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# Baltun'ia Vault Conventions (shared reference)
All campaign skills read this file first. It captures how *this* vault is
actually structured and written. Match these conventions exactly — the goal is
that a generated note is indistinguishable from one the DM wrote by hand.
## Vault map
```
1. History of Baltun'ia/ ← lore by Age (Ancient → Fourth). Has Key Figures / Key Locations subfolders.
2. World Almanac/ ← the living world
Factions/<Faction>/ ← one folder per faction, "<Faction> Overview.md" inside
Species/ ← one note per species
Deities/ + Deities/Minor Deities/
Creatures/ + Creatures/Natural World/
Economy/
Languages/
Regions of Baltun'ia/<Region>/ ← region note "<Region>.md" at top of its folder
<City>/ ← city note "<City>.md" at top of its folder
<POI>/ ← POI folder, "<POI>.md" overview inside
<NPC Name> - <POI>.md ← NPCs live beside the POI they belong to
Documents/ ← in-world docs & event write-ups (speeches, letters, propositions)
3. Session Recaps/ ← "N. Title - M-D-YY.md", flat, narrative prose
z_templates/Framework Templates/ ← NPC / Location / Faction / POI templates
z_other/ ← monologues, Campaign Flow (mermaid plot flowchart)
Campaign Premise.md ← the central conspiracy / endgame
Index File.base ← Obsidian Base; filters out anything whose path starts with "z"
```
`z`-prefixed folders are excluded from the Index Base on purpose. Keep
templates and scratch material under `z_*`; keep canonical content out of it.
## Formatting rules (do NOT deviate)
- **No YAML frontmatter.** Existing notes have none. Do not add it.
- Notes use **heading-based sections** (`###` / `##`) copied from the relevant
framework template, then filled in. Sections may be renamed to fit the
subject (e.g. a POI's "History & Lore" became "Lore & Role in Voxiu"). Adapt,
don't pad with empty boilerplate sections.
- **Wikilinks everywhere.** Link the first mention of any species, region,
city, faction, deity, POI, or other NPC: `[[Humans]]`, `[[Voxiu]]`,
`[[Belter Overview|Belters]]`. Use `[[Note Name|display text]]` when the file
name differs from how it reads in the sentence.
- **Notable-NPC entries** use the bold-name + arrow-note style:
`- **Hedda Wickwhistle**, Guildmother Weaver *(Human, elderly)*` then a new
line starting with `→ ` giving role / hook.
- Tables (markdown pipe tables) are used for economy breakdowns — reuse that
style for any quantitative data.
- Tone is in-world and concrete. Prefer specific, evocative detail over generic
fantasy filler. American spelling, present tense for descriptions.
## Naming conventions
- **NPC file:** `<Full Name> - <POI or City>.md` (e.g. `Kal Branth - Sea Bastion Docks.md`).
Historical NPCs instead go in the relevant Age's `Key Figures/` as `<Name>.md`.
- **Overview files** are named after their container: `Cotton Row Market/Cotton Row Market.md`,
`Belters/Belter Overview.md`, `Voxiu/Voxiu.md`.
- **Session recap:** `<N>. <Short Title> - <M-D-YY>.md` — N is the next integer
after the highest existing recap, date is the real session date (no leading
zeros: `9-8-25`, not `09-08-25`).
## Linking discipline (run this before finishing any note)
1. Every proper noun that *could* have a note gets a `[[wikilink]]` on first use.
2. If you reference an entity that has **no** note yet, still wikilink it
(a "future note" / red link is correct and intentional in Obsidian) and
mention to the user that it's a stub worth creating.
3. When you create an NPC/POI, add a reciprocal mention+link in its parent
note's "Notable NPCs" / "Notable Locations" section so the graph stays connected.
## Collaborative generation (applies to every content skill)
The DM chose a **collaborative** style. For any note that involves creative
invention:
1. Read the relevant template and 1–2 nearby sibling notes for tone.
2. Gather every fact already established in the vault (search recaps, parent
notes, the Campaign Premise, Campaign Flow).
3. Draft the **objective / known** fields yourself (appearance, location, type,
public role).
4. **Pause and ask the DM** (via the AskUserQuestion tool) about the
*creative-pivot* fields before writing them — the choices that shape the
campaign: motivations, secrets, faction loyalties, and plot hooks. Offer 2–4
concrete options plus room for their own answer.
5. Only after their input, write the file and wire up the wikilinks.
Never invent hard canon (a death, a betrayal, a hidden identity) without
confirming — those are the DM's calls.

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---
name: cleanup-note
description: Take a raw, voice-dictated or rough Markdown note and promote it into a canonical Baltun'ia vault note — identify what entity it is, correct spelling/proper-noun typos against established vault names, reshape it into the matching framework template's headings, wikilink every known entity, file it into the correct folder, and add the reciprocal link from its parent. Use when the DM says "clean up this note", "process this dictation", "sort out this file", or passes a rough note as an argument to be normalized.
---
# Clean Up & Promote a Raw Note
This is the **intake / cleanup phase** for rough notes (usually voice-dictated,
so expect run-on prose, homophone errors, and mangled proper nouns). The goal is
to turn one messy file into a canonical note that is indistinguishable from one
the DM wrote by hand — correctly typed, spelled, structured, linked, and filed.
First read `.claude/skills/_shared/vault-conventions.md`.
The note to clean up is passed as an **argument** (a file path). If none was
given, ask which file. Never guess.
## Steps
1. **Read the raw note.** Read the target file in full. Also note its current
location — a dictated note is often dumped loose at the vault root or in an
inbox folder, not where it belongs.
2. **Identify what it is.** Decide the entity type from its content, not its
filename. Match to one of the vault's note kinds and load the matching
template so you reshape to the right shape:
- **NPC** → `z_templates/Framework Templates/NPC Framework Template.md`
- **POI** (a visitable site inside a city) → `POI Framework Template.md`
- **Region / City** (location) → `Location Framework Template.md`
- **Faction** → `Faction Framework Template.md`
- **Session recap** → this isn't a cleanup job; hand off to `/session-recap`.
- **In-world document** (speech, letter, proposition) → goes in the relevant
city's `Documents/` folder; keep it as the in-world artifact, no template.
- **History / lore, Species, Deity, Creature, Economy, Language** → file per
the vault map; match a nearby sibling note's structure rather than a
framework template.
If it's genuinely ambiguous (e.g. a person who might be a live NPC or a
historical Key Figure), state your read and ask the DM to confirm the type
before restructuring.
3. **Ground it in the vault.** Before fixing or linking anything, gather what's
already established. Search the vault for every proper noun in the note
(names, places, factions, deities). Read the likely parent note (the POI,
city, region, or faction this belongs under) and the `Campaign Premise` /
`Campaign Flow` if it touches the main plot. This grounding drives the next
three steps.
4. **Fix spelling & proper-noun typos.** Voice dictation mangles names. For each
proper noun, find the closest canonical spelling that already exists in the
vault and correct to it (e.g. dictated "Voxu" / "Vox you" → `Voxiu`, "belters"
→ `Belters`). Fix ordinary spelling/grammar too, but **preserve the DM's
voice and any deliberate in-world coinage.** A name with *no* near-match in
the vault is probably a genuinely new entity — keep it as dictated and treat
it as a new note/stub, don't "correct" it into an unrelated existing name.
Keep a list of every correction to show the DM.
5. **Reshape into structural sections (no frontmatter).** Pour the content into
the matching template's `###`/`##` headings. Follow the vault's structural
conventions exactly:
- **No YAML frontmatter, ever.** "Metadata" in this vault means heading-based
sections plus inline tags like a race note `*(Human, elderly)*` — not
properties. Add these, not frontmatter.
- **Rename or drop sections to fit** — never leave empty boilerplate. If the
dictation only covers a few fields, keep those sections and omit the rest;
leave a `[[red link]]`-free gap the DM can fill, and list the gaps for them.
- Match the local house style (Notable-NPC bold-name + `→` hook lines,
American spelling, in-world present tense for descriptions).
- **Do not invent hard canon.** If the note implies but doesn't state a
motivation, secret, death, or loyalty, leave it out and flag it — those are
the DM's calls (collaborative style). Structure what's there; don't pad.
6. **Wikilink every known entity.** Wikilink the first mention of any species,
region, city, faction, deity, POI, or NPC that has (or should have) a note.
Use `[[Note Name|display text]]` when the filename differs from the prose. An
entity with no note yet still gets a `[[red link]]` — that's intentional;
collect these as stubs to flag.
7. **Determine destination & filename.** Compute where the promoted note belongs
per the containment rules and naming conventions:
- NPC → `.../<POI>/<Full Name> - <POI>.md` (or `- <City>`; historical →
`Key Figures/<Name>.md`)
- POI → `.../<City>/<POI>/<POI>.md`
- City → `.../<Region>/<City>/<City>.md`; Region → `.../<Region>/<Region>.md`
- Faction → `World Almanac/Factions/<Faction>/<Faction> Overview.md`
- Document → `.../<City>/Documents/<Title>.md`
If the parent folder doesn't exist yet, that's a signal the parent note is
also missing — flag it.
8. **Show the DM before applying.** Present, and wait for approval:
- the **identified type** and the **destination path + filename**;
- the **typo/spelling corrections** (dictated → canonical) as a list;
- the **cleaned note** in full (or a diff against the original);
- **links added** and **red-link stubs** worth creating later;
- the **reciprocal backlink** you'll add to the parent (see below);
- any **flagged gaps / uninvented canon** the DM should decide on.
9. **Apply on approval.** Then:
- Write the cleaned note to its correct path/filename.
- If the original file was a loose dump elsewhere, offer to delete it (don't
leave a stale duplicate) — confirm first, and never delete a file you can't
confirm is the same content you just promoted.
- Add the reciprocal `[[link]]` in the parent note (NPC → parent POI's
"Notable NPCs"; POI → city's "Notable Features"; city → region's "Notable
Cities"; faction → `Faction Relationships.md`) so the graph stays connected.
- Remind the DM of the red-link stubs; offer to create the important ones via
`/create-npc`, `/create-poi`, `/create-location`, or `/create-faction`.
## Guardrails
- This skill **normalizes and files existing content**; it does not invent the
campaign. When a field is missing, flag it — don't fabricate motivations,
secrets, or events (that's the DM's call, per the collaborative style).
- When a proper noun has no vault match, treat it as new, not as a typo.
- Keep canonical content **out of `z_*`** folders.
- Preserve unicode punctuation already in the vault; when editing existing notes
(e.g. adding the backlink), anchor Edits on plain-ASCII substrings.

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---
name: create-faction
description: Create a new Faction note (political party, guild, secret order, criminal syndicate, religious body, etc.) for the Baltun'ia campaign from the Faction Framework Template — as a faction folder with its Overview note, wikilinked and slotted into the web of faction relationships. Use when the DM wants to add an organization or power bloc (e.g. "create a smugglers' guild", "add a rival party to the Belters", "make the automaton-rights movement a faction").
---
# Create a Faction
First read `.claude/skills/_shared/vault-conventions.md` and
`z_templates/Framework Templates/Faction Framework Template.md`. Read a real
faction (`2. World Almanac/Factions/Belters/Belter Overview.md`) and
`2. World Almanac/Factions/Faction Relationships.md` and `Faction Types.md` to
slot the newcomer into the existing political map.
## Steps
1. **Place it.** `2. World Almanac/Factions/<Faction>/<Faction> Overview.md`
(folder + overview note, matching e.g. `Belters/Belter Overview.md`).
2. **Mine canon.** Read Faction Types, Faction Relationships, and the Campaign
Premise. Identify which existing factions this one allies with, opposes, or
competes against — especially around the core tensions (automatons, the
Crown Elect election, the ley-line conspiracy).
3. **Draft** Type, Core Focus, Regions/Cities of influence (wikilinked),
Structure & Membership, and public-facing Philosophy/Goals.
4. **Collaborate on the creative pivots.** Use AskUserQuestion for:
- The faction's *true* agenda vs. its public face
- Its stance toward the central conspiracy (unaware / pawn / architect / opposed)
- Key rivalries and alliances with named existing factions
- 1–2 plot hooks and a notable NPC leader
5. **Write the Overview** following the real faction style (concise bold-field
header, then `## Ideology & Goals`, `## Influence`, `## Notes`, plus Plot
Hooks and Notable NPCs). Wikilink regions, cities, rival factions, and leaders.
6. **Connect it.** Add the new faction to `Faction Relationships.md` (and
`Faction Types.md` if it's a new type) and reciprocally note it in the
overviews of factions it directly allies/clashes with. Offer to create its
leader via create-npc.

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---
name: create-location
description: Create a new Region or City note for the Baltun'ia campaign from the Location Framework Template — placed correctly in the Regions hierarchy, wikilinked, and added to its parent's index. Use when the DM wants to add a region, province, city, town, or settlement (e.g. "add a new city to Jessergate", "create the region north of the mountains", "make a fishing village in The Weald"). For a specific building/site inside a city use create-poi instead.
---
# Create a Region or City
First read `.claude/skills/_shared/vault-conventions.md` and
`z_templates/Framework Templates/Location Framework Template.md`. Look at a real
region (`2. World Almanac/Regions of Baltun'ia/Jessergate/Jessergate.md`) and a
real city (`.../Jessergate/Voxiu/Voxiu.md`) — note the **condensed** real-world
style: regions lead with Geography / Weather / Specific History / Notable Cities
(`[[links]]`) / Based Species (`[[links]]`); cities lead with **Type** + Notable
Features, a prose intro, then Governance / Economy (often a pipe table) /
Defenses / Culture.
## Steps
1. **Region or city?** Decide (ask if unclear):
- Region → `Regions of Baltun'ia/<Region>/<Region>.md`
- City/town → `<Region>/<City>/<City>.md` (confirm which region it sits in;
wikilink and cross-add to the region's Notable Cities).
2. **Mine canon.** Check the parent region note, the Regions Index, the Economy
table, and recaps for anything already said about this place. Stay consistent
with neighboring climate/species/politics.
3. **Draft the geography, climate, type, and economy** yourself — these follow
from the world map and surrounding regions.
4. **Collaborate on the creative pivots.** Use AskUserQuestion for:
- Governance / who holds power, and which faction dominates
- The defining tension or current conflict here
- 1–2 plot hooks and any secret tied to the ley-line conspiracy
Offer options that fit the region's established character.
5. **Write the file** using the condensed local style (not the bare template
verbatim). Wikilink species, neighboring regions, factions, and notable
NPCs. Use a pipe table for any economic breakdown.
6. **Index it.** Add a `[[wikilink]]` from the parent (region → Regions Index;
city → its region's Notable Cities). Flag sub-locations/NPCs worth stubbing.

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---
name: create-npc
description: Create a new NPC note for the Baltun'ia D&D campaign from the NPC Framework Template — filed in the correct POI/city/Key Figures folder, fully wikilinked, and reciprocally linked from its parent note. Use when the DM wants to add, stat out, or flesh out a non-player character (e.g. "make an NPC for the docks", "create the tavern keeper", "add Commander Taylor's lieutenant").
---
# Create an NPC
First read `.claude/skills/_shared/vault-conventions.md` and
`z_templates/Framework Templates/NPC Framework Template.md`. Skim one nearby
existing NPC (e.g. `2. World Almanac/Regions of Baltun'ia/Jessergate/Voxiu/Cotton Row Market/Hedda Wickwhistle - Cotton Row Market.md`)
to match tone.
## Steps
1. **Place it.** Determine where the NPC belongs:
- Tied to a POI → `.../<POI>/<Full Name> - <POI>.md`
- Tied to a city but no POI → `.../<City>/<Full Name> - <City>.md`
- A historical figure → the relevant Age's `Key Figures/<Name>.md`
If the location isn't given, ask the DM where they live/operate.
2. **Mine canon.** Grep the vault for the NPC's name and their location for any
facts already established (recaps, parent POI note, Campaign Flow). Reuse,
don't contradict.
3. **Draft the knowable fields** of the NPC template: Name (+ title/alias),
Race (wikilink the `[[species]]`), Age, Gender, Location (wikilink region +
city + POI), Appearance, Voice & Speech.
4. **Collaborate on the creative pivots.** Use AskUserQuestion to confirm:
- Primary motivation / what they want from the party
- Faction allegiance (offer the real factions: `[[Belter Overview|Belters]]`,
`[[Vexens]]`, etc.) — and whether it's open or secret
- A secret or personal quest, and one plot hook
Offer concrete options grounded in current campaign tensions (automaton
rights, the Crown Elect election, the ley-line conspiracy).
5. **Write the file** in full template structure, wikilinking every proper noun.
Fill "Notes & Flavor" with catchphrases / mannerisms.
6. **Reciprocate.** Add the NPC to the parent POI/city note's "Notable NPCs"
section using the `- **Name**, Role *(race)*` + `→ hook` style, with a
wikilink. Report any referenced entities that still need their own notes.

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---
name: create-poi
description: Create a new Point of Interest note (tavern, shop, temple, theater, market, fortress, workshop, etc.) inside a city for the Baltun'ia campaign, from the POI Framework Template — as a POI folder with its overview note, wikilinked and added to the city's Notable Features. Use when the DM wants a specific visitable site (e.g. "add a tavern in Voxiu", "create the black-market workshop", "make a temple to Vaelor"). For a whole city/region use create-location; for a person use create-npc.
---
# Create a Point of Interest
First read `.claude/skills/_shared/vault-conventions.md` and
`z_templates/Framework Templates/POI Framework Template.md`. Look at a real POI
overview (`2. World Almanac/Regions of Baltun'ia/Jessergate/Voxiu/Cotton Row Market/Cotton Row Market.md`)
for the actual filled style (Type / Description / Lore & Role / Notable NPCs
with `→` notes / Plot Hooks).
## Steps
1. **Place it.** A POI is a **folder** inside its city, with the overview note
inside: `<Region>/<City>/<POI>/<POI>.md`. Confirm the city if not given. This
folder will also hold the POI's NPC notes.
