slot of 2nd level or higher, the damage increases by
Burial. The target is entombed far beneath the earth in
1d10 for each slot level above 1st.
a sphere of magical force that is just large enough to con-
tain the target. Nothing can pass through the sphere, nor
Invisibility
can any creature teleport or use planar travel to get into
2nd-level illusion
or out of it.
Casting Time: 1 action
The special component for this version of the spell is a
Range: Touch
small mithral orb.
Components: V, S, M (an eyelash encased in gum arabic)
Chaining. Heavy chains, firmly rooted in the ground,
Duration: Concentration, up to 1 hour
hold the target in place. The target is restrained until the
A creature you touch becomes invisible until the spell
spell ends, and it can’t move or be moved by any means
ends. Anything the target is wearing or carrying is invis-
until then.
ible as long as it is on the target’s person. The spell ends
The special component for this version of the spell is a
for a target that attacks or casts a spell.
fine chain of precious metal.
At Higher Levels. When you cast this spell using a
Hedged Prison. The spell transports the target into a
spell slot of 3rd level or higher, you can target one addi-
tiny demiplane that is warded against teleportation and
tional creature for each slot level above 2nd.
planar travel. The demiplane can be a labyrinth, a cage,
a tower, or any similar confined structure or area of
Knock
your choice.
2nd-level transmutation
The special component for this version of the spell is a
miniature representation of the prison made from jade.
Casting Time: 1 action
Minimus Containment. The target shrinks to a height
Range: 60 feet
of 1 inch and is imprisoned inside a gemstone or similar
Components: V
object. Light can pass through the gemstone normally
Duration: Instantaneous
(allowing the target to see out and other creatures to see
Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles, a
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padlock, or another object that contains a mundane or
If you target an object held or worn by a hostile crea-
magical means that prevents access.
ture, that creature must succeed on a Dexterity saving
A target that is held shut by a mundane lock or that
throw to avoid the spell.
is stuck or barred becomes unlocked, unstuck, or un-
Lightning Bolt
barred. If the object has multiple locks, only one of them
is unlocked.
3rd-level evocation
If you choose a target that is held shut with arcane lock,
Casting Time: 1 action
that spell is suppressed for 10 minutes, during which
Range: Self (100-foot line)
time the target can be opened and shut normally.
Components: V, S, M (a bit of fur and a rod of amber,
When you cast the spell, a loud knock, audible from as
crystal, or glass)
far away as 300 feet, emanates from the target object.
Duration: Instantaneous
Lesser Restoration
A stroke of lightning forming a line 100 feet long and 5
feet wide blasts out from you in a direction you choose.
2nd-level abjuration
Each creature in the line must make a Dexterity saving
Casting Time: 1 action
throw. A creature takes 8d6 lightning damage on a failed
Range: Touch
save, or half as much damage on a successful one.
Components: V, S
The lightning ignites flammable objects in the area that
Duration: Instantaneous
aren’t being worn or carried.
You touch a creature and can end either one disease or
At Higher Levels. When you cast this spell using a
one condition afflicting it. The condition can be blinded,
spell slot of 4th level or higher, the damage increases by
deafened, paralyzed, or poisoned.
1d6 for each slot level above 3rd.
Levitate
Locate Creature
2nd-level transmutation
4th-level divination
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: Self
Components: V, S, M (either a small leather loop or a
Components: V, S, M (a bit of fur from a bloodhound)
piece of golden wire bent into a cup shape with a long
Duration: Concentration, up to 1 hour
shank on one end)
Describe or name a creature that is familiar to you. You
Duration: Concentration, up to 10 minutes
sense the direction to the creature’s location, as long as
One creature or loose object of your choice that you
that creature is within 1,000 feet of you. If the creature is
can see within range rises vertically, up to 20 feet, and
moving, you know the direction of its movement.
remains suspended there for the duration. The spell
The spell can locate a specific creature known to
can levitate a target that weighs up to 500 pounds. An
you, or the nearest creature of a specific kind (such as
unwilling creature that succeeds on a Constitution saving
a human or a unicorn), so long as you have seen such a
throw is unaffected.
creature up close—within 30 feet—at least once. If the
The target can move only by pushing or pulling against
creature you described or named is in a different form,
a fixed object or surface within reach (such as a wall or
such as being under the effects of a polymorph spell, this
a ceiling), which allows it to move as if it were climbing.
spell doesn’t locate the creature.
You can change the target’s altitude by up to 20 feet in
This spell can’t locate a creature if running water at
either direction on your turn. If you are the target, you
least 10 feet wide blocks a direct path between you and
can move up or down as part of your move. Otherwise,
the creature.
you can use your action to move the target, which must
remain within the spell’s range.
Mage Armor
When the spell ends, the target floats gently to the
1st-level abjuration
ground if it is still aloft.
Casting Time: 1 action
Range: Touch
Light
Components: V, S, M (a piece of cured leather)
Evocation cantrip
Duration: 8 hours
Casting Time: 1 action
You touch a willing creature who isn’t wearing armor,
Range: Touch
and a protective magical force surrounds it until the spell
Components: V, M (a firefly or phosphorescent moss)
ends. The target’s base AC becomes 13 + its Dexterity
Duration: 1 hour
modifier. The spell ends if the target dons armor or if you
You touch one object that is no larger than 10 feet in any
dismiss the spell as an action.
dimension. Until the spell ends, the object sheds bright
Mage Hand
light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
Conjuration cantrip
covering the object with something opaque blocks the
Casting Time: 1 action
light. The spell ends if you cast it again or dismiss it as
Range: 30 feet
an action.
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Components: V, S
spot within range. As the image changes location, you
Duration: 1 minute
can alter its appearance so that its movements appear
natural for the image. For example, if you create an im-
A spectral, floating hand appears at a point you choose
age of a creature and move it, you can alter the image so
within range. The hand lasts for the duration or until
that it appears to be walking. Similarly, you can cause the
you dismiss it as an action. The hand vanishes if it is
illusion to make different sounds at different times, even
ever more than 30 feet away from you or if you cast this
making it carry on a conversation, for example.
spell again.
Physical interaction with the image reveals it to be an
You can use your action to control the hand. You can
illusion, because things can pass through it. A creature
use the hand to manipulate an object, open an unlocked
that uses its action to examine the image can determine
door or container, stow or retrieve an item from an open
that it is an illusion with a successful Intelligence (Inves-
container, or pour the contents out of a vial. You can
tigation) check against your spell save DC. If a creature
move the hand up to 30 feet each time you use it.
discerns the illusion for what it is, the creature can see
The hand can’t attack, activate magic items, or carry
through the image, and its other sensory qualities be-
more than 10 pounds.
come faint to the creature.
Magic Missile
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the spell lasts until dis-
1st-level evocation
pelled, without requiring your concentration.
Casting Time: 1 action
Range: 120 feet
Mass Cure Wounds
Components: V, S
5th-level evocation
Duration: Instantaneous
Casting Time: 1 action
You create three glowing darts of magical force. Each
Range: 60 feet
dart hits a creature of your choice that you can see within
Components: V, S
range. A dart deals 1d4 + 1 force damage to its target.
Duration: Instantaneous
The darts all strike simultaneously, and you can direct
A wave of healing energy washes out from a point of
them to hit one creature or several.
your choice within range. Choose up to six creatures
At Higher Levels. When you cast this spell using a
in a 30-foot-radius sphere centered on that point. Each
spell slot of 2nd level or higher, the spell creates one
target regains hit points equal to 3d8 + your spellcasting
more dart for each slot level above 1st.
ability modifier. This spell has no effect on undead or
Magic Weapon
constructs.
At Higher Levels. When you cast this spell using a
2nd-level transmutation
spell slot of 6th level or higher, the healing increases by
Casting Time: 1 bonus action
1d8 for each slot level above 5th.
Range: Touch
Components: V, S
Mass Heal
Duration: Concentration, up to 1 hour
9th-level evocation
You touch a nonmagical weapon. Until the spell ends,
Casting Time: 1 action
that weapon becomes a magic weapon with a +1 bonus to
Range: 60 feet
attack rolls and damage rolls.
Components: V, S
At Higher Levels. When you cast this spell using a
Duration: Instantaneous
spell slot of 4th level or higher, the bonus increases to +2.
A flood of healing energy flows from you into injured
When you use a spell slot of 6th level or higher, the bonus
creatures around you. You restore up to 700 hit points, di-
increases to +3.
vided as you choose among any number of creatures that
Major Image
you can see within range. Creatures healed by this spell
are also cured of all diseases and any effect making them
3rd-level illusion
blinded or deafened. This spell has no effect on undead
Casting Time: 1 action
or constructs.
Range: 120 feet
Components: V, S, M (a bit of fleece)
Mass Healing Word
Duration: Concentration, up to 10 minutes
3rd-level evocation
You create the image of an object, a creature, or some
Casting Time: 1 bonus action
other visible phenomenon that is no larger than a 20-
Range: 60 feet
foot cube. The image appears at a spot that you can see
Components: V
within range and lasts for the duration. It seems com-
Duration: Instantaneous
pletely real, including sounds, smells, and temperature
As you call out words of restoration, up to six creatures
appropriate to the thing depicted. You can’t create suffi-
of your choice that you can see within range regain hit
cient heat or cold to cause damage, a sound loud enough
points equal to 1d4 + your spellcasting ability modifier.
to deal thunder damage or deafen a creature, or a smell
This spell has no effect on undead or constructs.
that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can
use your action to cause the image to move to any other
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At Higher Levels. When you cast this spell using a
Components: V, S
spell slot of 4th level or higher, the healing increases by
Duration: Instantaneous
1d4 for each slot level above 3rd.
Blazing orbs of fire plummet to the ground at four differ-
ent points you can see within range. Each creature in a
Mass Suggestion
40-foot-radius sphere centered on each point you choose
6th-level enchantment
must make a Dexterity saving throw. The sphere spreads
Casting Time: 1 action
around corners. A creature takes 20d6 fire damage and
Range: 60 feet
20d6 bludgeoning damage on a failed save, or half as
Components: V, M (a snake’s tongue and either a bit of
much damage on a successful one. A creature in the area
honeycomb or a drop of sweet oil)
of more than one fiery burst is affected only once.