2. **Mine canon.** Read the city note and recaps; match the city's economy,
factions, and mood. (A POI in Voxiu's Cotton Row should smell of dye and
Belter politics; one in a Vexen quarter should feel different.)
3. **Draft** Type, Description (sensory: sights/sounds/smells/vibe), Ownership,
and typical patrons.
4. **Collaborate on the creative pivots.** Use AskUserQuestion for:
- The POI's role in current intrigue / which faction it serves
- A hidden feature, secret room, or conspiracy thread
- 2–3 plot hooks / adventure seeds
- Whether to spin up its key NPC now (then hand off to create-npc)
5. **Write the file** using the real POI style; wikilink the city, region,
factions, deities, and any NPCs. Use the bold-name + `→` style for Notable NPCs.
6. **Index it.** Add the POI to the city note's Notable Features / Notable
Locations with a `[[wikilink]]`. Offer to create the key NPC via create-npc.

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---
name: dnd5e-srd
description: Retrieval-augmented generation (RAG) skill for the D&D 5e System Reference Document (SRD). Use when answering questions about D&D 5e core rules, spells, combat, equipment, conditions, monsters, and other SRD content. This skill provides agentic search-based access to the SRD split into page-range markdown files.
metadata:
mcpmarket-version: 1.0.0
---
# D&D 5e SRD RAG
This skill provides search-based retrieval access to the Dungeons & Dragons 5th Edition System Reference Document (SRD), organized by page ranges as markdown files in the `references/` directory.
## When to Use This Skill
Use this skill whenever answering questions about D&D 5e SRD content, including:
- Core rules and gameplay procedures
- Ability checks, saving throws, and skill use
- Combat, actions, conditions, and movement
- Classes, backgrounds, equipment, and magic items
- Spells and spellcasting
- Creatures and stat blocks included in the SRD
## Search Strategy
Follow this agentic search process for D&D 5e SRD queries:
### 1. Identify Relevant Page Ranges
The SRD is organized by page ranges. Use this file index to locate content:
**Important: Always use the Python search tool (`scripts/search_with_positions.py`) to get exact character positions for source citations.**
#### File Index (by page range)
Note: Topics below follow your provided outline and are aligned to the actual file splits; where a topic spans multiple files, it's marked as continued.
- `DND5eSRD_001-018.md`: Intro through Character Creation
- `DND5eSRD_019-035.md`: Barbarian, Bard, Cleric (start)
- `DND5eSRD_036-046.md`: Cleric/Druid, Fighter, Monk (start)
- `DND5eSRD_047-063.md`: Monk, Paladin, Ranger, Rogue
- `DND5eSRD_064-076.md`: Sorcerer, Warlock, Wizard (start)
- `DND5eSRD_077-086.md`: Wizard, Origins, Feats
- `DND5eSRD_087-103.md`: Equipment
- `DND5eSRD_104-120.md`: Spells
- `DND5eSRD_121-137.md`: Spells
- `DND5eSRD_138-154.md`: Spells
- `DND5eSRD_155-175.md`: Spells
- `DND5eSRD_176-191.md`: Rules Glossary (part)
- `DND5eSRD_192-203.md`: Gameplay Toolbox, Magic Items (start, part 1)
- `DND5eSRD_204-229.md`: Gameplay Toolbox, Magic Items (continued)
- `DND5eSRD_230-252.md`: Magic Items (continued)
- `DND5eSRD_253-272.md`: Monsters intro + early entries
- `DND5eSRD_273-292.md`: Monsters
- `DND5eSRD_293-312.md`: Monsters
- `DND5eSRD_313-332.md`: Monsters
- `DND5eSRD_333-364.md`: Monsters / Animals (continued)
### 2. Search Using the Python Tools
Primary method: use the search + expand workflow for accurate positions and structured context.
```bash
# Step 1: Search to find content with exact character positions
python /skills/dnd5e-srd/scripts/search_with_positions.py "search term" --all
# Step 2: If you need more context, expand specific result(s)
python /skills/dnd5e-srd/scripts/expand_context.py "search term" --result 3 --mode section --all
# Examples
# Search combat-related terms
python /skills/dnd5e-srd/scripts/search_with_positions.py "grapple" --all
# Search spells and expand result #1 by section
python /skills/dnd5e-srd/scripts/expand_context.py "fireball" --result 1 --mode section --all
# Search specific page ranges
python /skills/dnd5e-srd/scripts/search_with_positions.py "longsword" --pages 200-300
# Batch expand multiple results
python /skills/dnd5e-srd/scripts/expand_context.py "Attack" --results 1,3,5 --mode paragraph --all
```
The search tool returns:
- Filename
- Character range (start-end positions)
- Matched text with context
- Ready-to-use citation format: `[filename, chars START-END]`
The expand tool returns:
- Expanded text (paragraph, section, or entire document)
- Heading breadcrumb trail
- Original match position within the expansion
- Expansion bounds and metadata
### 3. Expand Context When Needed
After searching, expand results that need deeper context:
- Use `--mode paragraph` for surrounding text
- Use `--mode section` to get the full rule section with headings
- Use `--results 1,3,5` to batch expand multiple results
### 4. Multi-hop Queries
For questions requiring multiple pieces of information:
1. Break down the query into components
2. Search for each component separately
3. Synthesize the information from multiple sources
### 5. Provide Accurate Answers with Source Citations
After retrieving information:
- Quote or paraphrase the exact rules as needed
- **Always cite sources using the character position format**: `[filename, chars START-END]`
- Include multiple sources when relevant
- Cite at the end of the relevant information, not inline
Citation examples:
```
The spell Fireball deals 8d6 fire damage on a failed save. [DND5eSRD_293-312.md, chars 12000-12100]
A grapple check uses Athletics vs. the target's escape DC (see Conditions). [DND5eSRD_087-103.md, chars 5400-5600]
```
## References Directory Structure
The `references/` directory contains the SRD split into page-range files.
Files are named `DND5eSRD_XXX-YYY.md` where `XXX-YYY` is the page range.
To list all files:
```bash
ls -lh /skills/dnd5e-srd/references/
```
To find which file contains specific content:
```bash
grep -l "search term" /skills/dnd5e-srd/references/*.md
```
## Python Tools
### 1. Search Tool (`search_with_positions.py`)
Features:
- Searches SRD reference files with regex-based term matching
- Returns precise character ranges for each match
- Includes contextual text around matches
- Supports filtering by page ranges or specific files
Usage:
```bash
# Basic search across all files
python scripts/search_with_positions.py "term" --all
# Search specific page range
python scripts/search_with_positions.py "term" --pages 200-300
# Control output
python scripts/search_with_positions.py "term" --all --max-results 10 --context 200
# Case-sensitive search
python scripts/search_with_positions.py "Attack" --all --case-sensitive
```
### 2. Context Expansion Tool (`expand_context.py`)
Features:
- Expands specific search results with boundary-aware modes
- Modes: `paragraph` (default), `section`, `section-only`, `char`, `document`
- Provides heading breadcrumb trails for context
- Supports batch expansion and JSON output
Usage:
```bash
# Expand a specific search result by section
python scripts/expand_context.py "fireball" --result 3 --mode section --all-search
# Expand multiple results at once
python scripts/expand_context.py "Attack" --results 1,3,5 --mode paragraph --all-search
# Direct expansion from known file position
python scripts/expand_context.py --file "DND5eSRD_121-137.md" --position 1234 --mode section
# JSON output for machine processing
python scripts/expand_context.py "wizard" --result 1 --all-search --format json
```
## Best Practices
- **Use the Python tools**: search first, then expand for deeper context
- **Always cite sources** with `[filename, chars START-END]`
- **Leverage structure**: use `--mode section` to get full rules and headings
- **Be specific**: search for exact SRD terminology
- **Check multiple files**: related rules may span multiple ranges
- **Handle ambiguity**: present possible interpretations with citations
## Notes
- Files are organized by page ranges (e.g., 001-018, 019-035)
- Some files are large (up to 120K+); prefer targeted searches
- This skill includes SRD content only; not supplements or non-SRD material

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"authorAvatar": "https://avatars.githubusercontent.com/u/229088968?v=4",
"description": "Retrieval-augmented generation (RAG) skill for the D&D 5e System Reference Document (SRD). Use when answering questions about D&D 5e core rules, spells, combat, equipment, conditions, monsters, and other SRD content. This skill provides agentic search-based access to the SRD split into page-range markdown files.",
"githubUrl": "https://github.com/datapizza-labs/rag-dataset-builder/tree/main/src/dataset_builder/medium_answers_claude_skill/dnd5e-srd",
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# Cleric
| Core Cleric Traits | |
| :--- | :--- |
| **Primary Ability** | Wisdom |
| **Hit Point Die** | D8 per Cleric level |
| **Saving Throw Proficiencies** | Wisdom and Charisma |
| **Skill Proficiencies** | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
| **Weapon Proficiencies** | Simple weapons |
| **Armor Training** | Light and Medium armor and Shields |
| **Starting Equipment** | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP |
> ### Becoming a Cleric ...
> **As a Level 1 Character**
> * Gain all the traits in the Core Cleric Traits table.
> * Gain the Cleric's level 1 features, which are listed in the Cleric Features table.
> ### As a Multiclass Character
> * Gain the following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
> * Gain the Cleric's level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
## Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
### Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class's description.
**Cantrips.** You know three cantrips of your choice from the Cleric spell list. *Guidance*, *Sacred Flame*, and *Thaumaturgy* are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
| | **Proficiency** | | **Channel** | | **Prepared** | <center>—Spell Slots per Spell Level—</center> | | | | | | | | |
| :-: | :---: | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| **Level** | **Bonus** | **Class Features** | **Divinity** | **Cantrips** | **Spells** | **1** | **2** | **3** | **4** | **5** | **6** | **7** | **8** | **9** |
| 1 | +2 | Spellcasting, Divine Order | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Channel Divinity | 2 | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Cleric Subclass | 2 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Sear Undead | 2 | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 3 | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Blessed Strikes | 3 | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Divine Intervention | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Subclass feature | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | — | 4 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 4 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Greater Divine Intervention | 4 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
<br>
36
System Reference Document 5.2.1
---
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
**Spell Slots.** The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. *Bless*, *Cure Wounds*, *Guiding Bolt*, and *Shield of Faith* are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
**Spellcasting Ability.** Wisdom is your spellcasting ability for your Cleric spells.
**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
### Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
**Protector.** Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
**Thaumaturge.** You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
### Level 2: Channel Divinity
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
**Divine Spark.** As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
**Turn Undead.** As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
### Level 3: Cleric Subclass
You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.
### Level 5: Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect.
37
System Reference Document 5.2.1
---
### Level 7: Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
**Divine Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Cleric cantrip.
### Level 10: Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest.
### Level 14: Improved Blessed Strikes
The option you chose for Blessed Strikes grows more powerful.
**Divine Strike.** The extra damage of your Divine Strike increases to 2d8.
**Potent Spellcasting.** When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
### Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.
### Level 20: Greater Divine Intervention
You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose *Wish* when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests.
## Cleric Spell List
This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
### Cantrips (Level 0 Cleric Spells)
| Spell | School | Special |
| :--- | :--- | :---: |
| Guidance | Divination | C |
| Light | Evocation | — |
| Mending | Transmutation | — |
| Resistance | Abjuration | C |
| Sacred Flame | Evocation | — |
| Spare the Dying | Necromancy | — |
| Thaumaturgy | Transmutation | — |
### Level 1 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Bane | Enchantment | C |
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Create or Destroy Water | Transmutation | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Guiding Bolt | Evocation | — |
| Healing Word | Abjuration | — |
| Inflict Wounds | Necromancy | — |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Sanctuary | Abjuration | — |
| Shield of Faith | Abjuration | C |
### Level 2 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Aid | Abjuration | — |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | — |
| Calm Emotions | Enchantment | C |
| Continual Flame | Evocation | M |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | — |
| Gentle Repose | Necromancy | R, M |
| Hold Person | Enchantment | C |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Prayer of Healing | Abjuration | — |
38
System Reference Document 5.2.1
---
| Spell | School | Special |
| :--- | :--- | :---: |
| Protection from Poison | Abjuration | — |
| Silence | Illusion | C, R |
| Spiritual Weapon | Evocation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
### Level 3 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Animate Dead | Necromancy | — |
| Beacon of Hope | Abjuration | C |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Glyph of Warding | Abjuration | M |
| Magic Circle | Abjuration | M |
| Mass Healing Word | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
| Sending | Divination | — |
| Speak with Dead | Necromancy | — |
| Spirit Guardians | Conjuration | C |
| Tongues | Divination | — |
| Water Walk | Transmutation | R |
### Level 4 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Control Water | Transmutation | C |
| Death Ward | Abjuration | — |
| Divination | Divination | R, M |
| Freedom of Movement | Abjuration | — |
| Guardian of Faith | Conjuration | — |
| Locate Creature | Divination | C |
| Stone Shape | Transmutation | — |
### Level 5 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Commune | Divination | R |
| Contagion | Necromancy | — |
| Dispel Evil and Good | Abjuration | C |
| Flame Strike | Evocation | — |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Hallow | Abjuration | M |
| Insect Plague | Conjuration | C |
| Legend Lore | Divination | M |
| Mass Cure Wounds | Abjuration | — |
| Planar Binding | Abjuration | M |
| Raise Dead | Necromancy | M |
| Scrying | Divination | C, M |
### Level 6 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Blade Barrier | Evocation | C |
| Create Undead | Necromancy | M |
| Find the Path | Divination | C, M |
| Forbiddance | Abjuration | R, M |
| Harm | Necromancy | — |
| Heal | Abjuration | — |
| Heroes' Feast | Conjuration | M |
| Planar Ally | Conjuration | — |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Word of Recall | Conjuration | — |
### Level 7 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Conjure Celestial | Conjuration | C |
| Divine Word | Evocation | — |
| Etherealness | Conjuration | — |
| Fire Storm | Evocation | — |
| Plane Shift | Conjuration | M |
| Regenerate | Transmutation | — |
| Resurrection | Necromancy | M |
| Symbol | Abjuration | M |
39
System Reference Document 5.2.1
---
### Level 8 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Antimagic Field | Abjuration | C |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Holy Aura | Abjuration | C, M |
| Sunburst | Evocation | — |
### Level 9 Cleric Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Astral Projection | Necromancy | M |
| Gate | Conjuration | C, M |
| Mass Heal | Abjuration | — |
| Power Word Heal | Enchantment | — |
| True Resurrection | Necromancy | M |
## Cleric Subclass: Life Domain
*Soothe the Hurts of the World*
The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
### Level 3: Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
### Level 3: Life Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Life Domain Spells | |
| :--- | :--- |
| **Cleric Level** | **Prepared Spells** |
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
### Level 3: Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
### Level 6: Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
### Level 17: Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
40
System Reference Document 5.2.1
---
# Druid
| Core Druid Traits | |
| :--- | :--- |
| **Primary Ability** | Wisdom |
| **Hit Point Die** | D8 per Druid level |
| **Saving Throw Proficiencies** | Intelligence and Wisdom |
| **Skill Proficiencies** | Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival |
| **Weapon Proficiencies** | Simple weapons |
| **Tool Proficiencies** | Herbalism Kit |
| **Armor Training** | Light armor and Shields |
| **Starting Equipment** | Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP |
> ### Becoming a Druid ...
> **As a Level 1 Character**
> * Gain all the traits in the Core Druid Traits table.
> * Gain the Druid's level 1 features, which are listed in the Druid Features table.
> ### As a Multiclass Character
> * Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
> * Gain the Druid's level 1 features, which are listed in the Druid Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
## Druid Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
### Level 1: Spellcasting
You have learned to cast spells through studying the mystical forces of nature. See "Spells" for the rules on spellcasting. The information below details
| | **Proficiency** | | **Wild** | | **Prepared** | <center>—Spell Slots per Spell Level—</center> | | | | | | | | |
| :-: | :---: | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| **Level** | **Bonus** | **Class Features** | **Shape** | **Cantrips** | **Spells** | **1** | **2** | **3** | **4** | **5** | **6** | **7** | **8** | **9** |
| 1 | +2 | Spellcasting, Druidic, Primal Order | — | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Wild Shape, Wild Companion | 2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Druid Subclass | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Wild Resurgence | 2 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Elemental Fury | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 3 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Subclass feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Subclass feature | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | Improved Elemental Fury | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | — | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Beast Spells | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
41
System Reference Document 5.2.1
---
how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.
**Cantrips.** You know two cantrips of your choice from the Druid spell list. *Druidcraft* and *Produce Flame* are recommended.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
**Spell Slots.** The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. *Animal Friendship*, *Cure Wounds*, *Faerie Fire*, and *Thunderwave* are recommended.
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
**Spellcasting Ability.** Wisdom is your spellcasting ability for your Druid spells.
**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
### Level 1: Druidic
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the *Speak with Animals* spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.
### Level 1: Primal Order
You have dedicated yourself to one of the following sacred roles of your choice.
**Magician.** You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
**Warden.** Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
### Level 2: Wild Shape
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
**Number of Uses.** You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
**Known Forms.** You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see "Animals" in "Monsters" for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so.
| Beast Shapes | | | |
| :--- | :--- | :--- | :--- |
| **Druid Level** | **Known Forms** | **Max CR** | **Fly Speed** |
| 2 | 4 | 1/4 | No |
| 4 | 6 | 1/2 | No |
| 8 | 8 | 1 | Yes |
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---
**Rules While Shape-Shifted.** While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
**Temporary Hit Points.** When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
**Game Statistics.** Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
**No Spellcasting.** You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
**Objects.** Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.
### Level 2: Wild Companion
You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the *Find Familiar* spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
### Level 3: Druid Subclass
You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
### Level 5: Wild Resurgence
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.
### Level 7: Elemental Fury
The might of the elements flows through you. You gain one of the following options of your choice.
**Potent Spellcasting.** Add your Wisdom modifier to the damage you deal with any Druid cantrip.
**Primal Strike.** Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
### Level 15: Improved Elemental Fury
The option you chose for Elemental Fury grows more powerful, as detailed below.
**Potent Spellcasting.** When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.
**Primal Strike.** The extra damage of your Primal Strike increases to 2d8.
### Level 18: Beast Spells
While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
### Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
### Level 20: Archdruid
The vitality of nature constantly blooms within you, granting you the following benefits.
**Evergreen Wild Shape.** Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
**Nature Magician.** You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.
**Longevity.** The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
43
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---
## Druid Spell List
This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
### Cantrips (Level 0 Druid Spells)
| Spell | School | Special |
| :--- | :--- | :---: |
| Druidcraft | Transmutation | — |
| Elementalism | Transmutation | — |
| Guidance | Divination | C |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Poison Spray | Necromancy | — |
| Produce Flame | Conjuration | — |
| Resistance | Abjuration | C |
| Shillelagh | Transmutation | — |
| Spare the Dying | Necromancy | — |
| Starry Wisp | Evocation | — |
### Level 1 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Animal Friendship | Enchantment | — |
| Charm Person | Enchantment | — |
| Create or Destroy Water | Transmutation | — |
| Cure Wounds | Abjuration | — |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Entangle | Conjuration | C |
| Faerie Fire | Evocation | C |
| Fog Cloud | Conjuration | C |
| Goodberry | Conjuration | — |
| Healing Word | Abjuration | — |
| Ice Knife | Conjuration | — |
| Jump | Transmutation | — |
| Longstrider | Transmutation | — |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Speak with Animals | Divination | R |
| Thunderwave | Evocation | — |
### Level 2 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Aid | Abjuration | — |
| Animal Messenger | Enchantment | R |
| Augury | Divination | R, M |
| Barkskin | Transmutation | — |
| Continual Flame | Evocation | M |
| Darkvision | Transmutation | — |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Find Traps | Divination | — |
| Flame Blade | Evocation | C |
| Flaming Sphere | Evocation | C |
| Gust of Wind | Evocation | C |
| Heat Metal | Transmutation | C |
| Hold Person | Enchantment | C |
| Lesser Restoration | Abjuration | — |
| Locate Animals or Plants | Divination | R |
| Locate Object | Divination | C |
| Moonbeam | Evocation | C |
| Pass without Trace | Abjuration | C |
| Protection from Poison | Abjuration | — |
| Spike Growth | Transmutation | C |
### Level 3 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Call Lightning | Conjuration | C |
| Conjure Animals | Conjuration | C |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Plant Growth | Transmutation | — |
| Protection from Energy | Abjuration | C |
| Revivify | Necromancy | M |
| Sleet Storm | Conjuration | C |
| Speak with Plants | Transmutation | — |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
| Wind Wall | Evocation | C |
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---
### Level 4 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Confusion | Enchantment | C |
| Conjure Minor Elementals | Conjuration | C |
| Conjure Woodland Beings | Conjuration | C |
| Control Water | Transmutation | C |
| Divination | Divination | R, M |
| Dominate Beast | Enchantment | C |
| Fire Shield | Evocation | — |
| Freedom of Movement | Abjuration | — |
| Giant Insect | Conjuration | C |
| Hallucinatory Terrain | Illusion | — |
| Ice Storm | Evocation | — |
| Locate Creature | Divination | C |
| Polymorph | Transmutation | C |
| Stone Shape | Transmutation | — |
| Stoneskin | Transmutation | C, M |
| Wall of Fire | Evocation | C |
### Level 5 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Antilife Shell | Abjuration | C |
| Awaken | Transmutation | M |
| Commune with Nature | Divination | R |
| Cone of Cold | Evocation | — |
| Conjure Elemental | Conjuration | C |
| Contagion | Necromancy | — |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Insect Plague | Conjuration | C |
| Mass Cure Wounds | Abjuration | — |
| Planar Binding | Abjuration | M |
| Reincarnate | Necromancy | M |
| Scrying | Divination | C, M |
| Tree Stride | Conjuration | C |
| Wall of Stone | Evocation | C |
### Level 6 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Conjure Fey | Conjuration | C |
| Find the Path | Divination | C, M |
| Flesh to Stone | Transmutation | C |
| Heal | Abjuration | — |
| Heroes' Feast | Conjuration | M |
| Move Earth | Transmutation | C |
| Sunbeam | Evocation | C |
| Transport via Plants | Conjuration | — |
| Wall of Thorns | Conjuration | C |
| Wind Walk | Transmutation | — |
### Level 7 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Fire Storm | Evocation | — |
| Mirage Arcane | Illusion | — |
| Plane Shift | Conjuration | M |
| Regenerate | Transmutation | — |
| Reverse Gravity | Transmutation | C |
| Symbol | Abjuration | M |
### Level 8 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Animal Shapes | Transmutation | — |
| Antipathy/Sympathy | Enchantment | — |
| Befuddlement | Enchantment | — |
| Control Weather | Transmutation | C |
| Earthquake | Transmutation | C |
| Incendiary Cloud | Conjuration | C |
| Sunburst | Evocation | — |
| Tsunami | Conjuration | C |
### Level 9 Druid Spells
| Spell | School | Special |
| :--- | :--- | :---: |
| Foresight | Divination | — |
| Shapechange | Transmutation | C, M |
| Storm of Vengeance | Conjuration | C |
| True Resurrection | Necromancy | M |
45
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---
## Druid Subclass: Circle of the Land
*Celebrate Connection to the Natural World*
The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.
### Level 3: Circle of the Land Spells
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
| Arid Land | |
| :--- | :--- |
| **Druid Level** | **Circle Spells** |
| 3 | *Blur*, *Burning Hands*, *Fire Bolt* |
| 5 | *Fireball* |
| 7 | *Blight* |
| 9 | *Wall of Stone* |
| Polar Land | |
| :--- | :--- |
| **Druid Level** | **Circle Spells** |
| 3 | *Fog Cloud*, *Hold Person*, *Ray of Frost* |
| 5 | *Sleet Storm* |
| 7 | *Ice Storm* |
| 9 | *Cone of Cold* |
| Temperate Land | |
| :--- | :--- |
| **Druid Level** | **Circle Spells** |
| 3 | *Misty Step*, *Shocking Grasp*, *Sleep* |
| 5 | *Lightning Bolt* |
| 7 | *Freedom of Movement* |
| 9 | *Tree Stride* |
| Tropical Land | |
| :--- | :--- |
| **Druid Level** | **Circle Spells** |
| 3 | *Acid Splash*, *Ray of Sickness*, *Web* |
| 5 | *Stinking Cloud* |
| 7 | *Polymorph* |
| 9 | *Insect Plague* |
### Level 3: Land's Aid
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
### Level 6: Natural Recovery
You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.
### Level 10: Nature's Ward
You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.
| Nature's Ward | | | |
| :--- | :--- | :--- | :--- |
| **Land Type** | **Resistance** | **Land Type** | **Resistance** |
| Arid | Fire | Temperate | Lightning |
| Polar | Cold | Tropical | Poison |
### Level 14: Nature's Sanctuary
As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.
As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
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# Fighter
## Core Fighter Traits
| | |
| :--- | :--- |
| **Primary Ability** | Strength or Dexterity |
| **Hit Point Die** | D10 per Fighter level |
| **Saving Throw Proficiencies** | Strength and Constitution |
| **Skill Proficiencies** | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival |
| **Weapon Proficiencies** | Simple and Martial weapons |
| **Armor Training** | Light, Medium, and Heavy armor and Shields |
| **Starting Equipment** | Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP |
## Becoming a Fighter ...
### As a Level 1 Character
* Gain all the traits in the Core Fighter Traits table.
* Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
### As a Multiclass Character
* Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
* Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
## Fighter Class Features
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.
### Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice (see "Feats"). Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
## Fighter Features
| Level | Proficiency Bonus | Class Features | Second Wind | Weapon Mastery |
| :---: | :---: | :--- | :---: | :---: |
| 1 | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 |
| 2 | +2 | Action Surge (one use), Tactical Mind | 2 | 3 |
| 3 | +2 | Fighter Subclass | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 3 | 4 |
| 5 | +3 | Extra Attack, Tactical Shift | 3 | 4 |
| 6 | +3 | Ability Score Improvement | 3 | 4 |
| 7 | +3 | Subclass feature | 3 | 4 |
| 8 | +3 | Ability Score Improvement | 3 | 4 |
| 9 | +4 | Indomitable (one use), Tactical Master | 3 | 4 |
| 10 | +4 | Subclass feature | 4 | 5 |
| 11 | +4 | Two Extra Attacks | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 4 | 5 |
| 13 | +5 | Indomitable (two uses), Studied Attacks | 4 | 5 |
| 14 | +5 | Ability Score Improvement | 4 | 5 |
| 15 | +5 | Subclass feature | 4 | 5 |
| 16 | +5 | Ability Score Improvement | 4 | 6 |
| 17 | +6 | Action Surge (two uses), Indomitable (three uses) | 4 | 6 |
| 18 | +6 | Subclass feature | 4 | 6 |
| 19 | +6 | Epic Boon | 4 | 6 |
| 20 | +6 | Three Extra Attacks | 4 | 6 |
---
47 System Reference Document 5.2.1
---
### Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
### Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
### Level 2: Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
### Level 2: Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
### Level 3: Fighter Subclass
You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass’s features that are of your Fighter level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16.
### Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
### Level 5: Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
### Level 9: Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
### Level 9: Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
### Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
### Level 13: Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
### Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
### Level 20: Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
---
48 System Reference Document 5.2.1
---
# Fighter Subclass: Champion
*Pursue Physical Excellence in Combat*
A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
### Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
### Level 3: Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
### Level 7: Additional Fighting Style
You gain another Fighting Style feat of your choice.
### Level 10: Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
### Level 15: Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
### Level 18: Survivor
You attain the pinnacle of resilience in battle, giving you these benefits.
**Defy Death.** You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
**Heroic Rally.** At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
# Monk
## Core Monk Traits
| | |
| :--- | :--- |
| **Primary Ability** | Dexterity and Wisdom |
| **Hit Point Die** | D8 per Monk level |
| **Saving Throw Proficiencies** | Strength and Dexterity |
| **Skill Proficiencies** | Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth |
| **Weapon Proficiencies** | Simple weapons and Martial weapons that have the Light property |
| **Tool Proficiencies** | Choose one type of Artisan's Tools or Musical Instrument (see "Equipment") |
| **Armor Training** | None |
| **Starting Equipment** | Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP |
## Becoming a Monk ...
### As a Level 1 Character
* Gain all the traits in the Core Monk Traits table.
* Gain the Monk's level 1 features, which are listed in the Monk Features table.
### As a Multiclass Character
* Gain the Hit Point Die trait from the Core Monk Traits table.
* Gain the Monk's level 1 features, which are listed in the Monk Features table.
## Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
---
49 System Reference Document 5.2.1
---
## Monk Features
| Level | Proficiency Bonus | Class Features | Martial Arts | Focus Points | Unarmored Movement |
| :---: | :---: | :--- | :---: | :---: | :---: |
| 1 | +2 | Martial Arts, Unarmed Defense | 1d6 | — | — |
| 2 | +2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism | 1d6 | 2 | +10 ft. |
| 3 | +2 | Deflect Attacks, Monk Subclass | 1d6 | 3 | +10 ft. |
| 4 | +2 | Ability Score Improvement, Slow Fall | 1d6 | 4 | +10 ft. |
| 5 | +3 | Extra Attack, Stunning Strike | 1d8 | 5 | +10 ft. |
| 6 | +3 | Empowered Strikes, Subclass feature | 1d8 | 6 | +15 ft. |
| 7 | +3 | Evasion | 1d8 | 7 | +15 ft. |
| 8 | +3 | Ability Score Improvement | 1d8 | 8 | +15 ft. |
| 9 | +4 | Acrobatic Movement | 1d8 | 9 | +15 ft. |
| 10 | +4 | Heightened Focus, Self-Restoration | 1d8 | 10 | +20 ft. |
| 11 | +4 | Subclass feature | 1d10 | 11 | +20 ft. |
| 12 | +4 | Ability Score Improvement | 1d10 | 12 | +20 ft. |
| 13 | +5 | Deflect Energy | 1d10 | 13 | +20 ft. |
| 14 | +5 | Disciplined Survivor | 1d10 | 14 | +25 ft. |
| 15 | +5 | Perfect Focus | 1d10 | 15 | +25 ft. |
| 16 | +5 | Ability Score Improvement | 1d10 | 16 | +25 ft. |
| 17 | +6 | Subclass feature | 1d12 | 17 | +25 ft. |
| 18 | +6 | Superior Defense | 1d12 | 18 | +30 ft. |
| 19 | +6 | Epic Boon | 1d12 | 19 | +30 ft. |
| 20 | +6 | Body and Mind | 1d12 | 20 | +30 ft. |
### Level 1: Martial Arts
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
* Simple Melee weapons
* Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.
**Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action.
**Martial Arts Die.** You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
**Dexterous Attacks.** You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
### Level 1: Unarmed Defense
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
### Level 2: Monk's Focus
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
**Flurry of Blows.** You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
**Patient Defense.** You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
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50 System Reference Document 5.2.1
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**Step of the Wind.** You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
### Level 2: Unarmored Movement
Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
### Level 2: Uncanny Metabolism
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
### Level 3: Deflect Attacks
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
### Level 3: Monk Subclass
You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
### Level 4: Slow Fall
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
### Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
### Level 5: Stunning Strike
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
### Level 6: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
### Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don’t benefit from this feature if you have the Incapacitated condition.
### Level 9: Acrobatic Movement
While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
### Level 10: Heightened Focus
Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
**Flurry of Blows.** You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
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**Patient Defense.** When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
**Step of the Wind.** When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
### Level 10: Self-Restoration
Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.
In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
### Level 13: Deflect Energy
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
### Level 14: Disciplined Survivor
Your physical and mental discipline grant you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
### Level 15: Perfect Focus
When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
### Level 18: Superior Defense
At the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
### Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
### Level 20: Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
## Monk Subclass: Warrior of the Open Hand
*Master Unarmed Combat Techniques*
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
### Level 3: Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
**Addle.** The target can’t make Opportunity Attacks until the start of its next turn.
**Push.** The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
**Topple.** The target must succeed on a Dexterity saving throw or have the Prone condition.
### Level 6: Wholeness of Body
You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
### Level 11: Fleet Step
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
### Level 17: Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
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# Paladin
## Core Paladin Traits
| | |
| :--- | :--- |
| **Primary Ability** | Strength and Charisma |
| **Hit Point Die** | D10 per Paladin level |
| **Saving Throw Proficiencies** | Wisdom and Charisma |
| **Skill Proficiencies** | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
| **Weapon Proficiencies** | Simple and Martial weapons |
| **Armor Training** | Light, Medium, and Heavy armor and Shields |
| **Starting Equipment** | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP |
## Becoming a Paladin ...
### As a Level 1 Character
* Gain all the traits in the Core Paladin Traits table.
* Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
### As a Multiclass Character
* Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
* Gain the Paladin's level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots.
## Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
### Level 1: Lay On Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
## Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Level 1 | Spell Level 2 | Spell Level 3 | Spell Level 4 | Spell Level 5 |
| :---: | :---: | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | +2 | Lay On Hands, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — |
| 2 | +2 | Fighting Style, Paladin's Smite | — | 3 | 2 | — | — | — | — |
| 3 | +2 | Channel Divinity, Paladin Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | — | — | — |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | — | — | — |
| 7 | +3 | Subclass feature | 2 | 7 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | — | — |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | — | — |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
| 13 | +5 | — | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Subclass feature | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Subclass feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
### Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s description.
**Spell Slots.** The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. *Heroism* and *Searing Smite* are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
**Spellcasting Ability.** Charisma is your spellcasting ability for your Paladin spells.
**Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
### Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
### Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see "Feats" for feats). Instead of choosing one of those feats, you can choose the option below.
**Blessed Warrior.** You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). *Guidance* and *Sacred Flame* are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
### Level 2: Paladin's Smite
You always have the *Divine Smite* spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
### Level 3: Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
> **BREAKING YOUR OATH**
> A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.
>
> A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
>
> If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
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If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
**Divine Sense.** As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell.
### Level 3: Paladin Subclass
You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
### Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
### Level 5: Faithful Steed
You can call on the aid of an otherworldly steed. You always have the *Find Steed* spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
### Level 6: Aura of Protection
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
### Level 9: Abjure Foes
As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
### Level 10: Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
### Level 11: Radiant Strikes
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
### Level 14: Restoring Touch
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.
### Level 18: Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
### Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Truesight is recommended.
## Paladin Spell List
This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
### Level 1 Paladin Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
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| Spell | School | Special |
| :--- | :--- | :--- |
| Divine Favor | Transmutation | C |
| Divine Smite | Evocation | — |
| Heroism | Enchantment | C |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Searing Smite | Evocation | — |
| Shield of Faith | Abjuration | C |
### Level 2 Paladin Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Aid | Abjuration | — |
| Find Steed | Conjuration | — |
| Gentle Repose | Necromancy | R, M |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Magic Weapon | Transmutation | — |
| Prayer of Healing | Abjuration | — |
| Protection from Poison | Abjuration | — |
| Shining Smite | Transmutation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
### Level 3 Paladin Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Magic Circle | Abjuration | M |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
### Level 4 Paladin Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Death Ward | Abjuration | — |
| Locate Creature | Divination | C |
### Level 5 Paladin Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Dispel Evil and Good | Abjuration | C |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Raise Dead | Necromancy | M |
## Paladin Subclass: Oath of Devotion
*Uphold the Ideals of Justice and Order*
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the following tenets:
* Let your word be your promise.
* Protect the weak and never fear to act.
* Let your honorable deeds be an example.
### Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
**Oath of Devotion Spells**
| Paladin Level | Spells |
| :---: | :--- |
| 3 | *Protection from Evil and Good*, *Shield of Faith* |
| 5 | *Aid*, *Zone of Truth* |
| 9 | *Beacon of Hope*, *Dispel Magic* |
| 13 | *Freedom of Movement*, *Guardian of Faith* |
| 17 | *Commune*, *Flame Strike* |
### Level 3: Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
### Level 7: Aura of Devotion
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
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56 System Reference Document 5.2.1
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### Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast *Divine Smite*, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
### Level 20: Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
**Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
**Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
**Sunlight.** The aura is filled with Bright Light that is sunlight.
# Ranger
## Core Ranger Traits
| | |
| :--- | :--- |
| **Primary Ability** | Dexterity and Wisdom |
| **Hit Point Die** | D10 per Ranger level |
| **Saving Throw Proficiencies** | Strength and Dexterity |
| **Skill Proficiencies** | Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival |
| **Weapon Proficiencies** | Simple and Martial weapons |
| **Armor Training** | Light and Medium armor and Shields |
| **Starting Equipment** | Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP |
## Becoming a Ranger ...
### As a Level 1 Character
* Gain all the traits in the Core Ranger Traits table.
* Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
### As a Multiclass Character
* Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and Shields.
* Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
## Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
### Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
**Spell Slots.** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
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57 System Reference Document 5.2.1
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## Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Level 1 | Spell Level 2 | Spell Level 3 | Spell Level 4 | Spell Level 5 |
| :---: | :---: | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| 1 | +2 | Spellcasting, Favored Enemy, Weapon Mastery | 2 | 2 | 2 | — | — | — | — |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | — | — | — | — |
| 3 | +2 | Ranger Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | — | — | — |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | — | — | — |
| 7 | +3 | Subclass feature | 3 | 7 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | — | — |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | — | — |
| 11 | +4 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Subclass feature | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. *Cure Wounds* and *Ensnaring Strike* are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
**Spellcasting Ability.** Wisdom is your spellcasting ability for your Ranger spells.
**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
### Level 1: Favored Enemy
You always have the *Hunter's Mark* spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
### Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your
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choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
### Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
**Expertise.** Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
**Languages.** You know two languages of your choice from the language tables in "Character Creation."
### Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see “Feats”). Instead of choosing one of those feats, you can choose the option below.
**Druidic Warrior.** You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). *Guidance* and *Starry Wisp* are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
### Level 3: Ranger Subclass
You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
### Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
### Level 6: Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
### Level 9: Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
### Level 10: Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
**Temporary Hit Points.** As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
**Decrease Exhaustion.** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
### Level 13: Relentless Hunter
Taking damage can’t break your Concentration on *Hunter's Mark*.
### Level 14: Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
### Level 17: Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your *Hunter's Mark*.
### Level 18: Feral Senses
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
### Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
### Level 20: Foe Slayer
The damage die of your *Hunter's Mark* is a d10 rather than a d6.
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# Ranger Spell List
This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
## Level 1 Ranger Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Alarm | Abjuration | R |
| Animal Friendship | Enchantment | — |
| Cure Wounds | Abjuration | — |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Ensnaring Strike | Conjuration | C |
| Entangle | Conjuration | C |
| Fog Cloud | Conjuration | C |
| Goodberry | Conjuration | — |
| Hunter's Mark | Divination | C |
| Jump | Transmutation | — |
| Longstrider | Transmutation | — |
| Speak with Animals | Divination | R |
## Level 2 Ranger Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Aid | Abjuration | — |
| Animal Messenger | Enchantment | R |
| Barkskin | Transmutation | — |
| Darkvision | Transmutation | — |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | — |
| Gust of Wind | Evocation | C |
| Lesser Restoration | Abjuration | — |
| Locate Animals or Plants | Divination | R |
| Locate Object | Divination | C |
| Magic Weapon | Transmutation | — |
| Pass without Trace | Abjuration | C |
| Protection from Poison | Abjuration | — |
| Silence | Illusion | C, R |
| Spike Growth | Transmutation | C |
## Level 3 Ranger Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Conjure Animals | Conjuration | C |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Nondetection | Abjuration | M |
| Plant Growth | Transmutation | — |
| Protection from Energy | Abjuration | C |
| Revivify | Necromancy | M |
| Speak with Plants | Transmutation | — |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
| Wind Wall | Evocation | C |
## Level 4 Ranger Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Conjure Woodland Beings | Conjuration | C |
| Dominate Beast | Enchantment | C |
| Freedom of Movement | Abjuration | — |
| Locate Creature | Divination | C |
| Stoneskin | Transmutation | C, M |
## Level 5 Ranger Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Commune with Nature | Divination | R |
| Greater Restoration | Abjuration | M |
| Tree Stride | Conjuration | C |
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## Ranger Subclass: Hunter
*Protect Nature and People from Destruction*
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
### Level 3: Hunter's Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your *Hunter's Mark*, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
### Level 3: Hunter's Prey
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
### Level 7: Defensive Tactics
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
**Escape the Horde.** Opportunity Attacks have Disadvantage against you.
**Multiattack Defense.** When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
### Level 11: Superior Hunter's Prey
Once per turn when you deal damage to a creature marked by your *Hunter's Mark*, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
### Level 15: Superior Hunter's Defense
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
# Rogue
## Core Rogue Traits
| | |
| :--- | :--- |
| **Primary Ability** | Dexterity |
| **Hit Point Die** | D8 per Rogue level |
| **Saving Throw Proficiencies** | Dexterity and Intelligence |
| **Skill Proficiencies** | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth |
| **Weapon Proficiencies** | Simple weapons and Martial weapons that have the Finesse or Light property |
| **Tool Proficiencies** | Thieves' Tools |
| **Armor Training** | Light armor |
| **Starting Equipment** | Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP |
## Becoming a Rogue ...
### As a Level 1 Character
* Gain all the traits in the Core Rogue Traits table.
* Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
### As a Multiclass Character
* Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
* Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
## Rogue Class Features
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
### Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
### Level 1: Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack
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## Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
| :---: | :---: | :--- | :---: |
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Rogue Subclass, Steady Aim | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Subclass feature | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Subclass feature | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Subclass feature | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
### Level 1: Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in “Character Creation.”
### Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
### Level 2: Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
### Level 3: Rogue Subclass
You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.
### Level 3: Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
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### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
### Level 5: Cunning Strike
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
**Poison (Cost: 1d6).** You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s Kit on your person.
**Trip (Cost: 1d6).** If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
**Withdraw (Cost: 1d6).** Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
### Level 5: Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
### Level 7: Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
### Level 7: Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
### Level 11: Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
### Level 14: Devious Strikes
You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
**Daze (Cost: 2d6).** The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
**Knock Out (Cost: 6d6).** The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
**Obscure (Cost: 3d6).** The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
### Level 15: Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
### Level 18: Elusive
You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
### Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
### Level 20: Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
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## Rogue Subclass: Thief
*Hunt for Treasure as a Classic Adventurer*
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
### Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
**Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
**Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action.
### Level 3: Second-Story Work
You’ve trained to get into especially hard-to-reach places, granting you these benefits.
**Climber.** You gain a Climb Speed equal to your Speed.
**Jumper.** You can determine your jump distance using your Dexterity rather than your Strength.
### Level 9: Supreme Sneak
You gain the following Cunning Strike option.
**Stealth Attack (Cost: 1d6).** If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
### Level 13: Use Magic Device
You’ve learned how to maximize use of magic items, granting you the following benefits.
**Attunement.** You can attune to up to four magic items at once.
**Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
**Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
### Level 17: Thief’s Reflexes
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
***
# Sorcerer
| Core Sorcerer Traits | |
| :--- | :--- |
| **Primary Ability** | Charisma |
| **Hit Point Die** | D6 per Sorcerer level |
| **Saving Throw Proficiencies** | Constitution and Charisma |
| **Skill Proficiencies** | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
| **Weapon Proficiencies** | Simple weapons |
| **Armor Training** | None |
| **Starting Equipment** | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP |
## Becoming a Sorcerer ...
### As a Level 1 Character
* Gain all the traits in the Core Sorcerer Traits table.
* Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
### As a Multiclass Character
* Gain the Hit Point Die from the Core Sorcerer Traits table.
* Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
## Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
### Level 1: Spellcasting
Drawing from your innate magic, you can cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description.
**Cantrips.** You know four Sorcerer cantrips of your choice. *Light, Prestidigitation, Shocking Grasp*, and *Sorcerous Burst* are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
**Spell Slots.** The Sorcerer Features table shows how many spell slots you have to cast your level 1+
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## Sorcerer Features
| | Proficiency | | Sorcery | | Prepared | \multicolumn{9}{c}{———Spell Slots per Spell Level———} |
| :---: | :---: | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| **Level** | **Bonus** | **Class Features** | **Points** | **Cantrips** | **Spells** | **1** | **2** | **3** | **4** | **5** | **6** | **7** | **8** | **9** |
| 1 | +2 | Spellcasting, Innate Sorcery | — | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Font of Magic, Metamagic | 2 | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Sorcerer Subclass | 3 | 4 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 4 | 5 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Sorcerous Restoration | 5 | 5 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 6 | 5 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Sorcery Incarnate | 7 | 5 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 8 | 5 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 9 | 5 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Metamagic | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 11 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 12 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 13 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Subclass feature | 14 | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 16 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Metamagic | 17 | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Subclass feature | 18 | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 19 | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 20 | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
spells. You regain all expended slots when you finish a Long Rest.
**Prepared Spells of Level 1+**. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. *Burning Hands* and *Detect Magic* are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you.
**Changing Your Prepared Spells.** Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
**Spellcasting Ability.** Charisma is your spellcasting ability for your Sorcerer spells.
**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
### Level 1: Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
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* The spell save DC of your Sorcerer spells increases by 1.
* You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
### Level 2: Font of Magic
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
**Converting Spell Slots to Sorcery Points.** You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).
**Creating Spell Slots.** As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Creating Spell Slots | | |
| :--- | :--- | :--- |
| **Spell Slot Level** | **Sorcery Point Cost** | **Min. Sorcerer Level** |
| 1 | 2 | 2 |
| 2 | 3 | 3 |
| 3 | 5 | 5 |
| 4 | 6 | 7 |
| 5 | 7 | 9 |
### Level 2: Metamagic
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options" later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
### Level 3: Sorcerer Subclass
You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16.
### Level 5: Sorcerous Restoration
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
### Level 7: Sorcery Incarnate
If you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
### Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
### Level 20: Arcane Apotheosis
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
## Metamagic Options
The following options are available to your Metamagic feature. The options are presented in alphabetical order.
### Careful Spell
*Cost: 1 Sorcery Point*
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and
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it takes no damage if it would normally take half damage on a successful save.
### Distant Spell
*Cost: 1 Sorcery Point*
When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
### Empowered Spell
*Cost: 1 Sorcery Point*
When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
### Extended Spell
*Cost: 1 Sorcery Point*
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
### Heightened Spell
*Cost: 2 Sorcery Points*
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
### Quickened Spell
*Cost: 2 Sorcery Points*
When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
### Seeking Spell
*Cost: 1 Sorcery Point*
If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
### Subtle Spell
*Cost: 1 Sorcery Point*
When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
### Transmuted Spell
*Cost: 1 Sorcery Point*
When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
### Twinned Spell
*Cost: 1 Sorcery Point*
When you cast a spell, such as *Charm Person*, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
## Sorcerer Spell List
This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
### Cantrips (Level 0 Sorcerer Spells)
| Spell | School | Special |
| :--- | :--- | :--- |
| Acid Splash | Evocation | — |
| Chill Touch | Necromancy | — |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | — |
| Fire Bolt | Evocation | — |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| Ray of Frost | Evocation | — |
| Shocking Grasp | Evocation | — |
| Sorcerous Burst | Evocation | — |
| True Strike | Divination | — |
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### Level 1 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Burning Hands | Evocation | — |
| Charm Person | Enchantment | — |
| Chromatic Orb | Evocation | M |
| Color Spray | Illusion | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | — |
| Expeditious Retreat | Transmutation | C |
| False Life | Necromancy | — |
| Feather Fall | Transmutation | — |
| Fog Cloud | Conjuration | C |
| Grease | Conjuration | — |
| Ice Knife | Conjuration | — |
| Jump | Transmutation | — |
| Mage Armor | Abjuration | — |
| Magic Missile | Evocation | — |
| Ray of Sickness | Necromancy | — |
| Shield | Abjuration | — |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Thunderwave | Evocation | — |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | — |
| Levitate | Transmutation | C |
| Magic Weapon | Transmutation | — |
| Mirror Image | Illusion | — |
| Misty Step | Conjuration | — |
| Scorching Ray | Evocation | — |
| See Invisibility | Divination | — |
| Shatter | Evocation | — |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
| Web | Conjuration | C |
### Level 2 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Alter Self | Transmutation | C |
| Blindness/Deafness | Transmutation | — |
| Blur | Illusion | C |
| Darkness | Evocation | C |
| Darkvision | Transmutation | — |
| Detect Thoughts | Divination | C |
| Dragon's Breath | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Flame Blade | Evocation | C |
| Flaming Sphere | Evocation | C |
| Gust of Wind | Evocation | C |
### Level 3 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Blink | Transmutation | — |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fireball | Evocation | — |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Haste | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Lightning Bolt | Evocation | — |
| Major Image | Illusion | C |
| Protection from Energy | Abjuration | C |
| Sleet Storm | Conjuration | C |
| Slow | Transmutation | C |
| Stinking Cloud | Conjuration | C |
| Tongues | Divination | — |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
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### Level 4 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Banishment | Abjuration | C |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Confusion | Enchantment | C |
| Dimension Door | Conjuration | — |
| Dominate Beast | Enchantment | C |
| Fire Shield | Evocation | — |
| Greater Invisibility | Illusion | C |
| Ice Storm | Evocation | — |
| Polymorph | Transmutation | C |
| Stoneskin | Transmutation | C, M |
| Vitriolic Sphere | Evocation | — |
| Wall of Fire | Evocation | C |
### Level 5 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Animate Objects | Transmutation | C |
| Arcane Hand | Evocation | C |
| Cloudkill | Conjuration | C |
| Cone of Cold | Evocation | — |
| Creation | Illusion | — |
| Dominate Person | Enchantment | C |
| Hold Monster | Enchantment | C |
| Insect Plague | Conjuration | C |
| Seeming | Illusion | — |
| Telekinesis | Transmutation | C |
| Teleportation Circle | Conjuration | M |
| Wall of Stone | Evocation | C |
### Level 6 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Chain Lightning | Evocation | — |
| Circle of Death | Necromancy | M |
| Disintegrate | Transmutation | — |
| Eyebite | Necromancy | C |
| Flesh to Stone | Transmutation | C |
| Freezing Sphere | Evocation | — |
| Globe of Invulnerability | Abjuration | C |
| Mass Suggestion | Enchantment | — |
| Move Earth | Transmutation | C |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
### Level 7 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Delayed Blast Fireball | Evocation | C |
| Etherealness | Conjuration | — |
| Finger of Death | Necromancy | — |
| Fire Storm | Evocation | — |
| Plane Shift | Conjuration | M |
| Prismatic Spray | Evocation | — |
| Reverse Gravity | Transmutation | C |
| Teleport | Conjuration | — |
### Level 8 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Earthquake | Transmutation | C |
| Incendiary Cloud | Conjuration | C |
| Power Word Stun | Enchantment | — |
| Sunburst | Evocation | — |
### Level 9 Sorcerer Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Gate | Conjuration | C, M |
| Meteor Swarm | Evocation | — |
| Power Word Kill | Enchantment | — |
| Time Stop | Transmutation | — |
| Wish | Conjuration | — |
## Sorcerer Subclass: Draconic Sorcery
*Breathe the Magic of Dragons*
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
### Level 3: Draconic Resilience
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
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### Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
| Draconic Spells | |
| :--- | :--- |
| **Sorcerer Level** | **Spells** |
| 3 | *Alter Self, Chromatic Orb, Command, Dragon's Breath* |
| 5 | *Fear, Fly* |
| 7 | *Arcane Eye, Charm Monster* |
| 9 | *Legend Lore, Summon Dragon* |
### Level 6: Elemental Affinity
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
### Level 14: Dragon Wings
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
### Level 18: Dragon Companion
You can cast *Summon Dragon* without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
***
# Warlock
| Core Warlock Traits | |
| :--- | :--- |
| **Primary Ability** | Charisma |
| **Hit Point Die** | D8 per Warlock level |
| **Saving Throw Proficiencies** | Wisdom and Charisma |
| **Skill Proficiencies** | Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion |
| **Weapon Proficiencies** | Simple weapons |
| **Armor Training** | Light armor |
| **Starting Equipment** | Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP |
## Becoming a Warlock ...
### As a Level 1 Character
* Gain all the traits in the Core Warlock Traits table.
* Gain the Warlock's level 1 features, which are listed in the Warlock Features table.
### As a Multiclass Character
* Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
* Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
## Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
### Level 1: Eldritch Invocations
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in this class's description.