Duration: 24 hours
The spell damages objects in the area and ignites flam-
You suggest a course of activity (limited to a sentence
mable objects that aren’t being worn or carried.
or two) and magically influence up to twelve creatures
Minor Illusion
of your choice that you can see within range and that
Illusion cantrip
can hear and understand you. Creatures that can’t be
charmed are immune to this effect. The suggestion must
Casting Time: 1 action
be worded in such a manner as to make the course of
Range: 30 feet
action sound reasonable. Asking the creature to stab it-
Components: S, M (a bit of fleece)
self, throw itself onto a spear, immolate itself, or do some
Duration: 1 minute
other obviously harmful act automatically negates the
You create a sound or an image of an object within range
effect of the spell.
that lasts for the duration. The illusion also ends if you
Each target must make a Wisdom saving throw. On a
dismiss it as an action or cast this spell again.
failed save, it pursues the course of action you described
If you create a sound, its volume can range from a
to the best of its ability. The suggested course of action
whisper to a scream. It can be your voice, someone else’s
can continue for the entire duration. If the suggested ac-
voice, a lion’s roar, a beating of drums, or any other sound
tivity can be completed in a shorter time, the spell ends
you choose. The sound continues unabated throughout
when the subject finishes what it was asked to do.
the duration, or you can make discrete sounds at different
You can also specify conditions that will trigger a spe-
times before the spell ends.
cial activity during the duration. For example, you might
If you create an image of an object—such as a chair,
suggest that a group of soldiers give all their money to the
muddy footprints, or a small chest—it must be no larger
first beggar they meet. If the condition isn’t met before
than a 5-foot cube. The image can’t create sound, light,
the spell ends, the activity isn’t performed.
smell, or any other sensory effect. Physical interaction
If you or any of your companions damage a creature
with the image reveals it to be an illusion, because things
affected by this spell, the spell ends for that creature.
can pass through it.
At Higher Levels. When you cast this spell using a 7th-
If a creature uses its action to examine the sound or im-
level spell slot, the duration is 10 days. When you use an
age, the creature can determine that it is an illusion with
8th-level spell slot, the duration is 30 days. When you use
a successful Intelligence (Investigation) check against
a 9th-level spell slot, the duration is a year and a day.
your spell save DC. If a creature discerns the illusion for
what it is, the illusion becomes faint to the creature.
Maze
8th-level conjuration
Misty Step
Casting Time: 1 action
2nd-level conjuration
Range: 60 feet
Casting Time: 1 bonus action
Components: V, S
Range: Self
Duration: Concentration, up to 10 minutes
Components: V
You banish a creature that you can see within range into
Duration: Instantaneous
a labyrinthine demiplane. The target remains there for
Briefly surrounded by silvery mist, you teleport up to 30
the duration or until it escapes the maze.
feet to an unoccupied space that you can see.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence check. If
Mordenkainen’s Sword
it succeeds, it escapes, and the spell ends (a minotaur or
7th-level evocation
goristro demon automatically succeeds).
Casting Time: 1 action
When the spell ends, the target reappears in the space
Range: 60 feet
it left or, if that space is occupied, in the nearest unoccu-
Components: V, S, M (a miniature platinum sword with a
pied space.
grip and pommel of copper and zinc, worth 250 gp)
Meteor Swarm
Duration: Concentration, up to 1 minute
9th-level evocation
You create a sword-shaped plane of force that hovers
Casting Time: 1 action
within range. It lasts for the duration.
Range: 1 mile
When the sword appears, you make a melee spell at-
tack against a target of your choice within 5 feet of the
sword. On a hit, the target takes 3d10 force damage.
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Until the spell ends, you can use a bonus action on each
Components: V
of your turns to move the sword up to 20 feet to a spot
Duration: Instantaneous
you can see and repeat this attack against the same tar-
You utter a word of power that can compel one creature
get or a different one.
you can see within range to die instantly. If the creature
you choose has 100 hit points or fewer, it dies. Otherwise,
Otto’s Irresistible Dance
the spell has no effect.
6th-level enchantment
Casting Time: 1 action
Power Word Stun
Range: 30 feet
8th-level enchantment
Components: V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 60 feet
Choose one creature that you can see within range. The
Components: V
target begins a comic dance in place: shuffling, tapping
Duration: Instantaneous
its feet, and capering for the duration. Creatures that
You speak a word of power that can overwhelm the mind
can’t be charmed are immune to this spell.
of one creature you can see within range, leaving it dumb-
A dancing creature must use all its movement to dance
founded. If the target has 150 hit points or fewer, it is
without leaving its space and has disadvantage on Dex-
stunned. Otherwise, the spell has no effect.
terity saving throws and attack rolls. While the target is
The stunned target must make a Constitution saving
affected by this spell, other creatures have advantage on
throw at the end of each of its turns. On a successful
attack rolls against it. As an action, a dancing creature
save, this stunning effect ends.
makes a Wisdom saving throw to regain control of itself.
On a successful save, the spell ends.
Prayer of Healing
2nd-level evocation
Passwall
Casting Time: 10 minutes
5th-level transmutation
Range: 30 feet
Casting Time: 1 action
Components: V
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
Up to six creatures of your choice that you can see within
range each regain hit points equal to 2d8 + your spellcast-
A passage appears at a point of your choice that you can
ing ability modifier. This spell has no effect on undead or
see on a wooden, plaster, or stone surface (such as a wall,
constructs.
a ceiling, or a floor) within range, and lasts for the dura-
At Higher Levels. When you cast this spell using a
tion. You choose the opening’s dimensions: up to 5 feet
spell slot of 3rd level or higher, the healing increases by
wide, 8 feet tall, and 20 feet deep. The passage creates no
1d8 for each slot level above 2nd.
instability in a structure surrounding it.
Prestidigitation
When the opening disappears, any creatures or objects
still in the passage created by the spell are safely ejected
Transmutation cantrip
to an unoccupied space nearest to the surface on which
Casting Time: 1 action
you cast the spell.
Range: 10 feet
Poison Spray
Components: V, S
Duration: Up to 1 hour
Conjuration cantrip
Casting Time: 1 action
This spell is a minor magical trick that novice
Range: 10 feet
spellcasters use for practice. You create one of the
Components: V, S
following magical effects within range:
Duration: Instantaneous
• You create an instantaneous, harmless sensory effect,
You extend your hand toward a creature you can see
such as a shower of sparks, a puff of wind, faint musical
within range and project a puff of noxious gas from your
notes, or an odd odor.
palm. The creature must succeed on a Constitution sav-
• You instantaneously light or snuff out a candle, a torch,
ing throw or take 1d12 poison damage.
or a small campfire.
This spell’s damage increases by 1d12 when you reach
• You instantaneously clean or soil an object no larger
5th level (2d12), 11th level (3d12), and 17th level (4d12).
than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving
Power Word Kill
material for 1 hour.
9th-level enchantment
• You make a color, a small mark, or a symbol appear on
an object or a surface for 1 hour.
Casting Time: 1 action
• You create a nonmagical trinket or an illusory image
Range: 60 feet
that can fit in your hand and that lasts until the end of
your next turn.
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If you cast this spell multiple times, you can have up to
Components: V, S, M (a prayer wheel and holy water)
three of its non-instantaneous effects active at a time, and
Duration: 1 hour
you can dismiss such an effect as an action.
You touch a creature and stimulate its natural healing
ability. The target regains 4d8 + 15 hit points. For the
Protection from Energy
duration of the spell, the target regains 1 hit point at the
3rd-level abjuration
start of each of its turns (10 hit points each minute).
Casting Time: 1 action
The target’s severed body members (fingers, legs, tails,
Range: Touch
and so on), if any, are restored after 2 minutes. If you
Components: V, S
have the severed part and hold it to the stump, the spell
Duration: Concentration, up to 1 hour
instantaneously causes the limb to knit to the stump.
For the duration, the willing creature you touch has resis-
Remove Curse
tance to one damage type of your choice: acid, cold, fire,
3rd-level abjuration
lightning, or thunder.
Casting Time: 1 action
Raise Dead
Range: Touch
5th-level necromancy
Components: V, S
Casting Time: 1 hour
Duration: Instantaneous
Range: Touch
At your touch, all curses affecting one creature or object
Components: V, S, M (a diamond worth at least 500 gp,
end. If the object is a cursed magic item, its curse re-
which the spell consumes)
mains, but the spell breaks its owner’s attunement to the
Duration: Instantaneous
object so it can be removed or discarded.
You return a dead creature you touch to life, provided that
Resistance
it has been dead no longer than 10 days. If the creature’s
Abjuration cantrip
soul is both willing and at liberty to rejoin the body, the
creature returns to life with 1 hit point.
Casting Time: 1 action
This spell also neutralizes any poisons and cures
Range: Touch
nonmagical diseases that affected the creature at the
Components: V, S, M (a miniature cloak)
time it died. This spell doesn’t, however, remove magical
Duration: Concentration, up to 1 minute
diseases, curses, or similar effects; if these aren’t first re-
You touch one willing creature. Once before the spell
moved prior to casting the spell, they take effect when the
ends, the target can roll a d4 and add the number rolled
creature returns to life. The spell can’t return an undead
to one saving throw of its choice. It can roll the die before
creature to life.
or after making the saving throw. The spell then ends.
This spell closes all mortal wounds, but it doesn’t re-
store missing body parts. If the creature is lacking body
Resurrection
parts or organs integral for its survival—its head, for in-
7th-level necromancy
stance—the spell automatically fails.
Casting Time: 1 hour
Coming back from the dead is an ordeal. The target
Range: Touch
takes a −4 penalty to all attack rolls, saving throws, and
Components: V, S, M (a diamond worth at least 1,000 gp,
ability checks. Every time the target finishes a long rest,
which the spell consumes)
the penalty is reduced by 1 until it disappears.