**Prerequisites.** If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.
**Replacing and Gaining Invocations.** Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you
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## Warlock Features
| | Proficiency | | Eldritch | | Prepared | Spell | Slot |
| :---: | :---: | :--- | :---: | :---: | :---: | :---: | :---: |
| **Level** | **Bonus** | **Class Features** | **Invocations** | **Cantrips** | **Spells** | **Slots** | **Level** |
| 1 | +2 | Eldritch Invocations, Pact Magic | 1 | 2 | 2 | 1 | 1 |
| 2 | +2 | Magical Cunning | 3 | 2 | 3 | 2 | 1 |
| 3 | +2 | Warlock Subclass | 3 | 2 | 4 | 2 | 2 |
| 4 | +2 | Ability Score Improvement | 3 | 3 | 5 | 2 | 2 |
| 5 | +3 | — | 5 | 3 | 6 | 2 | 3 |
| 6 | +3 | Subclass feature | 5 | 3 | 7 | 2 | 3 |
| 7 | +3 | — | 6 | 3 | 8 | 2 | 4 |
| 8 | +3 | Ability Score Improvement | 6 | 3 | 9 | 2 | 4 |
| 9 | +4 | Contact Patron | 7 | 3 | 10 | 2 | 5 |
| 10 | +4 | Subclass feature | 7 | 4 | 10 | 2 | 5 |
| 11 | +4 | Mystic Arcanum (level 6 spell) | 7 | 4 | 11 | 3 | 5 |
| 12 | +4 | Ability Score Improvement | 8 | 4 | 11 | 3 | 5 |
| 13 | +5 | Mystic Arcanum (level 7 spell) | 8 | 4 | 12 | 3 | 5 |
| 14 | +5 | Subclass feature | 8 | 4 | 12 | 3 | 5 |
| 15 | +5 | Mystic Arcanum (level 8 spell) | 9 | 4 | 13 | 3 | 5 |
| 16 | +5 | Ability Score Improvement | 9 | 4 | 13 | 3 | 5 |
| 17 | +6 | Mystic Arcanum (level 9 spell) | 9 | 4 | 14 | 4 | 5 |
| 18 | +6 | — | 10 | 4 | 14 | 4 | 5 |
| 19 | +6 | Epic Boon | 10 | 4 | 15 | 4 | 5 |
| 20 | +6 | Eldritch Master | 10 | 4 | 15 | 4 | 5 |
qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.
You can’t pick the same invocation more than once unless its description says otherwise.
### Level 1: Pact Magic
Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See "Spells” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description.
**Cantrips.** You know two Warlock cantrips of your choice. *Eldritch Blast* and *Prestidigitation* are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
**Spell Slots.** The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell *Charm Person*, you must spend one of those slots, and you cast it as a level 3 spell.
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. *Charm Person* and *Hex* are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
If another Warlock feature gives you spells that you always have prepared, those spells don’t count
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against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
**Changing Your Prepared Spells.** Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
**Spellcasting Ability.** Charisma is the spellcasting ability for your Warlock spells.
**Spellcasting Focus.** You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
### Level 2: Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
### Level 3: Warlock Subclass
You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass’s features that are of your Warlock level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8, 12, and 16.
### Level 9: Contact Patron
In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the *Contact Other Plane* spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.
Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.
### Level 11: Mystic Arcanum
Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum.
You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.
As shown in the Warlock Features table, you gain another Warlock spell of your choice that can be cast in this way when you reach Warlock levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.
Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.
### Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Fate is recommended.
### Level 20: Eldritch Master
When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots.
## Eldritch Invocation Options
Eldritch Invocation options appear in alphabetical order.
### Agonizing Blast
*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage*
Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
### Armor of Shadows
You can cast *Mage Armor* on yourself without expending a spell slot.
### Ascendant Step
*Prerequisite: Level 5+ Warlock*
You can cast *Levitate* on yourself without expending a spell slot.
### Devil's Sight
*Prerequisite: Level 2+ Warlock*
You can see normally in Dim Light and Darkness— both magical and nonmagical—within 120 feet of yourself.
### Devouring Blade
*Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation*
The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.
### Eldritch Mind
You have Advantage on Constitution saving throws that you make to maintain Concentration.
### Eldritch Smite
*Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation*
Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target,
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plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
### Eldritch Spear
*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage*
Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
### Fiendish Vigor
*Prerequisite: Level 2+ Warlock*
You can cast *False Life* on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
### Gaze of Two Minds
*Prerequisite: Level 5+ Warlock*
You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.
While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.
### Gift of the Depths
*Prerequisite: Level 5+ Warlock*
You can breathe underwater, and you gain a Swim Speed equal to your Speed.
You can also cast *Water Breathing* once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.
### Gift of the Protectors
*Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation*
A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).
When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead.
Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.
As a Magic action, you can erase a name on the page by touching it.
### Investment of the Chain Master
*Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation*
When you cast *Find Familiar*, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.
**Aerial or Aquatic.** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
**Quick Attack.** As a Bonus Action, you can command the familiar to take the Attack action.
**Necrotic or Radiant Damage.** Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
**Your Save DC.** If the familiar forces a creature to make a saving throw, it uses your spell save DC.
**Resistance.** When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
### Lessons of the First Ones
*Prerequisite: Level 2+ Warlock*
You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see "Feats").
**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
### Lifedrinker
*Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation*
Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).
### Mask of Many Faces
*Prerequisite: Level 2+ Warlock*
You can cast *Disguise Self* without expending a spell slot.
### Master of Myriad Forms
*Prerequisite: Level 5+ Warlock*
You can cast *Alter Self* without expending a spell slot.
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### Misty Visions
*Prerequisite: Level 2+ Warlock*
You can cast *Silent Image* without expending a spell slot.
### One with Shadows
*Prerequisite: Level 5+ Warlock*
While you’re in an area of Dim Light or Darkness, you can cast *Invisibility* on yourself without expending a spell slot.
### Otherworldly Leap
*Prerequisite: Level 2+ Warlock*
You can cast *Jump* on yourself without expending a spell slot.
### Pact of the Blade
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
### Pact of the Chain
You learn the *Find Familiar* spell and can cast it as a Magic action without expending a spell slot.
When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: **Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake** (see "Monsters” for the familiar’s stat block).
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
### Pact of the Tome
Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This *Book of Shadows* (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.
**Cantrips and Rituals.** When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.
**Spellcasting Focus.** You can use the book as a Spellcasting Focus.
### Repelling Blast
*Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll*
Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
**Repeatable.** You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
### Thirsting Blade
*Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation*
You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
### Visions of Distant Realms
*Prerequisite: Level 9+ Warlock*
You can cast *Arcane Eye* without expending a spell slot.
### Whispers of the Grave
*Prerequisite: Level 7+ Warlock*
You can cast *Speak with Dead* without expending a spell slot.
### Witch Sight
*Prerequisite: Level 15+ Warlock*
You have Truesight with a range of 30 feet.
## Warlock Spell List
This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
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### Cantrips (Level 0 Warlock Spells)
| Spell | School | Special |
| :--- | :--- | :--- |
| Chill Touch | Necromancy | — |
| Eldritch Blast | Evocation | — |
| Mage Hand | Conjuration | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| True Strike | Divination | — |
### Level 1 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Bane | Enchantment | C |
| Charm Person | Enchantment | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Expeditious Retreat | Transmutation | C |
| Hellish Rebuke | Evocation | — |
| Hex | Enchantment | C |
| Hideous Laughter | Enchantment | C |
| Illusory Script | Illusion | R, M |
| Protection from Evil and Good | Abjuration | C, M |
| Speak with Animals | Divination | R |
| Unseen Servant | Conjuration | R |
### Level 2 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Darkness | Evocation | C |
| Enthrall | Enchantment | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Mind Spike | Divination | C |
| Mirror Image | Illusion | — |
| Misty Step | Conjuration | — |
| Ray of Enfeeblement | Necromancy | C |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
### Level 3 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Counterspell | Abjuration | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Magic Circle | Abjuration | M |
| Major Image | Illusion | C |
| Remove Curse | Abjuration | — |
| Tongues | Divination | — |
| Vampiric Touch | Necromancy | C |
### Level 4 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Banishment | Abjuration | C |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Dimension Door | Conjuration | — |
| Hallucinatory Terrain | Illusion | — |
### Level 5 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Contact Other Plane | Divination | R |
| Dream | Illusion | — |
| Hold Monster | Enchantment | C |
| Mislead | Illusion | C |
| Planar Binding | Abjuration | M |
| Scrying | Divination | C, M |
| Teleportation Circle | Conjuration | M |
### Level 6 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Circle of Death | Necromancy | M |
| Create Undead | Necromancy | M |
| Eyebite | Necromancy | C |
| True Seeing | Divination | M |
### Level 7 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Etherealness | Conjuration | — |
| Finger of Death | Necromancy | — |
| Forcecage | Evocation | C, M |
| Plane Shift | Conjuration | M |
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### Level 8 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Befuddlement | Enchantment | — |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Glibness | Enchantment | — |
| Power Word Stun | Enchantment | — |
### Level 9 Warlock Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Gate | Conjuration | C, M |
| Imprisonment | Abjuration | M |
| Power Word Kill | Enchantment | — |
| True Polymorph | Transmutation | C |
| Weird | Illusion | C |
## Warlock Subclass: Fiend Patron
*Make a Deal with the Lower Planes*
Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.
### Level 3: Dark One’s Blessing
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
### Level 3: Fiend Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
| Fiend Spells | |
| :--- | :--- |
| **Warlock Level** | **Spells** |
| 3 | *Burning Hands, Command, Scorching Ray, Suggestion* |
| 5 | *Fireball, Stinking Cloud* |
| 7 | *Fire Shield, Wall of Fire* |
| 9 | *Geas, Insect Plague* |
### Level 6: Dark One's Own Luck
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
### Level 10: Fiendish Resilience
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
### Level 14: Hurl Through Hell
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
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# Wizard
## Core Wizard Traits
| Trait | Description |
| :--- | :--- |
| **Primary Ability** | Intelligence |
| **Hit Point Die** | D6 per Wizard level |
| **Saving Throw Proficiencies** | Intelligence and Wisdom |
| **Skill Proficiencies** | Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion |
| **Weapon Proficiencies** | Simple weapons |
| **Armor Training** | None |
| **Starting Equipment** | Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP |
## Becoming a Wizard
### As a Level 1 Character
* Gain all the traits in the Core Wizard Traits table.
* Gain the Wizard's level 1 features, which are listed in the Wizard Features table.
### As a Multiclass Character
* Gain the Hit Point Die from the Core Wizard Traits table.
* Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in "Character Creation” to determine your available spell slots.
## Wizard Class Features
As a Wizard, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
### Level 1: Spellcasting
As a student of arcane magic, you have learned to cast spells. See "Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
**Cantrips.** You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
## Wizard Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | ———Spell Slots per Spell Level——— | | | | | | | | |
| :---: | :---: | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| | | | | | **1** | **2** | **3** | **4** | **5** | **6** | **7** | **8** | **9** |
| 1 | +2 | Spellcasting, Ritual Adept, Arcane Recovery | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Scholar | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Wizard Subclass | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Memorize Spell | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | — | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Subclass feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Subclass feature | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | — | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Spell Mastery | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Signature Spells | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
**Spellbook.** Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
**Spell Slots.** The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
**Spellcasting Ability.** Intelligence is your spellcasting ability for your Wizard spells.
**Spellcasting Focus.** You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
### Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
### Level 1: Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
### Level 2: Scholar
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
### Level 3: Wizard Subclass
You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest
> **EXPANDING AND REPLACING A SPELLBOOK**
> The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
>
> **Copying a Spell into the Book.** When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
>
> **Copying the Book.** You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
>
> If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
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of your career, you gain each of your subclass's features that are of your Wizard level or lower.
### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
### Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
### Level 18: Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.
Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
### Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
### Level 20: Signature Spells
Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.
## Wizard Spell List
This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
### Cantrips (Level 0 Wizard Spells)
| Spell | School | Special |
| :--- | :--- | :--- |
| Acid Splash | Evocation | — |
| Chill Touch | Necromancy | — |
| Dancing Lights | Illusion | C |
| Elementalism | Transmutation | — |
| Fire Bolt | Evocation | — |
| Light | Evocation | — |
| Mage Hand | Conjuration | — |
| Mending | Transmutation | — |
| Message | Transmutation | — |
| Minor Illusion | Illusion | — |
| Poison Spray | Necromancy | — |
| Prestidigitation | Transmutation | — |
| Ray of Frost | Evocation | — |
| Shocking Grasp | Evocation | — |
| True Strike | Divination | — |
### Level 1 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Alarm | Abjuration | R |
| Burning Hands | Evocation | — |
| Charm Person | Enchantment | — |
| Chromatic Orb | Evocation | M |
| Color Spray | Illusion | — |
| Comprehend Languages | Divination | R |
| Detect Magic | Divination | C, R |
| Disguise Self | Illusion | — |
| Expeditious Retreat | Transmutation | C |
| False Life | Necromancy | — |
| Feather Fall | Transmutation | — |
| Find Familiar | Conjuration | R, M |
| Floating Disk | Conjuration | R |
| Fog Cloud | Conjuration | C |
| Grease | Conjuration | — |
| Hideous Laughter | Enchantment | C |
| Ice Knife | Conjuration | — |
| Identify | Divination | R, M |
| Illusory Script | Illusion | R, M |
| Jump | Transmutation | — |
| Longstrider | Transmutation | — |
| Mage Armor | Abjuration | — |
| Magic Missile | Evocation | — |
| Protection from Evil and Good | Abjuration | C, M |
| Ray of Sickness | Necromancy | — |
| Shield | Abjuration | — |
| Silent Image | Illusion | C |
| Sleep | Enchantment | C |
| Thunderwave | Evocation | — |
| Unseen Servant | Conjuration | R |
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### Level 2 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Acid Arrow | Evocation | — |
| Alter Self | Transmutation | C |
| Arcane Lock | Abjuration | M |
| Arcanist's Magic Aura | Illusion | — |
| Augury | Divination | R, M |
| Blindness/Deafness | Transmutation | — |
| Blur | Illusion | C |
| Continual Flame | Evocation | M |
| Darkness | Evocation | C |
| Darkvision | Transmutation | — |
| Detect Thoughts | Divination | C |
| Dragon's Breath | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Enlarge/Reduce | Transmutation | C |
| Flaming Sphere | Evocation | C |
| Gentle Repose | Necromancy | R, M |
| Gust of Wind | Evocation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Knock | Transmutation | — |
| Levitate | Transmutation | C |
| Locate Object | Divination | C |
| Magic Mouth | Illusion | R, M |
| Magic Weapon | Transmutation | — |
| Mind Spike | Divination | C |
| Mirror Image | Illusion | — |
| Misty Step | Conjuration | — |
| Ray of Enfeeblement | Necromancy | C |
| Rope Trick | Transmutation | — |
| Scorching Ray | Evocation | — |
| See Invisibility | Divination | — |
| Shatter | Evocation | — |
| Spider Climb | Transmutation | C |
| Suggestion | Enchantment | C |
| Web | Conjuration | C |
### Level 3 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Animate Dead | Necromancy | — |
| Bestow Curse | Necromancy | C |
| Blink | Transmutation | — |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | — |
| Dispel Magic | Abjuration | — |
| Fear | Illusion | C |
| Fireball | Evocation | — |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C |
| Glyph of Warding | Abjuration | M |
| Haste | Transmutation | C |
| Hypnotic Pattern | Illusion | C |
| Lightning Bolt | Evocation | — |
| Magic Circle | Abjuration | M |
| Major Image | Illusion | C |
| Nondetection | Abjuration | M |
| Phantom Steed | Illusion | R |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | — |
| Sending | Divination | — |
| Sleet Storm | Conjuration | C |
| Slow | Transmutation | C |
| Speak with Dead | Necromancy | — |
| Stinking Cloud | Conjuration | C |
| Tiny Hut | Evocation | R |
| Tongues | Divination | — |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
### Level 4 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Arcane Eye | Divination | C |
| Banishment | Abjuration | C |
| Black Tentacles | Conjuration | C |
| Blight | Necromancy | — |
| Charm Monster | Enchantment | — |
| Confusion | Enchantment | C |
| Conjure Minor Elementals | Conjuration | C |
| Control Water | Transmutation | C |
| Dimension Door | Conjuration | — |
| Divination | Divination | R, M |
| Fabricate | Transmutation | — |
| Faithful Hound | Conjuration | — |
| Fire Shield | Evocation | — |
| Greater Invisibility | Illusion | C |
| Hallucinatory Terrain | Illusion | — |
| Ice Storm | Evocation | — |
| Locate Creature | Divination | C |
| Phantasmal Killer | Illusion | C |
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| Spell | School | Special |
| :--- | :--- | :--- |
| Polymorph | Transmutation | C |
| Private Sanctum | Abjuration | — |
| Resilient Sphere | Abjuration | C |
| Secret Chest | Conjuration | M |
| Stone Shape | Transmutation | — |
| Stoneskin | Transmutation | C, M |
| Vitriolic Sphere | Evocation | — |
| Wall of Fire | Evocation | C |
### Level 5 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Animate Objects | Transmutation | C |
| Arcane Hand | Evocation | C |
| Cloudkill | Conjuration | C |
| Cone of Cold | Evocation | — |
| Conjure Elemental | Conjuration | C |
| Contact Other Plane | Divination | R |
| Creation | Illusion | — |
| Dominate Person | Enchantment | C |
| Dream | Illusion | — |
| Geas | Enchantment | — |
| Hold Monster | Enchantment | C |
| Legend Lore | Divination | M |
| Mislead | Illusion | C |
| Modify Memory | Enchantment | C |
| Passwall | Transmutation | — |
| Planar Binding | Abjuration | M |
| Scrying | Divination | C, M |
| Seeming | Illusion | — |
| Summon Dragon | Conjuration | C, M |
| Telekinesis | Transmutation | C |
| Telepathic Bond | Divination | R |
| Teleportation Circle | Conjuration | M |
| Wall of Force | Evocation | C |
| Wall of Stone | Evocation | C |
### Level 6 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Chain Lightning | Evocation | — |
| Circle of Death | Necromancy | M |
| Contingency | Abjuration | M |
| Create Undead | Necromancy | M |
| Disintegrate | Transmutation | — |
| Eyebite | Necromancy | C |
| Flesh to Stone | Transmutation | C |
| Freezing Sphere | Evocation | — |
| Globe of Invulnerability | Abjuration | C |
| Guards and Wards | Abjuration | M |
| Instant Summons | Conjuration | R, M |
| Irresistible Dance | Enchantment | C |
| Magic Jar | Necromancy | M |
| Mass Suggestion | Enchantment | — |
| Move Earth | Transmutation | C |
| Programmed Illusion | Illusion | M |
| Sunbeam | Evocation | C |
| True Seeing | Divination | M |
| Wall of Ice | Evocation | C |
### Level 7 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Arcane Sword | Evocation | C, M |
| Delayed Blast Fireball | Evocation | C |
| Etherealness | Conjuration | — |
| Finger of Death | Necromancy | — |
| Forcecage | Evocation | C, M |
| Magnificent Mansion | Conjuration | M |
| Mirage Arcane | Illusion | — |
| Plane Shift | Conjuration | M |
| Prismatic Spray | Evocation | — |
| Project Image | Illusion | C, M |
| Reverse Gravity | Transmutation | C |
| Sequester | Transmutation | M |
| Simulacrum | Illusion | M |
| Symbol | Abjuration | M |
| Teleport | Conjuration | — |
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### Level 8 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Antimagic Field | Abjuration | C |
| Antipathy/Sympathy | Enchantment | — |
| Befuddlement | Enchantment | — |
| Clone | Necromancy | M |
| Control Weather | Transmutation | C |
| Demiplane | Conjuration | — |
| Dominate Monster | Enchantment | C |
| Incendiary Cloud | Conjuration | C |
| Maze | Conjuration | C |
| Mind Blank | Abjuration | — |
| Power Word Stun | Enchantment | — |
| Sunburst | Evocation | — |
### Level 9 Wizard Spells
| Spell | School | Special |
| :--- | :--- | :--- |
| Astral Projection | Necromancy | M |
| Foresight | Divination | — |
| Gate | Conjuration | C, M |
| Imprisonment | Abjuration | M |
| Meteor Swarm | Evocation | — |
| Power Word Kill | Enchantment | — |
| Prismatic Wall | Abjuration | — |
| Shapechange | Transmutation | C, M |
| Time Stop | Transmutation | — |
| True Polymorph | Transmutation | C |
| Weird | Illusion | C |
| Wish | Conjuration | — |
## Wizard Subclass: Evoker
*Create Explosive Elemental Effects*
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
### Level 3: Evocation Savant
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
### Level 3: Potent Cantrip
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
### Level 6: Sculpt Spells
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
### Level 10: Empowered Evocation
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
### Level 14: Overchannel
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.
Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.
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# Character Origins
## Character Backgrounds
Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure.
### Parts of a Background
A background includes the following parts.
#### Ability Scores
A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
#### Feat
A background gives your character a specified Origin feat (described in "Feats").
#### Skill Proficiencies
A background gives your character proficiency in two specified skills.
#### Tool Proficiency
Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in "Equipment."
#### Equipment
Each background offers a choice between a package of equipment and 50 GP.
### Background Descriptions
#### Acolyte
**Ability Scores:** Intelligence, Wisdom, Charisma
**Feat:** Magic Initiate (Cleric) (see "Feats")
**Skill Proficiencies:** Insight and Religion
**Tool Proficiency:** Calligrapher's Supplies
**Equipment:** Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
#### Criminal
**Ability Scores:** Dexterity, Constitution, Intelligence
**Feat:** Alert (see "Feats")
**Skill Proficiencies:** Sleight of Hand and Stealth
**Tool Proficiency:** Thieves' Tools
**Equipment:** Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
#### Sage
**Ability Scores:** Constitution, Intelligence, Wisdom
**Feat:** Magic Initiate (Wizard) (see "Feats")
**Skill Proficiencies:** Arcana and History
**Tool Proficiency:** Calligrapher's Supplies
**Equipment:** Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
#### Soldier
**Ability Scores:** Strength, Dexterity, Constitution
**Feat:** Savage Attacker (see "Feats")
**Skill Proficiencies:** Athletics and Intimidation
**Tool Proficiency:** Choose one kind of Gaming Set (see "Equipment")
**Equipment:** Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
## Character Species
When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome.
The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms.
Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures.
Members of most species live for about 80 years, with exceptions noted in the text about the species in "Character Origins." Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn't beyond their species' normal life span.
### Parts of a Species
A species includes the following parts.
#### Creature Type
A character's species determines the character's creature type, which is described in "Rules Glossary." Every species in "Character Origins" is Humanoid; playable non-Humanoid species appear in other books.
#### Size
Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity
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of size that you can choose whether your character is Small or Medium.
#### Speed
Your character's species determines the character's Speed.
#### Special Traits
Each species gives a character special traits— unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options.
### Species Descriptions
#### Dragonborn
**Creature Type:** Humanoid
**Size:** Medium (about 5–7 feet tall)
**Speed:** 30 feet
As a Dragonborn, you have these special traits.
**Draconic Ancestry.** Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
##### Draconic Ancestors
| Dragon | Damage Type | Dragon | Damage Type |
| :--- | :--- | :--- | :--- |
| Black | Acid | Gold | Fire |
| Blue | Lightning | Green | Poison |
| Brass | Fire | Red | Fire |
| Bronze | Lightning | Silver | Cold |
| Copper | Acid | White | Cold |
**Breath Weapon.** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
**Damage Resistance.** You have Resistance to the damage type determined by your Draconic Ancestry trait.
**Darkvision.** You have Darkvision with a range of 60 feet.
**Draconic Flight.** When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.
#### Dwarf
**Creature Type:** Humanoid
**Size:** Medium (about 4–5 feet tall)
**Speed:** 30 feet
As a Dwarf, you have these special traits.
**Darkvision.** You have Darkvision with a range of 120 feet.
**Dwarven Resilience.** You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
**Dwarven Toughness.** Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
**Stonecunning.** As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
#### Elf
**Creature Type:** Humanoid
**Size:** Medium (about 5–6 feet tall)
**Speed:** 30 feet
As an Elf, you have these special traits.
**Darkvision.** You have Darkvision with a range of 60 feet.
**Elven Lineage.** You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
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##### Elven Lineages
| Lineage | Level 1 | Level 3 | Level 5 |
| :--- | :--- | :--- | :--- |
| Drow | The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. | Faerie Fire | Darkness |
| High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step |
| Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantrip. | Longstrider | Pass without Trace |
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
**Fey Ancestry.** You have Advantage on saving throws you make to avoid or end the Charmed condition.
**Keen Senses.** You have proficiency in the Insight, Perception, or Survival skill.
**Trance.** You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
#### Gnome
**Creature Type:** Humanoid
**Size:** Small (about 3–4 feet tall)
**Speed:** 30 feet
As a Gnome, you have these special traits.
**Darkvision.** You have Darkvision with a range of 60 feet.
**Gnomish Cunning.** You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
**Gnomish Lineage.** You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):
**Forest Gnome.** You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
**Rock Gnome.** You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
#### Goliath
**Creature Type:** Humanoid
**Size:** Medium (about 7–8 feet tall)
**Speed:** 35 feet
As a Goliath, you have these special traits.
**Giant Ancestry.** You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
**Cloud's Jaunt (Cloud Giant).** As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
**Fire's Burn (Fire Giant).** When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
**Frost's Chill (Frost Giant).** When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
**Hill's Tumble (Hill Giant).** When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
**Stone's Endurance (Stone Giant).** When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
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**Storm's Thunder (Storm Giant).** When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
**Large Form.** Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.
**Powerful Build.** You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
#### Halfling
**Creature Type:** Humanoid
**Size:** Small (about 2–3 feet tall)
**Speed:** 30 feet
As a Halfling, you have these special traits.
**Brave.** You have Advantage on saving throws you make to avoid or end the Frightened condition.
**Halfling Nimbleness.** You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.
**Luck.** When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
**Naturally Stealthy.** You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
#### Human
**Creature Type:** Humanoid
**Size:** Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
**Speed:** 30 feet
As a Human, you have these special traits.
**Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest.
**Skillful.** You gain proficiency in one skill of your choice.
**Versatile.** You gain an Origin feat of your choice (see "Feats"). Skilled is recommended.
#### Orc
**Creature Type:** Humanoid
**Size:** Medium (about 6–7 feet tall)
**Speed:** 30 feet
As an Orc, you have these special traits.
**Adrenaline Rush.** You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
**Darkvision.** You have Darkvision with a range of 120 feet.
**Relentless Endurance.** When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.
#### Tiefling
**Creature Type:** Humanoid
**Size:** Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species
**Speed:** 30 feet
As a Tiefling, you have the following special traits.
**Darkvision.** You have Darkvision with a range of 60 feet.
**Fiendish Legacy.** You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).
**Otherworldly Presence.** You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.
##### Fiendish Legacies
| Legacy | Level 1 | Level 3 | Level 5 |
| :--- | :--- | :--- | :--- |
| Abyssal | You have Resistance to Poison damage. You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person |
| Chthonic | You have Resistance to Necrotic damage. You also know the Chill Touch cantrip. | False Life | Ray of Enfeeblement |
| Infernal | You have Resistance to Fire damage. You also know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |
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# Rules Glossary
## Glossary Conventions
The glossary uses the following conventions:
**Tags in Brackets.** Some entries have a tag in brackets after the entry's name, as in "Attack [Action]." A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries.
**"You."** The game's rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That "you" refers to the creature or object that the rule applies to in a particular moment of play. For example, the "you" in the Prone condition is a creature that currently has that condition.
**"See Also.”** Some glossary entries include a *See also* section that points to other entries in the glossary, to other parts of this document, or both.
**No Obsolete Terms.** The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index.
**Abbreviations.** The abbreviations listed below appear in this glossary and elsewhere in the rules.
| Abbr. | Meaning | Abbr. | Meaning | Abbr. | Meaning |
| :--- | :--- | :--- | :--- | :--- | :--- |
| **AC** | Armor Class | **M** | Material component | **PB** | Proficiency Bonus |
| **C** | Concentration | **N** | Neutral | **PP** | Platinum Piece(s) |
| **CE** | Chaotic Evil | **NE** | Neutral Evil | **R** | Ritual |
| **CG** | Chaotic Good | **NG** | Neutral Good | **S** | Somatic component |
| **Cha.** | Charisma | **NPC** | Nonplayer character | **SP** | Silver Piece(s) |
| **CN** | Chaotic Neutral | **Str.** | Strength |
| **Con.** | Constitution | **PB** | Proficiency Bonus | **V** | Verbal component |
| **CP** | Copper Piece(s) | **PP** | Platinum Piece(s) | **Wis.** | Wisdom |
| **CR** | Challenge Rating | **R** | Ritual | **XP** | Experience Point(s) |
| **DC** | Difficulty Class | **S** | Somatic component | | |
| **Dex.** | Dexterity | **SP** | Silver Piece(s) | | |
| **EP** | Electrum Piece(s) | **Str.** | Strength | | |
| **GM** | Game Master | **V** | Verbal component | | |
| **GP** | Gold Piece(s) | **Wis.** | Wisdom | | |
| **HP** | Hit Point(s) | **XP** | Experience Point(s) | | |
| **Int.** | Intelligence | | | | |
| **LE** | Lawful Evil | | | | |
| **LG** | Lawful Good | | | | |
| **LN** | Lawful Neutral | | | | |
## Rules Definitions
Here are definitions of various rules.
### Ability Check
An ability check is a D20 Test that represents using one of the six abilities—or a specific skill associated with an ability—to overcome a challenge. See also "Playing the Game" ("D20 Tests" and "Proficiency").
### Ability Score and Modifier
A creature has six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. See also "Playing the Game" ("The Six Abilities").
### Action
On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing the Game" ("Actions”). These actions are defined elsewhere in this glossary:
| | | | |
| :--- | :--- | :--- | :--- |
| Attack | Dodge | Influence | Search |
| Dash | Help | Magic | Study |
| Disengage | Hide | Ready | Utilize |
### Advantage
If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also "Playing the Game” (“D20 Tests").
### Adventure
An adventure is a series of encounters. A story emerges through playing them. See also "Encounter."
### Alignment
A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also "Character Creation" ("Create Your Character").
### Ally
A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally.
### Area of Effect
The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary:
| | |
| :--- | :--- |
| Cone | Cylinder |
| Cube | Emanation |
| Line | Sphere |
An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide Total Cover. See also "Cover."
If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
### Armor Class
An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.
Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See also "Attack Roll."
### Armor Training
Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also "Disadvantage" and "Equipment” (“Armor").
### Attack [Action]
When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.
**Equipping and Unequipping Weapons.** You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
**Moving between Attacks.** If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
### Attack Roll
An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also "Playing the Game” (“D20 Tests").
### Attitude
A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also "Friendly," "Hostile,” “Indifferent," and "Influence.”
### Attunement
Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time. See also "Equipment" ("Magic Items").
### Blinded [Condition]
While you have the Blinded condition, you experience the following effects.
**Can't See.** You can't see and automatically fail any ability check that requires sight.
**Attacks Affected.** Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
### Blindsight
If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
### Bloodied
A creature is Bloodied while it has half its Hit Points or fewer remaining.
### Bonus Action
A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also "Playing the Game" ("Actions").
### Breaking Objects
Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action.
**Armor Class.** The Object Armor Class table suggests ACs for various substances.
| AC | Substance | AC | Substance |
| :--- | :--- | :--- | :--- |
| 11 | Cloth, paper, rope | 19 | Iron, steel |
| 13 | Crystal, glass, ice | 21 | Mithral |
| 15 | Wood | 23 | Adamantine |
| 17 | Stone | | |
**Hit Points.** An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse.
**Object Hit Points**
| Size | Fragile | Resilient |
| :--- | :--- | :--- |
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
| Large (cart, dining table) | 5 (1d10) | 27 (5d10) |
**Damage Types and Objects.** Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage.
**Damage Threshold.** Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also "Damage Threshold."
**No Ability Scores.** An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws.
### Bright Light
Bright Light is normal illumination. See also "Playing the Game" ("Exploration").
### Burning [Hazard]
A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
### Burrow Speed
A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. See also "Speed."
### Campaign
A campaign is a series of adventures. See also "Adventure."
### Cantrip
A cantrip is a level 0 spell, which is cast without a spell slot. See also "Spells."
### Carrying Capacity
Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push.
While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet.
**Carrying Capacity**
| Creature Size | Carry | Drag/Lift/Push |
| :--- | :--- | :--- |
| Tiny | Str. × 7.5 lb. | Str. × 15 lb. |
| Small/Medium | Str. × 15 lb. | Str. × 30 lb. |
| Large | Str. × 30 lb. | Str. × 60 lb. |
| Huge | Str. × 60 lb. | Str. × 120 lb. |
| Gargantuan | Str. × 120 lb. | Str. × 240 lb. |
### Challenge Rating
Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. "Gameplay Toolbox” (“Combat Encounters") provides guidance to the GM on using CR while planning potential combat encounters. See also "Stat Block."
### Character Sheet
A character sheet is a paper or digital record that you use to track your character's information. See also "Character Creation."
### Charmed [Condition]
While you have the Charmed condition, you experience the following effects.
**Can't Harm the Charmer.** You can't attack the charmer or target the charmer with damaging abilities or magical effects.
**Social Advantage.** The charmer has Advantage on any ability check to interact with you socially.
### Climbing
While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb.
At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check.
### Climb Speed
A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also "Climbing" and "Speed."
### Concentration
Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
**Another Concentration Effect.** You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
**Damage.** If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.
**Incapacitated or Dead.** Your Concentration ends if you have the Incapacitated condition or you die.
### Condition
A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions:
| | | |
| :--- | :--- | :--- |
| Blinded | Grappled | Poisoned |
| Charmed | Incapacitated | Prone |
| Deafened | Invisible | Restrained |
| Exhaustion | Paralyzed | Stunned |
| Frightened | Petrified | Unconscious |
A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to that rule.
### Cone [Area of Effect]
A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length.
A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise.
### Cover
Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also "Playing the Game” (“Combat”).
### Crawling
While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also "Speed."
### Creature
Any being in the game, including a player's character, is a creature. See also "Creature Type."
### Creature Type
Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game's creature types:
| | | |
| :--- | :--- | :--- |
| Aberration | Elemental | Monstrosity |
| Beast | Fey | Ooze |
| Celestial | Fiend | Plant |
| Construct | Giant | Undead |
| Dragon | Humanoid | |
The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways.
### Critical Hit
If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See also “Playing the Game” (“Damage and Healing").
### Cube [Area of Effect]
A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side.
A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise.
### Curses
Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the *Remove Curse* and *Greater Restoration* spells or other magic that explicitly ends curses.
### Cylinder [Area of Effect]
A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height.
A Cylinder's point of origin is included in the area of effect.
### D20 Test
D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See also "Playing the Game" ("D20 Tests").
### Damage
Damage represents harm that causes a creature or an object to lose Hit Points.
### Damage Roll
A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also "Playing the Game" ("Damage and Healing”).
### Damage Threshold
A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage.
### Damage Types
Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect.
| Type | Examples |
| :--- | :--- |
| **Damage Types** | |
| Acid | Corrosive liquids, digestive enzymes |
| Bludgeoning | Blunt objects, constriction, falling |
| Cold | Freezing water, icy blasts |
| Fire | Flames, unbearable heat |
| Force | Pure magical energy |
| Lightning | Electricity |
| Necrotic | Life-draining energy |
| Piercing | Fangs, puncturing objects |
| Poison | Toxic gas, venom |
| Psychic | Mind-rending energy |
| Radiant | Holy energy, searing radiation |
| Slashing | Claws, cutting objects |
| Thunder | Concussive sound |
### Darkness
An area of Darkness is Heavily Obscured. See also "Heavily Obscured" and "Playing the Game" ("Exploration").
### Darkvision
If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. See also "Playing the Game" ("Exploration").
### Dash [Action]
When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it. See also "Speed."
### Dead
A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the *Raise Dead* or *Revivify* spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back.
If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them.
### Deafened [Condition]
While you have the Deafened condition, you experience the following effect.
**Can't Hear.** You can't hear and automatically fail any ability check that requires hearing.
### Death Saving Throw
A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also "Playing the Game" ("Damage and Healing").
### Dehydration [Hazard]
A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. See also "Exhaustion."
**Water Needs per Day**
| Size | Water | Size | Water |
| :--- | :--- | :--- | :--- |
| Tiny | 1/4 gallon | Large | 4 gallons |
| Small | 1 gallon | Huge | 16 gallons |
| Medium | 1 gallon | Gargantuan | 64 gallons |
### Difficult Terrain
If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space is Difficult Terrain or it isn't.
A space is Difficult Terrain if the space contains any of the following or something similar:
* A creature that isn't Tiny or your ally
* Furniture that is sized for creatures of your size or larger
* Heavy snow, ice, rubble, or undergrowth
* Liquid that's between shin- and waist-deep
* A narrow opening sized for a creature one size smaller than you
* A slope of 20 degrees or more
### Difficulty Class
A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also "Playing the Game" ("D20 Tests").
### Dim Light
An area with Dim Light is Lightly Obscured. See also "Lightly Obscured" and "Playing the Game" ("Exploration”).
### Disadvantage
If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also "Playing the Game" ("D20 Tests").
### Disengage [Action]
If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn.
### Dodge [Action]
If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage.
You lose these benefits if you have the Incapacitated condition or if your Speed is 0.
### Emanation [Area of Effect]
An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.
An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.
An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise.
### Encounter
An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also "Playing the Game" ("Social Interaction,” “Exploration," and "Combat").
### Enemy
A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM.
### Exhaustion [Condition]
While you have the Exhaustion condition, you experience the following effects.
**Exhaustion Levels.** This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
**D20 Tests Affected.** When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
**Speed Reduced.** Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
**Removing Exhaustion Levels.** Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
### Experience Points
As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also "Level Advancement."
### Expertise
Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature.
If you gain Expertise, you gain it in one skill in which you have proficiency. You can't have Expertise in the same skill proficiency more than once. See also "Playing the Game" ("Proficiency").
### Falling [Hazard]
A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.
A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
### Flying
A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also "Falling" and "Fly Speed."
### Fly Speed
A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also "Flying” and “Speed.”
### Friendly [Attitude]
A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also "Influence."
### Frightened [Condition]
While you have the Frightened condition, you experience the following effects.
**Ability Checks and Attacks Affected.** You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
**Can't Approach.** You can't willingly move closer to the source of fear.
### Grappled [Condition]
While you have the Grappled condition, you experience the following effects.
**Speed 0.** Your Speed is 0 and can't increase.
**Attacks Affected.** You have Disadvantage on attack rolls against any target other than the grappler.
**Movable.** The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
### Grappling
A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also "Unarmed Strike" and "Grappled."
**Grappled Condition.** Successfully grappling a creature gives it the Grappled condition.
**One Grapple per Hand.** A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple.
**Ending a Grapple.** A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required).
### Hazard
A hazard is an environmental danger. See also "Burning," "Dehydration,” “Falling,” “Malnutrition,” and "Suffocation."
### Healing
Healing is how you regain Hit Points. See also "Playing the Game" ("Damage and Healing").
### Heavily Obscured
You have the Blinded condition while trying to see something in a Heavily Obscured space. See also "Blinded," "Darkness,” and “Playing the Game" ("Exploration").
### Help [Action]
When you take the Help action, you do one of the following.
**Assist an Ability Check.** Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible.
**Assist an Attack Roll.** You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.
### Heroic Inspiration
If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it.
### Hide [Action]
With the Hide action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.
On a successful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check.
You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.
### High Jump
When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement.
You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1½ times your height.
### Hit Point Dice
Hit Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in "Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also "Short Rest."
### Hit Points
Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also "Breaking Objects” and “Playing the Game" ("Damage and Healing").
### Hostile [Attitude]
A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also "Influence."
### Hover
Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also "Flying."
### Illusions
Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives.
If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
### Immunity
If you have Immunity to a damage type or a condition, it doesn't affect you in any way.
### Improvised Weapons
An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.
**Proficiency.** Don't add your Proficiency Bonus to attack rolls with an improvised weapon.
**Damage.** On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object.
**Range.** If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.
**Weapon Equivalents.** If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club.
### Incapacitated [Condition]
While you have the Incapacitated condition, you experience the following effects.
**Inactive.** You can't take any action, Bonus Action, or Reaction.
**No Concentration.** Your Concentration is broken.
**Speechless.** You can't speak.
**Surprised.** If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll.
### Indifferent [Attitude]
An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also "Influence."
### Influence [Action]
With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.
**Willing.** If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers.
**Unwilling.** If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply.
**Hesitant.** If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again.
**Influence Checks**
| Ability Check | Interaction |
| :--- | :--- |
| Charisma (Deception) | Deceiving a monster that understands you |
| Charisma (Intimidation) | Intimidating a monster |
| Charisma (Performance) | Amusing a monster |
| Charisma (Persuasion) | Persuading a monster that understands you |
| Wisdom (Animal Handling) | Gently coaxing a Beast or Monstrosity |
### Initiative
Initiative determines the order of turns during combat. The combat rules in "Playing the Game" explain how to roll Initiative.
Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also "Playing the Game" ("Combat").
### Invisible [Condition]
While you have the Invisible condition, you experience the following effects.
**Surprise.** If you're Invisible when you roll Initiative, you have Advantage on the roll.
**Concealed.** You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
**Attacks Affected.** Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
### Jumping
When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump" and "High Jump."
### Knocking Out a Creature
When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest.
The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
### Lightly Obscured
You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also "Dim Light" and "Playing the Game" ("Exploration").
### Line [Area of Effect]
A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width.
A Line's point of origin isn't included in the area of effect unless its creator decides otherwise.
### Long Jump
When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.
If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition.
This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle.
### Long Rest
A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one.
**Benefits of the Rest.** To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits:
**Regain All HP.** You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal.
**Ability Scores Restored.** If any of your ability scores were reduced, they return to normal.
**Exhaustion Reduced.** If you have the Exhaustion condition, its level decreases by 1.
**Special Feature.** Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description.
**Interrupting the Rest.** A Long Rest is stopped by the following interruptions:
* Rolling Initiative
* Casting a spell other than a cantrip
* Taking any damage
* 1 hour of walking or other physical exertion
If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. See also "Short Rest."
You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.
### Magic [Action]
When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also "Concentration."
### Magical Effect
An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical.
### Malnutrition [Hazard]
A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.
Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See also "Exhaustion."
**Food Needs per Day**
| Size | Food | Size | Food |
| :--- | :--- | :--- | :--- |
| Tiny | 1/4 pound | Large | 4 pounds |
| Small | 1 pound | Huge | 16 pounds |
| Medium | 1 pound | Gargantuan | 64 pounds |
### Monster
A monster is a creature controlled by the GM, even if the creature is benevolent. See also "Creature" and "NPC."
### Nonplayer Character
A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also "Monster."
### Object
An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also "Breaking Objects."
### Occupied Space
A space is occupied if a creature is in it or if it is completely filled by objects.
### Opportunity Attacks
You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also "Playing the Game" ("Combat").
### Paralyzed [Condition]
While you have the Paralyzed condition, you experience the following effects.
**Incapacitated.** You have the Incapacitated condition.
**Speed 0.** Your Speed is 0 and can't increase.
**Saving Throws Affected.** You automatically fail Strength and Dexterity saving throws.
**Attacks Affected.** Attack rolls against you have Advantage.
**Automatic Critical Hits.** Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
### Passive Perception
Passive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check.
A creature's Passive Perception equals 10 plus the creature's Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 (10 + 2 + 2). If that character has Advantage on Wisdom (Perception) checks, the score becomes 19.
### Per Day
If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses.
### Petrified [Condition]
While you have the Petrified condition, you experience the following effects.
**Turned to Inanimate Substance.** You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.
**Incapacitated.** You have the Incapacitated condition.
**Speed 0.** Your Speed is 0 and can't increase.
**Attacks Affected.** Attack rolls against you have Advantage.
**Saving Throws Affected.** You automatically fail Strength and Dexterity saving throws.
**Resist Damage.** You have Resistance to all damage.
**Poison Immunity.** You have Immunity to the Poisoned condition.
### Player Character
A player character is a character controlled by a player. See also "Character Creation."
### Poisoned [Condition]
While you have the Poisoned condition, you experience the following effect.
**Ability Checks and Attacks Affected.** You have Disadvantage on attack rolls and ability checks.
### Possession
Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the *Protection from Evil and Good* spell and ended by the *Dispel Evil and Good* spell.
### Proficiency
If you have proficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also "Playing the Game” (“Proficiency”).
### Prone [Condition]
While you have the Prone condition, you experience the following effects.
**Restricted Movement.** Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
**Attacks Affected.** You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
### Reach
A creature has a reach of 5 feet unless a rule says otherwise.
### Reaction
A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also "Opportunity Attacks" and "Playing the Game" ("Actions").
### Ready [Action]
You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the zombie steps next to me, I move away."
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.
When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.
### Resistance
If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also "Playing the Game" ("Damage and Healing").
### Restrained [Condition]
While you have the Restrained condition, you experience the following effects.
**Speed 0.** Your Speed is 0 and can't increase.
**Attacks Affected.** Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
**Saving Throws Affected.** You have Disadvantage on Dexterity saving throws.
### Ritual
If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also "Spells."
### Round Down
Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.
### Save
Save is another name for a saving throw. See also "Saving Throw."
### Saving Throw
A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also "Playing the Game" ("D20 Tests").
### Search [Action]
When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
**Search**
| Skill | Thing to Detect |
| :--- | :--- |
| Insight | Creature's state of mind |
| Medicine | Creature's ailment or cause of death |
| Perception | Concealed creature or object |
| Survival | Tracks or food |
### Shape-Shifting
If an effect, such as Wild Shape or the *Polymorph* spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you—conditions, spells, curses, and the like—carry over from one form to the other. You revert to your true form if you die.
### Short Rest
A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.
**Benefits of the Rest.** When you finish the rest, you gain the following benefits:
**Spend Hit Point Dice.** You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
**Special Feature.** Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
**Interrupting the Rest.** A Short Rest is stopped by the following interruptions:
* Rolling Initiative
* Casting a spell other than a cantrip
* Taking any damage
An interrupted Short Rest confers no benefits.
### Simultaneous Effects
If two or more things happen at the same time on a turn, the person at the game table—player or GM—whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character's turn, the player decides which of the effects happens first.
### Size
A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also "Breaking Objects" and "Playing the Game" ("Combat").
### Skill
A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also "Playing the Game" ("Proficiency").
### Speed
A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also "Climbing,” “Crawling,” “Flying,” “Jumping," "Swimming" and "Playing the Game" ("Combat").
**Special Speeds.** Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.
**Changes to Your Speeds.** If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved.
### Spell
A spell is a magical effect that has the characteristics described in "Spells."
### Spell Attack
A spell attack is an attack roll made as part of a spell or another magical effect. See also "Spells" ("Casting Spells").
### Spellcasting Focus
A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also "Spells” (“Casting Spells").
### Sphere [Area of Effect]
A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.
A Sphere's point of origin is included in the Sphere's area of effect.
### Stable
A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also "Playing the Game" ("Damage and Healing").
### Stat Block
A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster's name.
**Size.** A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also “Size.”
**Creature Type.** This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also "Creature Type."
**Alignment.** An alignment is suggested for the monster, with the GM determining its actual alignment. See also "Alignment."
**AC, Initiative, and HP.** These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in “Playing the Game.” In parentheses after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information.
**Speed.** Here the monster's Speed is provided, along with any special speeds. See also "Burrow Speed," "Climb Speed," "Fly Speed," and "Swim Speed."
**Ability Scores.** A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in "Playing the Game."
**Skills.** This entry lists the monster's skill proficiencies, if any. See also "Playing the Game" ("Proficiency").
**Resistances and Vulnerabilities.** These entries list the monster's Resistances and Vulnerabilities, if any. See also "Resistance" and "Vulnerability.”
**Immunities.** This section lists the monster's damage and condition Immunities, if any. See also "Immunity."
**Gear.** If the monster has any equipment that can be given away or retrieved, it's listed in this entry.
**Senses.** This entry lists the monster's special senses, such as Darkvision, and its Passive Perception. See also “Passive Perception."
**Languages.** This entry lists any languages the monster knows.
**CR.** Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters." The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See also "Challenge Rating" and "Experience Points."
**Traits.** The monster's traits, if any, are features that are active at all times or in certain situations.
**Actions.** The monster can take these actions in addition to those detailed in this glossary. See also "Playing the Game" ("Actions").
**Bonus Actions.** If the monster has Bonus Action options, they are listed in this section.
**Reactions.** If the monster can take special Reactions, those are listed in this section.
**Attack Notation.** The entry for a monster's attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise.
**Saving Throw Effect Notation.** If an effect forces a saving throw, the effect's entry starts by identifying the kind of saving throw required and then provides the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful save.
**Damage Notation.** A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die expression in parentheses; you don't use both.
### Study [Action]
When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.
**Areas of Knowledge**
| Skill | Areas |
| :--- | :--- |
| Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) |
| History | Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids) |
| Investigation | Traps, ciphers, riddles, and gadgetry |
| Nature | Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) |
| Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead) |
### Stunned [Condition]
While you have the Stunned condition, you experience the following effects.
**Incapacitated.** You have the Incapacitated condition.
**Saving Throws Affected.** You automatically fail Strength and Dexterity saving throws.
**Attacks Affected.** Attack rolls against you have Advantage.
### Suffocation [Hazard]
A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
### Surprise
If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also "Playing the Game" ("Combat").
### Swimming
While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check.
### Swim Speed
A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also "Swimming" and "Speed."
### Target
A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon.
### Telepathy
Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand.
A telepath doesn't need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a different creature within range.
A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
### Teleportation
Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks.
When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you unless the teleportation effect says otherwise.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
The description of a teleportation effect tells you if you must see the teleportation's destination.
### Temporary Hit Points
Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also "Playing the Game" ("Damage and Healing").
### Tremorsense
A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight.
### Truesight
If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following:
**Darkness.** You can see in normal and magical Darkness.
**Invisibility.** You see creatures and objects that have the Invisible condition.
**Visual Illusions.** Visual illusions appear transparent to you, and you automatically succeed on saving throws against them.
**Transformations.** You discern the true form of any creature or object you see that has been transformed by magic.
**Ethereal Plane.** You see into the Ethereal Plane.
### Unarmed Strike
Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike, choose one of the following options for its effect.
**Damage.** You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.
**Grapple.** The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also "Grappling."
**Shove.** The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
### Unconscious [Condition]
While you have the Unconscious condition, you experience the following effects.
**Inert.** You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.
**Speed 0.** Your Speed is 0 and can't increase.
**Attacks Affected.** Attack rolls against you have Advantage.
**Saving Throws Affected.** You automatically fail Strength and Dexterity saving throws.
**Automatic Critical Hits.** Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
**Unaware.** You're unaware of your surroundings.
### Unoccupied Space
A space is unoccupied if no creatures are in it and it isn't completely filled by objects.
### Utilize [Action]
You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
### Vulnerability
If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also "Playing the Game" ("Damage and Healing”).
### Weapon
A weapon is an object that is in the Simple or Martial weapon category. See also "Equipment" ("Weapons").
### Weapon Attack
A weapon attack is an attack roll made with a weapon. See also "Weapon.”

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# Gameplay Toolbox
## Travel Pace
A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in "Playing the Game." During any journey stage, the predominant terrain determines the characters' maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group's travel pace.
### Good Roads
The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast).
### Slower Travelers
The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal.
### Extended Travel
Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours.
### Special Movement
If a party can travel at a high Speed for an extended time, as with a spell such as *Wind Walk* or a magic item such as a *Carpet of Flying*, translate the party's Speed into travel rates using these rules:
**Miles per hour** = Speed ÷ 10
**Miles per day (Normal pace)** = Miles per hour × number of hours traveled (typically 8)
**Fast pace** = Miles per day × 1⅓ (round down)
**Slow pace** = Miles per day × ⅔ (round down)
If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain.
### Vehicles
Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in "Equipment") to determine their rate of travel, and they don't choose a travel pace.
## Creating a Background
A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character.
This section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it.
### 1: Choose Abilities
Choose three abilities that seem appropriate for the background:
**Strength or Dexterity.** These abilities are ideal for a background involving physical exertion.
**Constitution.** This ability is ideal for a background that involves endurance or long hours of activity.
| Travel Terrain | | | | | |
| :--- | :--- | :--- | :--- | :--- | :--- |
| **Terrain** | **Maximum Pace** | **Encounter Distance** | **Foraging DC** | **Navigation DC** | **Search DC** |
| Arctic | Fast* | 6d6 × 10 feet | 20 | 10 | 10 |
| Coastal | Normal | 2d10 × 10 feet | 10 | 5 | 15 |
| Desert | Normal | 6d6 × 10 feet | 20 | 10 | 10 |
| Forest | Normal | 2d8 × 10 feet | 10 | 15 | 15 |
| Grassland | Fast | 6d6 × 10 feet | 15 | 5 | 15 |
| Hill | Normal | 2d10 × 10 feet | 15 | 10 | 15 |
| Mountain | Slow | 4d10 × 10 feet | 20 | 15 | 20 |
| Swamp | Slow | 2d8 × 10 feet | 10 | 15 | 20 |
| Underdark | Normal | 2d6 × 10 feet | 20 | 10 | 20 |
| Urban | Normal | 2d6 × 10 feet | 20 | 15 | 15 |
| Waterborne | Special† | 6d6 × 10 feet | 15 | 10 | 15 |
*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain.
†Characters’ rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.”
---
192 System Reference Document 5.2.1
***
**Intelligence or Wisdom.** One or both abilities are ideal for a background that focuses on cerebral or spiritual matters.
**Charisma.** This ability is ideal for a background that involves performance or social interaction.
### 2: Choose a Feat
Choose one feat from the Origin category. See "Origin Feats" for examples of Origin feats.
### 3: Choose Skill Proficiencies
Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it increases.
### 4: Choose a Tool Proficiency
Choose one tool used in the practice of the background or often associated with it.
### 5: Choose Equipment
Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices.
## Curses and Magical Contagions
A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition.
The following sections discuss curses and magical contagions in detail.
### Curses
A curse typically takes one of the forms detailed below.