Duration: Instantaneous
Ray of Frost
You touch a dead creature that has been dead for no more
Evocation cantrip
than a century, that didn’t die of old age, and that isn’t
Casting Time: 1 action
undead. If its soul is free and willing, the target returns to
Range: 60 feet
life with all its hit points.
Components: V, S
This spell neutralizes any poisons and cures normal
Duration: Instantaneous
diseases afflicting the creature when it died. It doesn’t,
however, remove magical diseases, curses, and the like; if
A frigid beam of blue-white light streaks toward a crea-
such effects aren’t removed prior to casting the spell, they
ture within range. Make a ranged spell attack against the
afflict the target on its return to life.
target. On a hit, it takes 1d8 cold damage, and its speed is
This spell closes all mortal wounds and restores any
reduced by 10 feet until the start of your next turn.
missing body parts.
The spell’s damage increases by 1d8 when you reach
Coming back from the dead is an ordeal. The target
5th level (2d8), 11th level (3d8), and 17th level (4d8).
takes a −4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest,
Regenerate
the penalty is reduced by 1 until it disappears.
7th-level transmutation
Casting this spell to restore life to a creature that has
Casting Time: 1 minute
been dead for one year or longer taxes you greatly. Until
Range: Touch
you finish a long rest, you can’t cast spells again, and you
have disadvantage on all attack rolls, ability checks, and
saving throws.
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Revivify
At Higher Levels. When you cast this spell using a
3rd-level necromancy
spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Casting Time: 1 action
Range: Touch
Shield
Components: V, S, M (diamonds worth 300 gp, which the
1st-level abjuration
spell consumes)
Casting Time: 1 reaction, which you take when you are
Duration: Instantaneous
hit by an attack or targeted by the magic missile spell
You touch a creature that has died within the last minute.
Range: Self
That creature returns to life with 1 hit point. This spell
Components: V, S
can’t return to life a creature that has died of old age, nor
Duration: 1 round
can it restore any missing body parts.
An invisible barrier of magical force appears and protects
Sacred Flame
you. Until the start of your next turn, you have a +5 bonus
Evocation cantrip
to AC, including against the triggering attack, and you
take no damage from magic missile.
Casting Time: 1 action
Range: 60 feet
Shield of Faith
Components: V, S
1st-level abjuration
Duration: Instantaneous
Casting Time: 1 bonus action
Flame-like radiance descends on a creature that you can
Range: 60 feet
see within range. The target must succeed on a Dexterity
Components: V, S, M (a small parchment with a bit of
saving throw or take 1d8 radiant damage. The target
holy text written on it)
gains no benefit from cover for this saving throw.
Duration: Concentration, up to 10 minutes
The spell’s damage increases by 1d8 when you reach
A shimmering field appears and surrounds a creature of
5th level (2d8), 11th level (3d8), and 17th level (4d8).
your choice within range, granting it a +2 bonus to AC for
Sanctuary
the duration.
1st-level abjuration
Shocking Grasp
Casting Time: 1 bonus action
Evocation cantrip
Range: 30 feet
Casting Time: 1 action
Components: V, S, M (a small silver mirror)
Range: Touch
Duration: 1 minute
Components: V, S
You ward a creature within range against attack. Until
Duration: Instantaneous
the spell ends, any creature who targets the warded crea-
ture with an attack or a harmful spell must first make a
Lightning springs from your hand to deliver a shock to
Wisdom saving throw. On a failed save, the creature must
a creature you try to touch. Make a melee spell attack
choose a new target or lose the attack or spell. This spell
against the target. You have advantage on the attack roll
doesn’t protect the warded creature from area effects,
if the target is wearing armor made of metal. On a hit, the
such as the explosion of a fireball.
target takes 1d8 lightning damage, and it can’t take reac-
If the warded creature makes an attack, casts a spell
tions until the start of its next turn.
that affects an enemy, or deals damage to another crea-
The spell’s damage increases by 1d8 when you reach
ture, this spell ends.
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Silence
Shatter
2nd-level illusion (ritual)
2nd-level evocation
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: 120 feet
Components: V, S, M (a chip of mica)
Components: V, S
Duration: Instantaneous
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass
A sudden loud ringing noise, painfully intense, erupts
through a 20-foot-radius sphere centered on a point you
from a point of your choice within range. Each creature
choose within range. Any creature or object entirely
in a 10-foot-radius sphere centered on that point must
inside the sphere is immune to thunder damage, and
make a Constitution saving throw. A creature takes 3d8
creatures are deafened while entirely inside it. Casting
thunder damage on a failed save, or half as much damage
a spell that includes a verbal component is impos-
on a successful one. A creature made of inorganic mate-
sible there.
rial such as stone, crystal, or metal has disadvantage on
this saving throw.
Silent Image
A nonmagical object that isn’t being worn or carried
1st-level illusion
also takes the damage if it’s in the spell’s area.
Casting Time: 1 action
Range: 60 feet
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Components: V, S, M (a bit of fleece)
Components: V, S, M (burning incense)
Duration: Concentration, up to 10 minutes
Duration: 10 minutes
You create the image of an object, a creature, or some
You grant the semblance of life and intelligence to a
other visible phenomenon that is no larger than a 15-foot
corpse of your choice within range, allowing it to answer
cube. The image appears at a spot within range and lasts
the questions you pose. The corpse must still have a
for the duration. The image is purely visual; it isn’t accom-
mouth and can’t be undead. The spell fails if the corpse
panied by sound, smell, or other sensory effects.
was the target of this spell within the last 10 days.
You can use your action to cause the image to move to
Until the spell ends, you can ask the corpse up to five
any spot within range. As the image changes location,
questions. The corpse knows only what it knew in life, in-
you can alter its appearance so that its movements ap-
cluding the languages it knew. Answers are usually brief,
pear natural for the image. For example, if you create an
cryptic, or repetitive, and the corpse is under no compul-
image of a creature and move it, you can alter the image
sion to offer a truthful answer if you are hostile to it or it
so that it appears to be walking.
recognizes you as an enemy. This spell doesn’t return the
Physical interaction with the image reveals it to be an
creature’s soul to its body, only its animating spirit. Thus,
illusion, because things can pass through it. A creature
the corpse can’t learn new information, doesn’t compre-
that uses its action to examine the image can determine
hend anything that has happened since it died, and can’t
that it is an illusion with a successful Intelligence (Inves-
speculate about future events.
tigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see
Spider Climb
through the image.
2nd-level transmutation
Casting Time: 1 action
Sleep
Range: Touch
1st-level enchantment
Components: V, S, M (a drop of bitumen and a spider)
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: 90 feet
Until the spell ends, one willing creature you touch gains
Components: V, S, M (a pinch of fine sand, rose petals,
the ability to move up, down, and across vertical surfaces
or a cricket)
and upside down along ceilings, while leaving its hands
Duration: 1 minute
free. The target also gains a climbing speed equal to its
This spell sends creatures into a magical slumber. Roll
walking speed.
5d8; the total is how many hit points of creatures this
Spirit Guardians
spell can affect. Creatures within 20 feet of a point you
choose within range are affected in ascending order of
3rd-level conjuration
their current hit points (ignoring unconscious creatures).
Casting Time: 1 action
Starting with the creature that has the lowest current
Range: Self (15-foot radius)
hit points, each creature affected by this spell falls un-
Components: V, S, M (a holy symbol)
conscious until the spell ends, the sleeper takes damage,
Duration: Concentration, up to 10 minutes
or someone uses an action to shake or slap the sleeper
You call forth spirits to protect you. They flit around you
awake. Subtract each creature’s hit points from the total
to a distance of 15 feet for the duration. If you are good or
before moving on to the creature with the next lowest hit
neutral, their spectral form appears angelic or fey (your
points. A creature’s hit points must be equal to or less
choice). If you are evil, they appear fiendish.
than the remaining total for that creature to be affected.
When you cast this spell, you can designate any num-
Undead and creatures immune to being charmed aren’t
ber of creatures you can see to be unaffected by it. An
affected by this spell.
affected creature’s speed is halved in the area, and when
At Higher Levels. When you cast this spell using a
the creature enters the area for the first time on a turn
spell slot of 2nd level or higher, roll an additional 2d8 for
or starts its turn there, it must make a Wisdom saving
each slot level above 1st.
throw. On a failed save, the creature takes 3d8 radiant
Spare the Dying
damage (if you are good or neutral) or 3d8 necrotic dam-
age (if you are evil). On a successful save, the creature
Necromancy cantrip
takes half as much damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: Touch
spell slot of 4th level or higher, the damage increases by
Components: V, S
1d8 for each slot level above 3rd.
Duration: Instantaneous
Spiritual Weapon
You touch a living creature that has 0 hit points. The
creature becomes stable. This spell has no effect on un-
2nd-level evocation
dead or constructs.
Casting Time: 1 bonus action
Range: 60 feet
Speak with Dead
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Chapter 11: Spells
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Components: V, S
Sunburst
Duration: 1 minute
8th-level evocation
You create a floating, spectral weapon within range that
Casting Time: 1 action
lasts for the duration or until you cast this spell again.
Range: 150 feet
When you cast the spell, you can make a melee spell
Components: V, S, M (fire and a piece of sunstone)
attack against a creature within 5 feet of the weapon. On
Duration: Instantaneous
a hit, the target takes force damage equal to 1d8 + your
Brilliant sunlight flashes in a 60-foot radius centered on a
spellcasting ability modifier.
point you choose within range. Each creature in that light
As a bonus action on your turn, you can move the
must make a Constitution saving throw. On a failed save,
weapon up to 20 feet and repeat the attack against a crea-
a creature takes 12d6 radiant damage and is blinded
ture within 5 feet of it.
for 1 minute. On a successful save, it takes half as much
The weapon can take whatever form you choose.
damage and isn’t blinded by this spell. Undead and oozes
Clerics of deities who are associated with a particular
have disadvantage on this saving throw.
weapon (as St. Cuthbert is known for his mace and
A creature blinded by this spell makes another Consti-
Thor for his hammer) make this spell’s effect resemble
tution saving throw at the end of each of its turns. On a
that weapon.
successful save, it is no longer blinded.
At Higher Levels. When you cast this spell using a
This spell dispels any darkness in its area that was cre-
spell slot of 3rd level or higher, the damage increases by
ated by a spell.
1d8 for every two slot levels above the 2nd.
Teleport
Stoneskin
7th-level conjuration
4th-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 10 feet
Range: Touch
Components: V
Components: V, S, M (diamond dust worth 100 gp, which
Duration: Instantaneous
the spell consumes)
Duration: Concentration, up to 1 hour
This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range,
This spell turns the flesh of a willing creature you touch
or a single object that you can see within range, to a des-
as hard as stone. Until the spell ends, the target has
tination you select. If you target an object, it must be able
resistance to nonmagical bludgeoning, piercing, and
to fit entirely inside a 10-foot cube, and it can’t be held or
slashing damage.
carried by an unwilling creature.
The destination you choose must be known to you, and
Suggestion
it must be on the same plane of existence as you. Your
2nd-level enchantment
familiarity with the destination determines whether you
Casting Time: 1 action
arrive there successfully. The DM rolls d100 and consults
Range: 30 feet
the table.
Components: V, M (a snake’s tongue and either a bit of
Familiarity. “Permanent circle” means a permanent
honeycomb or a drop of sweet oil)
teleportation circle whose sigil sequence you know. “As-
Duration: Concentration, up to 8 hours
sociated object” means that you possess an object taken
You suggest a course of activity (limited to a sentence
from the desired destination within the last six months,
or two) and magically influence a creature you can see
such as a book from a wizard’s library, bed linen from a
within range that can hear and understand you. Crea-
royal suite, or a chunk of marble from a lich’s secret tomb.
tures that can’t be charmed are immune to this effect.
“Very familiar” is a place you have been very often, a
The suggestion must be worded in such a manner as to
place you have carefully studied, or a place you can see
make the course of action sound reasonable. Asking the
when you cast the spell. “Seen casually” is someplace
creature to stab itself, throw itself onto a spear, immo-
you have seen more than once but with which you aren’t
late itself, or do some other obviously harmful act ends
very familiar. “Viewed once” is a place you have seen
the spell.
once, possibly using magic. “Description” is a place
The target must make a Wisdom saving throw. On a
whose location and appearance you know through some-
failed save, it pursues the course of action you described
one else’s description, perhaps from a map.
to the best of its ability. The suggested course of action
“False destination” is a place that doesn’t exist. Per-
can continue for the entire duration. If the suggested ac-
haps you tried to scry an enemy’s sanctum but instead
tivity can be completed in a shorter time, the spell ends
viewed an illusion, or you are attempting to teleport to a
when the subject finishes what it was asked to do.
familiar location that no longer exists.
You can also specify conditions that will trigger a spe-
On Target. You and your group (or the target object)
cial activity during the duration. For example, you might
appear where you want to.
suggest that a knight give her warhorse to the first beggar
Off Target. You and your group (or the target object)
she meets. If the condition isn’t met before the spell ex-
appear a random distance away from the destination in
pires, the activity isn’t performed.
a random direction. Distance off target is 1d10 × 1d10
If you or any of your companions damage the target, the
percent of the distance that was to be traveled. For ex-
spell ends.
ample, if you tried to travel 120 miles, landed off target,
and rolled a 5 and 3 on the two d10s, then you would be
Chapter 11: Spells
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off target by 15 percent, or 18 miles. The DM determines
Thunderwave
the direction off target randomly by rolling a d8 and des-
1st-level evocation
ignating 1 as north, 2 as northeast, 3 as east, and so on
Casting Time: 1 action
around the points of the compass. If you were teleporting
Range: Self (15-foot cube)
to a coastal city and wound up 18 miles out at sea, you
Components: V, S
could be in trouble.
Duration: Instantaneous
Similar Area. You and your group (or the target object)
wind up in a different area that’s visually or thematically
A wave of thunderous force sweeps out from you. Each
similar to the target area. If you are heading for your
creature in a 15-foot cube originating from you must
home laboratory, for example, you might wind up in an-
make a Constitution saving throw. On a failed save, a
other wizard’s laboratory or in an alchemical supply shop
creature takes 2d8 thunder damage and is pushed 10 feet
that has many of the same tools and implements as your
away from you. On a successful save, the creature takes
laboratory. Generally, you appear in the closest similar
half as much damage and isn’t pushed.
place, but since the spell has no range limit, you could
In addition, unsecured objects that are completely
conceivably wind up anywhere on the plane.
within the area of effect are automatically pushed 10 feet
Mishap. The spell’s unpredictable magic results in a
away from you by the spell’s effect, and the spell emits a
difficult journey. Each teleporting creature (or the target
thunderous boom audible out to 300 feet.
object) takes 3d10 force damage, and the DM rerolls on
At Higher Levels. When you cast this spell using a
the table to see where you wind up (multiple mishaps can
spell slot of 2nd level or higher, the damage increases by
occur, dealing damage each time).
1d8 for each slot level above 1st.
Time Stop
Similar
Off
On
Familiarity
Mishap
Area
Target
Target
9th-level transmutation
Permanent circle
01-100
Casting Time: 1 action
Associated object
01-100
Range: Self
Very familiar
01-05
06-13
14-24
25-100
Components: V
Seen casually
01-33
34-43
44-53
54-100
Duration: Instantaneous
Viewed once
01-43
44-53
54-73
74-100
You briefly stop the flow of time for everyone but yourself.
Description
01-43
44-53
54-73
74-100
No time passes for other creatures, while you take 1d4 +
False destination
01-50
51-100
1 turns in a row, during which you can use actions and
move as normal.
This spell ends if one of the actions you use during this
Thaumaturgy
period, or any effects that you create during this period,
Transmutation cantrip
affects a creature other than you or an object being worn
Casting Time: 1 action
or carried by someone other than you. In addition, the
Range: 30 feet
spell ends if you move to a place more than 1,000 feet
Components: V
from the location where you cast it.
Duration: Up to 1 minute
True Resurrection
You manifest a minor wonder, a sign of supernatural
9th-level necromancy
power, within range. You create one of the following
magical effects within range:
Casting Time: 1 hour
Range: Touch
• Your voice booms up to three times as loud as normal
Components: V, S, M (a sprinkle of holy water and
for 1 minute.
diamonds worth at least 25,000 gp, which the
• You cause flames to flicker, brighten, dim, or change
spell consumes)
color for 1 minute.
Duration: Instantaneous
• You cause harmless tremors in the ground
for 1 minute.
You touch a creature that has been dead for no longer
• You create an instantaneous sound that originates from
than 200 years and that died for any reason except old
a point of your choice within range, such as a rumble of
age. If the creature’s soul is free and willing, the creature
thunder, the cry of a raven, or ominous whispers.
is restored to life with all its hit points.
• You instantaneously cause an unlocked door or window
This spell closes all wounds, neutralizes any poison,
to fly open or slam shut.
cures all diseases, and lifts any curses affecting the crea-
• You alter the appearance of your eyes for 1 minute.
ture when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is re-
If you cast this spell multiple times, you can have up to
stored to its non-undead form.
three of its 1-minute effects active at a time, and you can
The spell can even provide a new body if the original
dismiss such an effect as an action.
no longer exists, in which case you must speak the crea-
ture’s name. The creature then appears in an unoccupied
space you choose within 10 feet of you.
Chapter 11: Spells
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True Seeing
It must, however, merge with and be solidly supported
6th-level divination
by existing stone. Thus, you can use this spell to bridge a
chasm or create a ramp.
Casting Time: 1 action
If you create a span greater than 20 feet in length, you
Range: Touch
must halve the size of each panel to create supports. You
Components: V, S, M (an ointment for the eyes that costs
can crudely shape the wall to create crenellations, battle-
25 gp; is made from mushroom powder, saffron, and
ments, and so on.
fat; and is consumed by the spell)
The wall is an object made of stone that can be dam-
Duration: 1 hour
aged and thus breached. Each panel has AC 15 and 30
This spell gives the willing creature you touch the ability
hit points per inch of thickness. Reducing a panel to 0 hit
to see things as they actually are. For the duration, the
points destroys it and might cause connected panels to
creature has truesight, notices secret doors hidden by
collapse at the DM’s discretion.
magic, and can see into the Ethereal Plane, all out to a
If you maintain your concentration on this spell for its
range of 120 feet.
whole duration, the wall becomes permanent and can’t
be dispelled. Otherwise, the wall disappears when the
Wall of Fire
spell ends.
4th-level evocation
Warding Bond
Casting Time: 1 action
Range: 120 feet
2nd-level abjuration
Components: V, S, M (a small piece of phosphorus)
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Touch
Components: V, S, M (a pair of platinum rings worth at
You create a wall of fire on a solid surface within range.
least 50 gp each, which you and the target must wear
You can make the wall up to 60 feet long, 20 feet high,
for the duration)
and 1 foot thick, or a ringed wall up to 20 feet in diame-
Duration: 1 hour
ter, 20 feet high, and 1 foot thick. The wall is opaque and
lasts for the duration.
This spell wards a willing creature you touch and creates
When the wall appears, each creature within its area
a mystic connection between you and the target until the
must make a Dexterity saving throw. On a failed save, a
spell ends. While the target is within 60 feet of you, it
creature takes 5d8 fire damage, or half as much damage
gains a +1 bonus to AC and saving throws, and it has re-
on a successful save.
sistance to all damage. Also, each time it takes damage,
One side of the wall, selected by you when you cast this
you take the same amount of damage.
spell, deals 5d8 fire damage to each creature that ends its
The spell ends if you drop to 0 hit points or if you and
turn within 10 feet of that side or inside the wall. A crea-
the target become separated by more than 60 feet. It also
ture takes the same damage when it enters the wall for
ends if the spell is cast again on either of the connected
the first time on a turn or ends its turn there. The other
creatures. You can also dismiss the spell as an action.
side of the wall deals no damage.
At Higher Levels. When you cast this spell using a
Web
spell slot of 5th level or higher, the damage increases by
2nd-level conjuration
1d8 for each slot level above 4th.
Casting Time: 1 action
Range: 60 feet
Wall of Stone
Components: V, S, M (a bit of spiderweb)
5th-level evocation
Duration: Concentration, up to 1 hour
Casting Time: 1 action
You conjure a mass of thick, sticky webbing at a point of
Range: 120 feet
your choice within range. The webs fill a 20-foot cube
Components: V, S, M (a small block of granite)
from that point for the duration. The webs are difficult
Duration: Concentration, up to 10 minutes
terrain and lightly obscure their area.
A nonmagical wall of solid stone springs into existence
If the webs aren’t anchored between two solid masses
at a point you choose within range. The wall is 6 inches
(such as walls or trees) or layered across a floor, wall, or
thick and is composed of ten 10-foot-by-10-foot panels.
ceiling, the conjured web collapses on itself, and the spell
Each panel must be contiguous with at least one other
ends at the start of your next turn. Webs layered over a
panel. Alternatively, you can create 10-foot-by-20-foot pan-
flat surface have a depth of 5 feet.
els that are only 3 inches thick.
Each creature that starts its turn in the webs or that
If the wall cuts through a creature’s space when it ap-
enters them during its turn must make a Dexterity saving
pears, the creature is pushed to one side of the wall (your
throw. On a failed save, the creature is restrained as long
choice). If a creature would be surrounded on all sides by
as it remains in the webs or until it breaks free.
the wall (or the wall and another solid surface), that crea-
A creature restrained by the webs can use its action to
ture can make a Dexterity saving throw. On a success, it
make a Strength check against your spell save DC. If it
can use its reaction to move up to its speed so that it is no
succeeds, it is no longer restrained.
longer enclosed by the wall.
The webs are flammable. Any 5-foot cube of webs
The wall can have any shape you desire, though it can’t
exposed to fire burns away in 1 round, dealing 2d4 fire
occupy the same space as a creature or object. The wall
damage to any creature that starts its turn in the fire.
doesn’t need to be vertical or rest on any firm foundation.
Chapter 11: Spells
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Part 4
Dungeon Master’s Tools
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Chapter 12: Monsters
As the Dungeon Master, you have a vast array of
such as modrons, are constructs shaped from the
resources available to you to make the game exciting
raw material of the plane by the will of more powerful
and fun for the players—and monsters are at the top of
creatures.
the list. A monster is defined as any creature that can be
Dragons are large reptilian creatures of ancient origin
interacted with and potentially fought and killed. Even
and tremendous power. True dragons, including the good
something as harmless as a frog or as benevolent as a
metallic dragons and the evil chromatic dragons, are
unicorn is a monster by this definition. The term also
highly intelligent and have innate magic. Also in this cat-
applies to humans, elves, dwarves, and other folk who
egory are creatures distantly related to true dragons, but
might be friends or rivals to the player characters.
less powerful, less intelligent, and less magical, such as
This chapter presents a wide selection of ready-to-
wyverns and pseudodragons.
play monsters—a sample of what can be found in the
Elementals are creatures native to the elemental
Monster Manual. Each description uses a standardized
planes. Some creatures of this type are little more than
format that clearly explains the monster’s capabilities.
animate masses of their respective elements, including
Guidelines for understanding the information found in a
the creatures simply called elementals. Others have
monster’s statistics are given below.
biological forms infused with elemental energy. The
races of genies, including djinn and efreet, form the most
important civilizations on the elemental planes. Other
Statistics
elemental creatures include azers, invisible stalkers, and
A monster’s statistics, sometimes referred to as its stat
water weirds.
block, provide the essential information that you need to
Fey are magical creatures closely tied to the forces of
run the monster.
nature. They dwell in twilight groves and misty forests.
In some worlds, they are closely tied to the Feywild, also
Size
called the Plane of Faerie. Some are also found in the
A monster can be Tiny, Small, Medium, Large, Huge, or
Outer Planes, particularly the planes of Arborea and the
Gargantuan. See chapter 9 of this document for more in-
Beastlands. Fey include dryads, pixies, and satyrs.
formation on creature size and space.
Fiends are creatures of wickedness that are native
to the Lower Planes. A few are the servants of deities,
Type
but many more labor under the leadership of archdevils
A monster’s type speaks to its fundamental nature. Cer-
and demon princes. Evil priests and mages sometimes
tain spells, magic items, class features, and other effects
summon fiends to the material world to do their bidding.
in the game interact in special ways with creatures of a
If an evil celestial is a rarity, a good fiend is almost in-
particular type. For example, an arrow of dragon slaying
conceivable. Fiends include demons, devils, hell hounds,
deals extra damage not only to dragons but also other
rakshasas, and yugoloths.
creatures of the dragon type, such as dragon turtles
Giants tower over humans and their kind. They are
and wyverns.
humanlike in shape, though some have multiple heads
The game includes the following monster types, which
(ettins) or deformities (fomorians). The six varieties of
have no rules of their own.
true giant are hill giants, stone giants, frost giants, fire
Aberrations are utterly alien beings. Many of them
giants, cloud giants, and storm giants. Besides these,
have innate magical abilities drawn from the creature’s
creatures such as ogres and trolls are giants.
alien mind rather than the mystical forces of the world.
Humanoids are the main peoples of the D&D world,
The quintessential aberrations are aboleths, beholders,
both civilized and savage, including humans and a tre-
mind flayers, and slaadi.
mendous variety of other species. They have language
Beasts are nonhumanoid creatures that are a natural
and culture, few if any innate magical abilities (though
part of the fantasy ecology. Some of them have magical
most humanoids can learn spellcasting), and a bipedal
powers, but most are unintelligent and lack any society
form. The most common humanoid races are the ones
or language. Beasts include all varieties of ordinary ani-
most suitable as player characters: humans, dwarves,
mals, dinosaurs, and giant versions of animals.
elves, and halflings. Almost as numerous but far more
Celestials are creatures native to the Upper Planes.
savage and brutal, and almost uniformly evil, are the
Many of them are the servants of deities, employed as
races of goblinoids (goblins, hobgoblins, and bugbears),
messengers or agents in the mortal realm and through-
orcs, gnolls, lizardfolk, and kobolds.
out the planes. Celestials are good by nature, so the
Monstrosities are monsters in the strictest sense—
exceptional celestial who strays from a good alignment
frightening creatures that are not ordinary, not truly
is a horrifying rarity. Celestials include angels, couatls,
natural, and almost never benign. Some are the results of
and pegasi.
magical experimentation gone awry (such as owlbears),
Constructs are made, not born. Some are programmed
and others are the product of terrible curses (including
by their creators to follow a simple set of instructions,
minotaurs and yuan-ti). They defy categorization, and in
while others are imbued with sentience and capable of
some sense serve as a catch-all category for creatures
independent thought. Golems are the iconic constructs.
that don’t fit into any other type.
Many creatures native to the outer plane of Mechanus,
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Oozes are gelatinous creatures that rarely have a fixed
Hit Points
shape. They are mostly subterranean, dwelling in caves
A monster usually dies or is destroyed when it drops
and dungeons and feeding on refuse, carrion, or crea-
to 0 hit points. For more on hit points, see chapter 1 of
tures unlucky enough to get in their way. Black puddings
this document.
and gelatinous cubes are among the most recogniz-
A monster’s hit points are presented both as a die
able oozes.
expression and as an average number. For example, a
Plants in this context are vegetable creatures, not or-
monster with 2d8 hit points has 9 hit points on aver-
dinary flora. Most of them are ambulatory, and some are
age (2 × 4½).
carnivorous. The quintessential plants are the shambling
A monster’s size determines the die used to calculate
mound and the treant. Fungal creatures such as the gas
its hit points, as shown in the Hit Dice by Size table.
spore and the myconid also fall into this category.
Undead are once-living creatures brought to a horrify-
Hit Dice by Size
ing state of undeath through the practice of necromantic
magic or some unholy curse. Undead include walking
Monster Size
Hit Die
Average HP per Die
corpses, such as vampires and zombies, as well as bodi-
Tiny
d4
less spirits, such as ghosts and specters.
Small
d6
Medium
d8
Tags
Large
d10
A monster might have one or more tags appended to its
Huge
d12
type, in parentheses. For example, an orc has the human-
Gargantuan
d20
10½
oid (orc) type. The parenthetical tags provide additional
categorization for certain creatures. The tags have no
rules of their own, but something in the game, such as
A monster’s Constitution modifier also affects the
a magic item, might refer to them. For instance, a spear
number of hit points it has. Its Constitution modifier is
that is especially effective at fighting demons would work
multiplied by the number of Hit Dice it possesses, and
against any monster that has the demon tag.
the result is added to its hit points. For example, if a mon-
ster has a Constitution of 12 (+1 modifier) and 2d8 Hit
Alignment
Dice, it has 2d8 + 2 hit points (average 11).
A monster’s alignment provides a clue to its disposition
Speed
and how it behaves in a roleplaying or combat situation.
For example, a chaotic evil monster might be difficult
A monster’s speed tells you how far it can move on its
to reason with and might attack characters on sight,
turn. For more information on speed, see chapter 8 and
whereas a neutral monster might be willing to negotiate.
chapter 9 of this document.
See chapter 4 of this document for descriptions of the
All creatures have a walking speed, simply called the
different alignments.
monster’s speed. Creatures that have no form of ground-
The alignment specified in a monster’s stat block is
based locomotion have a walking speed of 0 feet.
the default. Feel free to depart from it and change a mon-
Some creatures have one or more of the following addi-
ster’s alignment to suit the needs of your campaign. If you
tional movement modes.
want a good-aligned green dragon or an evil storm giant,
Burrow
there’s nothing stopping you.
A monster that has a burrowing speed can use that speed
Some creatures can have any alignment. In other
to move through sand, earth, mud, or ice. A monster can’t
words, you choose the monster’s alignment. Some mon-
burrow through solid rock unless it has a special trait
ster’s alignment entry indicates a tendency or aversion
that allows it to do so.
toward law, chaos, good, or evil. For example, a berserker
can be any chaotic alignment (chaotic good, chaotic neu-
Climb
tral, or chaotic evil), as befits its wild nature.
A monster that has a climbing speed can use all or part of
Many creatures of low intelligence have no compre-
its movement to move on vertical surfaces. The monster
hension of law or chaos, good or evil. They don’t make
doesn’t need to spend extra movement to climb.
moral or ethical choices, but rather act on instinct. These
creatures are unaligned, which means they don’t have an
Fly
alignment.
A monster that has a flying speed can use all or part of
its movement to fly. Some monsters have the ability to
Armor Class
hover, which makes them hard to knock out of the air (as
A monster that wears armor or carries a shield has an Ar-
explained in the rules on flying in chapter 9 of this docu-
mor Class (AC) that takes its armor, shield, and Dexterity
ment). Such a monster stops hovering when it dies.
into account. Otherwise, a monster’s AC is based on its
Dexterity modifier and natural armor, if any. If a monster
Swim
has natural armor, wears armor, or carries a shield, this
A monster that has a swimming speed doesn’t need to
is noted in parentheses after its AC value.
spend extra movement to swim.
Chapter 12: Monsters
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magic item, or another magical source). In addition, some
Ability Scores
creatures are immune to certain conditions.
Every monster has six ability scores (Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma) and
Senses
corresponding modifiers. For more information on abil-
The Senses entry notes a monster’s passive Wisdom
ity scores and how they’re used in play, see chapter 7 of
(Perception) score, as well as any special senses the mon-
this document.
ster might have. Special senses are described below.
Saving Throws
Blindsight
The Saving Throws entry is reserved for creatures that
A monster with blindsight can perceive its surroundings
are adept at resisting certain kinds of effects. For exam-
without relying on sight, within a specific radius.
ple, a creature that isn’t easily charmed or frightened
Creatures without eyes, such as grimlocks and gray
might gain a bonus on its Wisdom saving throws. Most
oozes, typically have this special sense, as do creatures
creatures don’t have special saving throw bonuses, in
with echolocation or heightened senses, such as bats and
which case this section is absent.
true dragons.
A saving throw bonus is the sum of a monster’s relevant
If a monster is naturally blind, it has a parenthetical
ability modifier and its proficiency bonus, which is deter-
note to this effect, indicating that the radius of its blind-
mined by the monster’s challenge rating (as shown in the
sight defines the maximum range of its perception.
Proficiency Bonus by Challenge Rating table).
Darkvision
Proficiency Bonus by Challenge Rating
A monster with darkvision can see in the dark within a
specific radius. The monster can see in dim light within
Proficiency
Proficiency
Challenge
Bonus
Challenge
Bonus
the radius as if it were bright light, and in darkness as
if it were dim light. The monster can’t discern color in
0
+2
14
+5
darkness, only shades of gray. Many creatures that live
1/8
+2
15
+5
underground have this special sense.
1/4
+2
16
+5
1/2
+2
17
+6
Tremorsense
1
+2
18
+6
A monster with tremorsense can detect and pinpoint the
2
+2
19
+6
origin of vibrations within a specific radius, provided
3
+2
20
+6
that the monster and the source of the vibrations are in
4
+2
21
+7
contact with the same ground or substance. Tremorsense
5
+3
22
+7
can’t be used to detect flying or incorporeal creatures.
Many burrowing creatures, such as ankhegs and umber
6
+3
23
+7
hulks, have this special sense.
7
+3
24
+7
8
+3
25
+8
Truesight
9
+4
26
+8
A monster with truesight can, out to a specific range, see
10
+4
27
+8
in normal and magical darkness, see invisible creatures
11
+4
28
+8
and objects, automatically detect visual illusions and
12
+4
29
+9
succeed on saving throws against them, and perceive
13
+5
30
+9
the original form of a shapechanger or a creature that is
transformed by magic. Furthermore, the monster can see
into the Ethereal Plane within the same range.
Skills
The Skills entry is reserved for monsters that are profi-
Languages
cient in one or more skills. For example, a monster that is
The languages that a monster can speak are listed in al-
very perceptive and stealthy might have bonuses to Wis-
phabetical order. Sometimes a monster can understand a
dom (Perception) and Dexterity (Stealth) checks.
language but can’t speak it, and this is noted in its entry.
A skill bonus is the sum of a monster’s relevant ability
A “—” indicates that a creature neither speaks nor under-
modifier and its proficiency bonus, which is determined
stands any language.
by the monster’s challenge rating (as shown in the Profi-
ciency Bonus by Challenge Rating table). Other modifiers
Telepathy
might apply. For instance, a monster might have a larg-
Telepathy is a magical ability that allows a monster to
er-than-expected bonus (usually double its proficiency
communicate mentally with another creature within a
bonus) to account for its heightened expertise.
specified range. The contacted creature doesn’t need to
share a language with the monster to communicate in
Vulnerabilities, Resistances,
this way with it, but it must be able to understand at least
and Immunities
one language. A creature without telepathy can receive
Some creatures have vulnerability, resistance, or immu-
and respond to telepathic messages but can’t initiate or
nity to certain types of damage. Particular creatures are
terminate a telepathic conversation.
even resistant or immune to damage from nonmagical at-
A telepathic monster doesn’t need to see a contacted
tacks (a magical attack is an attack delivered by a spell, a
creature and can end the telepathic contact at any time.
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The contact is broken as soon as the two creatures are
Special Traits
no longer within range of each other or if the telepathic
Special traits (which appear after a monster’s challenge
monster contacts a different creature within range. A
rating but before any actions or reactions) are character-
telepathic monster can initiate or terminate a telepathic
istics that are likely to be relevant in a combat encounter
conversation without using an action, but while the mon-
and that require some explanation.
ster is incapacitated, it can’t initiate telepathic contact,
and any current contact is terminated.
Innate Spellcasting
A creature within the area of an antimagic field or in
A monster with the innate ability to cast spells has the
any other location where magic doesn’t function can’t
Innate Spellcasting special trait. Unless noted otherwise,
send or receive telepathic messages.
an innate spell of 1st level or higher is always cast at its
lowest possible level and can’t be cast at a higher level.
Challenge
If a monster has a cantrip where its level matters and no
A monster’s challenge rating tells you how great a threat
level is given, use the monster’s challenge rating.
the monster is, according to the encounter-building
An innate spell can have special rules or restrictions.
guidelines in chapter 13 of this document. Those guide-
For example, a drow mage can innately cast the levitate
lines specify the number of adventurers of a certain level
spell, but the spell has a “self only” restriction, which
that should be able to defeat a monster of a particular
means that the spell affects only the drow mage.
challenge rating without suffering any deaths.
A monster’s innate spells can’t be swapped out with
Monsters that are significantly weaker than 1st-level
other spells. If a monster’s innate spells don’t require at-
characters have a challenge rating lower than 1. Mon-
tack rolls, no attack bonus is given for them.
sters with a challenge rating of 0 are insignificant except
Spellcasting
in large numbers; those with no effective attacks are
A monster with the Spellcasting class feature has a spell-
worth no experience points, while those that have attacks
caster level and spell slots, which it uses to cast its spells
are worth 10 XP each.
of 1st level and higher (as explained in chapter 10 of this
Some monsters present a greater challenge than even a
document). The spellcaster level is also used for any can-
typical 20th-level party can handle. These monsters have
trips included in the feature.
a challenge rating of 21 or higher and are specifically de-
The monster has a list of spells known or prepared
signed to test player skill.
from a particular class. The list might also include spells
Experience Points
from a feature in that class, such as the Divine Domain
feature of the cleric. The monster is considered a mem-
The number of experience points (XP) a monster is worth
ber of that class when attuning to or using a magic item
is based on its challenge rating. Typically, XP is awarded
that requires membership in the class or access to its
for defeating the monster, although the DM may also
spell list.
award XP for neutralizing the threat posed by the mon-
A monster can cast a spell from its list at a higher level
ster in some other manner.
if it has the spell slot to do so. For example, a drow mage
Unless something tells you otherwise, a monster sum-
with the 3rd-level lightning bolt spell can cast it as a 5th-
moned by a spell or other magical ability is worth the XP
level spell by using one of its 5th-level spell slots.
noted in its stat block.
You can change the spells that a monster knows or has
The guidelines in chapter 13 of this document explain
prepared, replacing any spell on a monster’s spell list
how to create encounters using XP budgets, as well as
with a different spell of the same level and from the same
how to adjust an encounter’s difficulty.
class list. If you do so, you might cause the monster to
be a greater or lesser threat than suggested by its chal-
Experience Points by Challenge Rating
lenge rating.
Challenge
XP
Challenge
XP
0
0 or 10
14
11,500
Actions
1/8
25
15
13,000
When a monster takes its action, it can choose from
1/4
50
16
15,000
the options in the Actions section of its stat block or
1/2
100
17
18,000
use one of the actions available to all creatures, such
1
200
18
20,000
as the Dash or Hide action, as described in chapter 9 of
2
450
19
22,000
this document.
3
700
20
25,000
4
1,100
21
33,000
Melee and Ranged Attacks
5
1,800
22
41,000
The most common actions that a monster will take in
combat are melee and ranged attacks. These can be spell
6
2,300
23
50,000
attacks or weapon attacks, where the “weapon” might be
7
2,900
24
62,000
a manufactured item or a natural weapon, such as a claw
8
3,900
25
75,000
or tail spike. For more information on different kinds of
9
5,000
26
90,000
attacks, see chapter 9 of this document.
10
5,900
27
105,000
Creature vs. Target. The target of a melee or ranged
11
7,200
28
120,000
attack is usually either one creature or one target, the
12
8,400
29
135,000
difference being that a “target” can be a creature or
13
10,000
30
155,000
an object.
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Hit. Any damage dealt or other effects that occur as
Equipment
a result of an attack hitting a target are described after
A stat block rarely refers to equipment, other than armor
the “Hit” notation. You have the option of taking average
or weapons used by a monster. A creature that customar-
damage or rolling the damage; for this reason, both the
ily wears clothes, such as a humanoid, is assumed to be
average damage and the die expression are presented.
dressed appropriately.
Miss. If an attack has an effect that occurs on a miss,
You can equip monsters with additional gear and trin-
that information is presented after the “Miss:” notation.
kets however you like, using chapter 5 of this document
Multiattack
for inspiration, and you decide how much of a monster’s
A creature that can make multiple attacks on its turn has
equipment is recoverable after the creature is slain and
the Multiattack ability. A creature can’t use Multiattack
whether any of that equipment is still usable. A battered
when making an opportunity attack, which must be a sin-
suit of armor made for a monster is rarely usable by
gle melee attack.
someone else, for instance.
If a spellcasting monster needs material components
Ammunition
to cast its spells, assume that it has the material compo-
A monster carries enough ammunition to make its
nents it needs to cast the spells in its stat block.
ranged attacks. You can assume that a monster has 2d4
pieces of ammunition for a thrown weapon attack, and
Legendary Creatures
2d10 pieces of ammunition for a projectile weapon such
A legendary creature can do things that ordinary crea-
as a bow or crossbow.
tures can’t. It can take special actions outside its turn,
and it might exert magical influence for miles around.
Reactions
If a creature assumes the form of a legendary creature,
If a monster can do something special with its reaction,
such as through a spell, it doesn’t gain that form’s legend-
that information is contained here. If a creature has no
ary actions, lair actions, or regional effects.
special reaction, this section is absent.
Legendary Actions
Limited Usage
A legendary creature can take a certain number of
Some special abilities have restrictions on the number of
special actions—called legendary actions—outside its
times they can be used.
turn. Only one legendary action option can be used at
X/Day. The notation “X/Day” means a special ability
a time and only at the end of another creature’s turn. A
can be used X number of times and that a monster must
creature regains its spent legendary actions at the start
finish a long rest to regain expended uses. For example,
of its turn. It can forgo using them, and it can’t use them
“1/Day” means a special ability can be used once and that
while incapacitated or otherwise unable to take actions.
the monster must finish a long rest to use it again.
If surprised, it can’t use them until after its first turn in
Recharge X-Y. The notation “Recharge X-Y” means a
the combat.
monster can use a special ability once and that the ability
then has a random chance of recharging during each
A Legendary Creature’s Lair
subsequent round of combat. At the start of each of the
A legendary creature might have a section describing
monster’s turns, roll a d6. If the roll is one of the numbers
its lair and the special effects it can create while there,
in the recharge notation, the monster regains the use of
either by act of will or simply by being present. Not all
the special ability. The ability also recharges when the
legendary creatures have lairs. This section applies only
monster finishes a short or long rest.
to legendary creatures that spend a great deal of time in
For example, “Recharge 5-6” means a monster can
their lairs and are most likely to be encountered there.
use the special ability once. Then, at the start of the mon-
ster’s turn, it regains the use of that ability if it rolls a 5 or
Lair Actions
6 on a d6.
If a legendary creature has lair actions, it can use them
Recharge after a Short or Long Rest. This notation
to harness the ambient magic in its lair. On initiative
means that a monster can use a special ability once and
count 20 (losing all initiative ties), it can use one of its lair
then must finish a short or long rest to use it again.
action options. It can’t do so while incapacitated or other-
wise unable to take actions. If surprised, it can’t use one
Grapple Rules for Monsters
until after its first turn in the combat.
Many monsters have special attacks that allow them to
quickly grapple prey. When a monster hits with such an
Regional Effects
attack, it doesn’t need to make an additional ability check to
The mere presence of a legendary creature can have
determine whether the grapple succeeds, unless the attack
strange and wondrous effects on its environment, as
says otherwise.
noted in this section. Regional effects end abruptly or dis-
A creature grappled by the monster can use its action
sipate over time when the legendary creature dies.
to try to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check against the
escape DC in the monster’s stat block. If no escape DC
is given, assume the DC is 10 + the monster’s Strength
(Athletics) modifier.
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Monster Stat Blocks
The odor of sulfur and pumice surrounds a red dragon,
whose swept-back horns and spinal frill define its silhou-
Adult Red Dragon
Huge dragon, chaotic evil
ette. Its beaked snout vents smoke at all times, and its
eyes dance with flame when it is angry.
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
A Red Dragon’s Lair
Speed 40 ft., climb 40 ft., fly 80 ft.
Red dragons lair in high mountains or hills, dwelling in
caverns under snow-capped peaks, or within the deep
STR
DEX
CON
INT
WIS
CHA
halls of abandoned mines and dwarven strongholds.
27 (+8)
10 (+0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)
Caves with volcanic or geothermal activity are the most
highly prized red dragon lairs, creating hazards that hin-
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
der intruders and letting searing heat and volcanic gases
Skills Perception +13, Stealth +6
Damage Immunities fire
wash over a dragon as it sleeps.
Senses blindsight 60 ft., darkvision 120 ft., passive
With its hoard well protected deep within the lair, a red
Perception 23
dragon spends as much of its time outside the mountain
Languages Common, Draconic
as in it. For a red dragon, the great heights of the world
Challenge 17 (18,000 XP)
are the throne from which it can look out to survey all it
controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monu-
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
ments to the dragon’s power, telling the grim story of
its life, the enemies it has slain, and the nations it has
Actions
conquered.
Multiattack. The dragon can use its Frightful Presence.
Lair Actions
It then makes three attacks: one with its bite and two
On initiative count 20 (losing initiative ties), the dragon
with its claws.
takes a lair action to cause one of the following effects;
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
the dragon can’t use the same effect two rounds in a row:
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
• Magma erupts from a point on the ground the dragon
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
can see within 120 feet of it, creating a 20-foot-high,
Hit: 15 (2d6 + 8) slashing damage.
5-foot-radius geyser. Each creature in the geyser’s area
must make a DC 15 Dexterity saving throw, taking
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
21 (6d6) fire damage on a failed save, or half as much
Hit: 17 (2d8 + 8) bludgeoning damage.
damage on a successful one.
Frightful Presence. Each creature of the dragon’s choice that
• A tremor shakes the lair in a 60-foot radius around the
is within 120 feet of the dragon and aware of it must succeed
dragon. Each creature other than the dragon on the
on a DC 19 Wisdom saving throw or become frightened for 1
ground in that area must succeed on a DC 15 Dexterity
minute. A creature can repeat the saving throw at the end of
saving throw or be knocked prone.
each of its turns, ending the effect on itself on a success. If a
• Volcanic gases form a cloud in a 20-foot-radius sphere
creature’s saving throw is successful or the effect ends for it,
centered on a point the dragon can see within 120 feet
the creature is immune to the dragon’s Frightful Presence for
of it. The sphere spreads around corners, and its area
the next 24 hours.
is lightly obscured. It lasts until initiative count 20 on
Fire Breath (Recharge 5-6). The dragon exhales fire in a
the next round. Each creature that starts its turn in the
60-foot cone. Each creature in that area must make a DC 21
cloud must succeed on a DC 13 Constitution saving
Dexterity saving throw, taking 63 (18d6) fire damage on a
throw or be poisoned until the end of its turn. While
failed save, or half as much damage on a successful one.
poisoned in this way, a creature is incapacitated.
Legendary Actions
Regional Effects
The dragon can take 3 legendary actions, choosing from the
The region containing a legendary red dragon’s lair is
options below. Only one legendary action option can be used
warped by the dragon’s magic, which creates one or more
at a time and only at the end of another creature’s turn. The
of the following effects:
dragon regains spent legendary actions at the start of its turn.
• Small earthquakes are common within 6 miles of the
Detect. The dragon makes a Wisdom (Perception) check.
dragon’s lair.
Tail Attack. The dragon makes a tail attack.
• Water sources within 1 mile of the lair are supernatu-
Wing Attack (Costs 2 Actions). The dragon beats its wings.
rally warm and tainted by sulfur.
Each creature within 10 feet of the dragon must succeed
• Rocky fissures within 1 mile of the dragon’s lair form
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
portals to the Elemental Plane of Fire, allowing crea-
bludgeoning damage and be knocked prone. The dragon
tures of elemental fire into the world to dwell nearby.
can then fly up to half its flying speed.
If the dragon dies, these effects fade over the course of
1d10 days.
Chapter 12: Monsters
115

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Pounce. If the allosaurus moves at least 30 feet straight
Air Elemental
toward a creature and then hits it with a claw attack on the
Large elemental, neutral
same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
Armor Class 15
the allosaurus can make one bite attack against it as a
Hit Points 90 (12d10 + 24)
bonus action.
Speed 0 ft., fly 90 ft. (hover)
Actions
STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
14 (+2)
6 (−2)
10 (+0)
6 (−2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Damage Resistances lightning, thunder; bludgeoning,
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
piercing, and slashing from nonmagical attacks
Hit: 8 (1d8 + 4) slashing damage.
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
The allosaurus is a predatory dinosaur of great size,
Senses darkvision 60 ft., passive Perception 10
strength, and speed. It can run down almost any prey
Languages Auran
over open ground, pouncing to pull creatures down with
Challenge 5 (1,800 XP)
its wicked claws.
Air Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1
Animated Armor
inch wide without squeezing.
Medium construct, unaligned
Actions
Armor Class 18 (natural armor)
Multiattack. The elemental makes two slam attacks.
Hit Points 33 (6d8 + 6)
Speed 25 ft.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (+0)
13 (+1)
1 (−5)
3 (−4)
1 (−5)
Whirlwind (Recharge 4-6). Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,
Damage Immunities poison, psychic
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
Condition Immunities blinded, charmed, deafened,
up 20 feet away from the elemental in a random direction and
exhaustion, frightened, paralyzed, petrified, poisoned
knocked prone. If a thrown target strikes an object, such as a
Senses blindsight 60 ft. (blind beyond this radius),
wall or floor, the target takes 3 (1d6) bludgeoning damage for
passive Perception 6
every 10 feet it was thrown. If the target is thrown at another
Languages
creature, that creature must succeed on a DC 13 Dexterity
Challenge 1 (200 XP)
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
Antimagic Susceptibility. The armor is incapacitated while in
bludgeoning damage and isn’t flung away or knocked prone.
the area of an antimagic field. If targeted by dispel magic, the
armor must succeed on a Constitution saving throw against
An air elemental is a funneling cloud of whirling air
the caster’s spell save DC or fall unconscious for 1 minute.
with a vague semblance of a face. It can turn itself into
False Appearance. While the armor remains motionless, it is
a screaming cyclone, creating a whirlwind that batters
indistinguishable from a normal suit of armor.
creatures even as it flings them away.
Actions
Multiattack. The armor makes two melee attacks.
Allosaurus
Large beast, unaligned
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.
This suit of magically animated plate armor clamors as it
moves, banging and grinding like the vengeful spirit of a
STR
DEX
CON
INT
WIS
CHA
fallen knight.
19 (+4)
13 (+1)
17 (+3)
2 (−4)
12 (+1)
5 (−3)
Skills Perception +5
Senses passive Perception 15
Languages
Challenge 2 (450 XP)
Chapter 12: Monsters
116

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Ankylosaurus
Awakened Shrub
Huge beast, unaligned
Small plant, unaligned
Armor Class 15 (natural armor)
Armor Class 9
Hit Points 68 (8d12 + 16)
Hit Points 10 (3d6)
Speed 30 ft.
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (+0)
15 (+2)
2 (−4)
12 (+1)
5 (−3)
3 (−4)
8 (−1)
11 (+0)
10 (+0)
10 (+0)
6 (−2)
Senses passive Perception 11
Damage Vulnerabilities fire
Languages
Damage Resistances piercing
Challenge 3 (700 XP)
Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
False Appearance. While the shrub remains motionless, it is
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a
indistinguishable from a normal shrub.
creature, it must succeed on a DC 14 Strength saving throw
or be knocked prone.
Actions
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Thick armor plating covers the body of the plant-eating
Hit: 1 (1d4 − 1) slashing damage.
dinosaur ankylosaurus, which defends itself against
predators with a knobbed tail that delivers a devastat-
An awakened shrub is an ordinary shrub given sentience
ing strike.
and mobility by magic.
Ape
Awakened Tree
Medium beast, unaligned
Huge plant, unaligned
Armor Class 12
Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6)
Hit Points 59 (7d12 + 14)
Speed 30 ft., climb 30 ft.
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
6 (−2)
12 (+1)
7 (−2)
19 (+4)
6 (−2)
15 (+2)
10 (+0)
10 (+0)
7 (−2)
Skills Athletics +5, Perception +3
Damage Vulnerabilities fire
Senses passive Perception 13
Damage Resistances bludgeoning, piercing
Languages
Senses passive Perception 10
Challenge 1/2 (100 XP)
Languages one language known by its creator
Challenge 2 (450 XP)
Actions
False Appearance. While the tree remains motionless, it is
Multiattack. The ape makes two fist attacks.
indistinguishable from a normal tree.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Actions
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hit: 14 (3d6 + 4) bludgeoning damage.
An awakened tree is an ordinary tree given sentience and
mobility by magic.
Chapter 12: Monsters
117

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Actions
Axe Beak
Large beast, unaligned
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
Banshee
STR
DEX
CON
INT
WIS
CHA
Medium undead, chaotic evil
14 (+2)
12 (+1)
12 (+1)
2 (−4)
10 (+0)
5 (−3)
Armor Class 12
Senses passive Perception 10
Hit Points 58 (13d8)
Languages
Speed 0 ft., fly 40 ft. (hover)
Challenge 1/4 (50 XP)
STR
DEX
CON
INT
WIS
CHA
1 (−5)
14 (+2)
10 (+0)
12 (+1)
11 (+0)
17 (+3)
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Saving Throws Wis +2, Cha +5
Hit: 6 (1d8 + 2) slashing damage.
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
An axe beak is a tall flightless bird with strong legs, a
Damage Immunities cold, necrotic, poison
wedge-shaped beak, and a nasty disposition.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Baboon
Languages Common, Elvish
Small beast, unaligned
Challenge 4 (1,100 XP)
Armor Class 12
Detect Life. The banshee can magically sense the presence of
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
creatures up to 5 miles away that aren’t undead or constructs.
She knows the general direction they’re in but not their
STR
DEX
CON
INT
WIS
CHA
exact locations.
8 (−1)
14 (+2)
11 (+0)
4 (−3)
12 (+1)
6 (−2)
Incorporeal Movement. The banshee can move through
other creatures and objects as if they were difficult terrain.
Senses passive Perception 11
She takes 5 (1d10) force damage if she ends her turn
Languages
inside an object.
Challenge 0 (10 XP)
Actions
Pack Tactics. The baboon has advantage on an attack roll
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
against a creature if at least one of the baboon’s allies is
one target. Hit: 12 (3d6 + 2) necrotic damage.
within 5 feet of the creature and the ally isn’t incapacitated.
Horrifying Visage. Each non-undead creature within 60
Actions
feet of the banshee that can see her must succeed on a DC
13 Wisdom saving throw or be frightened for 1 minute. A
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
frightened target can repeat the saving throw at the end of
Hit: 1 (1d4 − 1) piercing damage.
each of its turns, with disadvantage if the banshee is within
line of sight, ending the effect on itself on a success. If a
target’s saving throw is successful or the effect ends for it, the
target is immune to the banshee’s Horrifying Visage for the
Badger
next 24 hours.
Tiny beast, unaligned
Wail (1/Day). The banshee releases a mournful wail, provided
Armor Class 10
that she isn’t in sunlight. This wail has no effect on constructs
Hit Points 3 (1d4 + 1)
and undead. All other creatures within 30 feet of her that can
Speed 20 ft., burrow 5 ft.
hear her must make a DC 13 Constitution saving throw. On
a failure, a creature drops to 0 hit points. On a success, a
STR
DEX
CON
INT
WIS
CHA
creature takes 10 (3d6) psychic damage.
4 (−3)
11 (+0)
12 (+1)
2 (−4)
12 (+1)
5 (−3)
The woeful banshee is a spiteful creature formed from
Senses darkvision 30 ft., passive Perception 11
the spirit of a female elf. Its face is wreathed in a wild
Languages
tangle of hair, its body clad in wispy rags that flutter and
Challenge 0 (10 XP)
stream around it.
Keen Smell. The badger has advantage on Wisdom
(Perception) checks that rely on smell.
Chapter 12: Monsters
118

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strong jaws, the creature consumes this stone, which re-
turns to organic form in its gullet.
Bat
Tiny beast, unaligned
Armor Class 12
Black Bear
Hit Points 1 (1d4 − 1)
Medium beast, unaligned
Speed 5 ft., fly 30 ft.
Armor Class 11 (natural armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 19 (3d8 + 6)
2 (−4)
15 (+2)
8 (−1)
2 (−4)
12 (+1)
4 (−3)
Speed 40 ft., climb 30 ft.
Senses blindsight 60 ft., passive Perception 11
STR
DEX
CON
INT
WIS
CHA
Languages
15 (+2)
10 (+0)
14 (+2)
2 (−4)
12 (+1)
7 (−2)
Challenge 0 (10 XP)
Skills Perception +3
Senses passive Perception 13
Echolocation. The bat can’t use its blindsight while deafened.
Languages
Keen Hearing. The bat has advantage on Wisdom
Challenge 1/2 (100 XP)
(Perception) checks that rely on hearing.
Keen Smell. The bear has advantage on Wisdom (Perception)
Actions
checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage.
Actions
Multiattack. The bear makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Basilisk
Hit: 5 (1d6 + 2) piercing damage.
Medium monstrosity, unaligned
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 15 (natural armor)
Hit: 7 (2d4 + 2) slashing damage.
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
Blink Dog
16 (+3)
8 (−1)
15 (+2)
2 (−4)
8 (−1)
7 (−2)
Medium fey, lawful good
Senses darkvision 60 ft., passive Perception 9
Armor Class 13
Languages
Hit Points 22 (4d8 + 4)
Challenge 3 (700 XP)
Speed 40 ft.
Petrifying Gaze. If a creature starts its turn within 30 feet
STR
DEX
CON
INT
WIS
CHA
of the basilisk and the two of them can see each other, the
12 (+1)
17 (+3)
12 (+1)
10 (+0)
13 (+1)
11 (+0)
basilisk can force the creature to make a DC 12 Constitution
saving throw if the basilisk isn’t incapacitated. On a failed
Skills Perception +3, Stealth +5
save, the creature magically begins to turn to stone and is
Senses passive Perception 13
restrained. It must repeat the saving throw at the end of its
Languages Blink Dog, understands Sylvan but can’t speak it
next turn. On a success, the effect ends. On a failure, the
Challenge 1/4 (50 XP)
creature is petrified until freed by the greater restoration spell
or other magic.
Keen Hearing and Smell. The dog has advantage on Wisdom
A creature that isn’t surprised can avert its eyes to avoid the
(Perception) checks that rely on hearing or smell.
saving throw at the start of its turn. If it does so, it can’t see
the basilisk until the start of its next turn, when it can avert its
Actions
eyes again. If it looks at the basilisk in the meantime, it must
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
immediately make the save.
Hit: 4 (1d6 + 1) piercing damage.
If the basilisk sees its reflection within 30 feet of it in
bright light, it mistakes itself for a rival and targets itself
Teleport (Recharge 4-6). The dog magically teleports, along
with its gaze.
with any equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see. Before or after teleporting,
Actions
the dog can make one bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
A blink dog takes its name from its ability to blink in and
poison damage.
out of existence, a talent it uses to aid its attacks and to
avoid harm.
A basilisk is a multilegged, reptilian horror whose deadly
gaze transforms victims into porous stone. With its
Chapter 12: Monsters
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