#### Bestow Curse
The simplest curses are created by the *Bestow Curse* spell. The effects of such curses are limited and can be ended by the *Remove Curse* spell.
*Bestow Curse* provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell.
#### Cursed Creatures
Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses—werewolves being a prime example. You decide how a spell like *Remove Curse* affects a creature with accursed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting *Remove Curse* on its corpse.
#### Cursed Magic Items
Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”
#### Narrative Curses
A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of curse discussed in this section.
A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like *Remove Curse* affects a curse that's part of your adventure is up to you—the spell might merely suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign.
#### Environmental Curses
Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse.
**Demonic Possession.** Demonic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victims.
A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the creature makes a DC 15 Charisma saving throw, regaining control of itself on a success.
After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a successful save, the effect ends on the creature. A *Dispel Evil and Good* spell or any magic that removes a curse also ends the effect on it.
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## Magical Contagions
Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread.
### Rest and Recuperation
If a creature infected with a magical contagion spends 3 days recuperating—engaging in no activities that would interrupt a Long Rest—the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours.
### Example Contagions
The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign.
#### Cackle Fever
*Magical Contagion*
Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection:
**Fever.** The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature.
**Uncontrollable Laughter.** While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
**Fighting the Contagion.** At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year.
**Spreading the Contagion.** Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours.
#### Sewer Plague
*Magical Contagion*
Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection:
**Fatigue.** The creature gains 1 Exhaustion level.
**Weakness.** While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice.
**Restlessness.** While the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.
**Fighting the Contagion.** Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion level is reduced to 0, the contagion ends on the creature.
#### Sight Rot
*Magical Contagion*
Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends.
**Fighting the Contagion.** Magic such as a *Heal* or *Lesser Restoration* spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature.
**Spreading the Contagion.** Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours.
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## Environmental Effects
### Deep Water
Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level.
### Extreme Cold
When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.
### Extreme Heat
When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save.
### Frigid Water
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.
### Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames.
### High Altitude
Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see "Travel Pace").
Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.
### Slippery Ice
Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition.
### Strong Wind
Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.
### Thin Ice
Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above).
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## Fear and Mental Stress
Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer.
If you plan to use any of these rules, discuss them with your players at the start of the campaign.
### Fear Effects
Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples.
**Sample Fear DCs**
| Example | Save DC |
| :--- | :--- |
| When the characters open a sarcophagus, a harmless yet terrifying apparition appears. | 10 |
| A character triggers a magical trap that creates an illusory manifestation of that character's worst fears, visible only to that character. | 15 |
| A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter. | 20 |
Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples:
* The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear.
* Attack rolls against the Frightened creature have Advantage.
* The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action.
### Mental Stress Effects
When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect.
The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half as much damage instead of no damage, at your discretion.
**Sample Mental Stress Effects**
| Example | Save DC | Psychic Damage |
| :--- | :--- | :--- |
| A character ingests a hallucinogenic substance that distorts the character's perception of reality. | 10 | 1d6 |
| A character touches a fiendish idol that tears at the character's mind, threatening to shatter it. | 15 | 3d6 |
| A magical trap flings a character into the Far Realm until the end of that character's next turn. | 20 | 9d6 |
### Prolonged Effects
Exposure to mental stress can cause prolonged effects. Consider the following possibilities.
**Short-Term Effects.** The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the *Calm Emotions* spell or removed by the *Lesser Restoration* spell.
**Long-Term Effects.** The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the *Calm Emotions* spell or removed by the *Lesser Restoration* spell.
**Indefinite Effects.** An indefinite effect is a long-term effect (see above) that lasts until removed by a *Greater Restoration* spell. It can be suppressed by a *Calm Emotions* spell.
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## Poison
Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures.
Poisons come in the following four types:
**Contact.** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
**Ingested.** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save.
**Inhaled.** Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
**Injury.** Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects.
### Purchasing Poison
In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.
### Harvesting Poison
A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.
### Sample Poisons
Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects.
#### Assassin's Blood (150 GP)
*Ingested Poison*
A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
#### Burnt Othur Fumes (500 GP)
*Inhaled Poison*
A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
#### Crawler Mucus (200 GP)
*Contact Poison*
A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
#### Essence of Ether (300 GP)
*Inhaled Poison*
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
#### Malice (250 GP)
*Inhaled Poison*
A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
#### Midnight Tears (1,500 GP)
*Ingested Poison*
A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that
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ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
#### Oil of Taggit (400 GP)
*Contact Poison*
A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
#### Pale Tincture (250 GP)
*Ingested Poison*
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
#### Purple Worm Poison (2,000 GP)
*Injury Poison*
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
#### Serpent Venom (200 GP)
*Injury Poison*
A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
#### Spider's Sting (200 GP)
*Injury Poison*
A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
#### Torpor (600 GP)
*Ingested Poison*
A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way.
#### Truth Serum (150 GP)
*Ingested Poison*
A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie.
#### Wyvern Poison (1,200 GP)
*Injury Poison*
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
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## Traps
Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game.
The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.
### Parts of a Trap
The description of a trap includes the following parts after the trap's name:
**Severity and Levels.** A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels.
**Trigger.** Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock.
**Duration.** Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation.
Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nuisance at one level range could be deadly to characters of a lower level range.
### Example Traps
Traps are presented in alphabetical order.
#### Collapsing Roof
*Deadly Trap (Levels 1–4)*
**Trigger:** A creature crosses a trip wire
**Duration:** Instantaneous
This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled.
The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain.
**Detect and Disarm.** As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).
**At Higher Levels.** You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.
| Levels | Bludgeoning Damage | Save DC |
| :--- | :--- | :--- |
| 5–10 | 22 (4d10) | 15 |
| 11–16 | 55 (10d10) | 17 |
| 17–20 | 99 (18d10) | 19 |
#### Falling Net
*Nuisance Trap (Levels 1–4)*
**Trigger:** A creature crosses a trip wire
**Duration:** Instantaneous
A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees.
The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check.
**Detect and Disarm.** As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required).
**Destroy the Net.** Reducing the Net to 0 Hit Points frees any creature trapped in it (see "Adventuring Gear" for the Net's statistics).
**Set the Trap.** A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes.
**At Higher Levels.** You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20.
#### Fire-Casting Statue
*Deadly Trap (Levels 1–4)*
**Trigger:** A creature moves onto a pressure plate
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**Duration:** Instantaneous, and the trap resets at the start of the next turn
When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one.
**Detect and Disarm.** A *Detect Magic* spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means "fire” on a successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap.
As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering.
**At Higher Levels.** You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table.
| Levels | Fire Damage | Area of Effect |
| :--- | :--- | :--- |
| 5–10 | 22 (4d10) | 30-foot Cone |
| 11–16 | 55 (10d10) | 60-foot Cone |
| 17–20 | 99 (18d10) | 120-foot Cone |
#### Hidden Pit
*Nuisance Trap (Levels 1–4)*
**Trigger:** A creature moves onto the pit's lid
**Duration:** Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.
A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall.
**Detect and Disarm.** As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using *Arcane Lock* or similar magic.
**Escape.** A creature needs a Climb Speed, climbing gear, or magic such as *Spider Climb* to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.
**At Higher Levels.** You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.
| Levels | Pit Depth | Bludgeoning Damage |
| :--- | :--- | :--- |
| 5–10 | 30 feet | 10 (3d6) |
| 11–16 | 60 feet | 21 (6d6) |
| 17–20 | 120 feet | 42 (12d6) |
#### Poisoned Darts
*Deadly Trap (Levels 1–4)*
**Trigger:** A creature moves onto a pressure plate
**Duration:** Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times
When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes.
Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart.
**Detect and Disarm.** As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing.
As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering.
**At Higher Levels.** You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5–10, 14 (4d6) at levels 11–16, or 24 (7d6) at levels 17–20.
#### Poisoned Needle
*Nuisance Trap (Levels 1–4)*
**Trigger:** A creature opens the trap's lock improperly or fails to disarm the trap
**Duration:** Instantaneous
A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned
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condition for 1 hour. On a successful save, the creature takes half as much damage only.
**Avoid.** The trap doesn't trigger if the lock is opened using a *Knock* spell or similar magic.
**Detect and Disarm.** As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap.
**At Higher Levels.** You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.
| Levels | Poison Damage | Save DC |
| :--- | :--- | :--- |
| 5–10 | 11 (2d10) | 13 |
| 11–16 | 22 (4d10) | 15 |
| 17–20 | 55 (10d10) | 17 |
#### Rolling Stone
*Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20)*
**Trigger:** A creature moves onto a pressure plate
**Duration:** Until the stone stops rolling
When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll.
On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition.
The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving.
**Detect and Disarm.** As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering.
**Destroy the Stone.** The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage.
**Slow the Stone.** As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat.
#### Spiked Pit
*Deadly Trap (Levels 1–4)*
**Trigger:** A creature moves onto the pit's lid
**Duration:** Instantaneous
A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter.
A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes.
**Detect and Disarm.** As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an *Arcane Lock* spell or similar magic.
**Escape.** A creature needs a Climb Speed, climbing gear, or magic such as a *Spider Climb* spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.
**At Higher Levels.** You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.
| Levels | Pit Depth | Damage |
| :--- | :--- | :--- |
| 5–10 | 30 feet | 10 (3d6) Bludgeoning plus 13 (3d8) Piercing |
| 11–16 | 60 feet | 21 (6d6) Bludgeoning plus 36 (8d8) Piercing |
| 17–20 | 120 feet | 42 (12d6) Bludgeoning plus 57 (13d8) Piercing |
---
201 System Reference Document 5.2.1
***
## Combat Encounters
The following features can make a combat encounter more interesting or challenging:
**Changes in Elevation.** Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport.
**Defensive Positions.** Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around.
**Mixed Monster Groups.** When different types of monsters work together, they can combine their abilities—just like characters with different classes and origins. A diverse force is more powerful.
**Reasons to Move.** Use features that encourage characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps.
### Combat Encounter Difficulty
Use the following guidelines to create a combat encounter of a desired level of difficulty.
#### Step 1: Choose a Difficulty
Three categories describe the range of encounter difficulty:
**Low Difficulty.** An encounter of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rating.
**Moderate Difficulty.** Absent healing and other resources, an encounter of moderate difficulty could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die.
**High Difficulty.** A high-difficulty encounter could be lethal for one or more characters. To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck.
#### Step 2: Determine Your XP Budget
Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get your XP budget for the encounter.
| XP Budget per Character | | | |
| :--- | :--- | :--- | :--- |
| **Party's Level** | **Encounter Difficulty** | | |
| | **Low** | **Moderate** | **High** |
| 1 | 50 | 75 | 100 |
| 2 | 100 | 150 | 200 |
| 3 | 150 | 225 | 400 |
| 4 | 250 | 375 | 500 |
| 5 | 500 | 750 | 1,100 |
| 6 | 600 | 1,000 | 1,400 |
| 7 | 750 | 1,300 | 1,700 |
| 8 | 1,000 | 1,700 | 2,100 |
| 9 | 1,300 | 2,000 | 2,600 |
| 10 | 1,600 | 2,300 | 3,100 |
| 11 | 1,900 | 2,900 | 4,100 |
| 12 | 2,200 | 3,700 | 4,700 |
| 13 | 2,600 | 4,200 | 5,400 |
| 14 | 2,900 | 4,900 | 6,200 |
| 15 | 3,300 | 5,400 | 7,800 |
| 16 | 3,800 | 6,100 | 9,800 |
| 17 | 4,500 | 7,200 | 11,700 |
| 18 | 5,000 | 8,700 | 14,200 |
| 19 | 5,500 | 10,700 | 17,200 |
| 20 | 6,400 | 13,200 | 22,000 |
#### Step 3: Spend Your Budget
Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below:
**Example 1.** A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4, for a total of 200 XP. With that, you could build any of the following encounters:
* 1 Bugbear Warrior (200 XP)
* 2 Giant Wasps (100 XP each), for 200 XP total
* 6 Giant Rats (25 XP each), for 150 XP total
**Example 2.** A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5, for a total of 1,125 XP. With that, you could build either of these encounters:
* 2 Druids (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total
* 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total
---
202 System Reference Document 5.2.1
***
**Example 3.** A high-difficulty encounter for six level 15 characters has an XP budget of 7,800 × 6, for a total of 46,800 XP. With that, you could build this encounter:
* 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total
### Troubleshooting
When creating and running combat encounters, keep the following in mind.
#### Many Creatures
The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is especially important for characters of level 1 or 2.
#### Adjustments
A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder).
#### CR 0 Creatures
Creatures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead.
#### Number of Stat Blocks
The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex.
#### Powerful Creatures
If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow.
#### Unusual Features
If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's Challenge Rating.
---
203 System Reference Document 5.2.1

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#!/usr/bin/env python3
"""
D&D 5e SRD Context Expansion Tool
This tool expands the context around search results from search_with_positions.py,
providing larger, structured views of the source material. Designed for LLM consumption.
Usage:
# Expand specific result from a search
python expand_context.py "fireball" --result 3 --mode section --all
# Expand multiple results
python expand_context.py "fireball" --results 1,3,5 --mode paragraph --all
# Direct expansion from file position
python expand_context.py --file "DND5eSRD_121-137.md" --position 1234 --mode section
# Get full document structure with position
python expand_context.py --file "DND5eSRD_121-137.md" --position 1234 --mode document
"""
import argparse
import json
import os
import re
# Import from search tool in the same directory
import sys
from dataclasses import asdict, dataclass
from pathlib import Path
from typing import Dict, List, Optional, Tuple
script_dir = Path(__file__).parent
sys.path.insert(0, str(script_dir))
from search_with_positions import (
get_all_reference_files,
get_files_by_page_range,
get_references_dir,
search_files,
)
@dataclass
class HeadingNode:
"""Represents a heading in the document hierarchy."""
level: int
text: str
start_pos: int
end_pos: int
content: str = ""
children: List["HeadingNode"] = None
def __post_init__(self):
if self.children is None:
self.children = []
@dataclass
class ExpandedContext:
"""Represents expanded context around a position."""
file_path: str
original_match: str
match_start: int
match_end: int
expanded_text: str
expansion_start: int
expansion_end: int
mode: str
heading_path: List[str]
metadata: Dict = None
def __post_init__(self):
if self.metadata is None:
self.metadata = {}
class DocumentParser:
"""Parses markdown documents with structure awareness."""
def __init__(self, file_path: Path):
self.file_path = file_path
with open(file_path, "r", encoding="utf-8") as f:
self.content = f.read()
self.headings = self._parse_headings()
self.paragraphs = self._parse_paragraphs()
def _parse_headings(self) -> List[Dict]:
"""Parse all headings with their positions."""
headings: List[Dict] = []
pattern = re.compile(r"^(#{1,6})\s+(.+)$", re.MULTILINE)
for match in pattern.finditer(self.content):
level = len(match.group(1))
text = match.group(2).strip()
start_pos = match.start()
headings.append(
{
"level": level,
"text": text,
"start_pos": start_pos,
"end_pos": match.end(),
}
)
return headings
def _parse_paragraphs(self) -> List[Tuple[int, int]]:
"""Parse paragraph boundaries (text blocks separated by blank lines)."""
paragraphs: List[Tuple[int, int]] = []
in_paragraph = False
para_start = 0
lines = self.content.split("\n")
line_pos = 0
for line in lines:
line_start = line_pos
line_end = line_pos + len(line)
line_pos = line_end + 1 # +1 for newline
if line.strip():
if not in_paragraph:
para_start = line_start
in_paragraph = True
else:
if in_paragraph:
paragraphs.append((para_start, line_start))
in_paragraph = False
if in_paragraph:
paragraphs.append((para_start, len(self.content)))
return paragraphs
def get_heading_path(self, position: int) -> List[str]:
"""Get the breadcrumb trail of headings for a position."""
path: List[str] = []
current_levels: Dict[int, str] = {}
for heading in self.headings:
if heading["start_pos"] > position:
break
level = heading["level"]
keys_to_remove = [k for k in current_levels.keys() if k >= level]
for k in keys_to_remove:
del current_levels[k]
current_levels[level] = heading["text"]
for level in sorted(current_levels.keys()):
path.append(current_levels[level])
return path
def get_section_bounds(
self, position: int, include_subsections: bool = True
) -> Tuple[int, int]:
"""Get the bounds of the section containing the position."""
containing_heading = None
containing_level = None
for i, heading in enumerate(self.headings):
if heading["start_pos"] <= position:
containing_heading = i
containing_level = heading["level"]
else:
break
if containing_heading is None:
if self.headings:
return (0, self.headings[0]["start_pos"])
return (0, len(self.content))
section_start = self.headings[containing_heading]["start_pos"]
section_end = len(self.content)
for i in range(containing_heading + 1, len(self.headings)):
next_heading = self.headings[i]
if include_subsections:
if next_heading["level"] <= containing_level:
section_end = next_heading["start_pos"]
break
else:
section_end = next_heading["start_pos"]
break
return (section_start, section_end)
def get_paragraph_bounds(self, position: int) -> Tuple[int, int]:
"""Get the bounds of the paragraph containing the position."""
for para_start, para_end in self.paragraphs:
if para_start <= position < para_end:
return (para_start, para_end)
return (max(0, position - 500), min(len(self.content), position + 500))
def get_document_structure(self, focus_position: Optional[int] = None) -> Dict:
"""Get the full document structure with optional focus on a position."""
structure: Dict = {
"file": os.path.basename(self.file_path),
"total_chars": len(self.content),
"headings": [],
}
for heading in self.headings:
heading_info = {
"level": heading["level"],
"text": heading["text"],
"position": heading["start_pos"],
"is_focus": False,
}
if focus_position is not None:
start = heading["start_pos"]
end = len(self.content)
for next_h in self.headings:
if (
next_h["start_pos"] > start
and next_h["level"] <= heading["level"]
):
end = next_h["start_pos"]
break
if start <= focus_position < end:
heading_info["is_focus"] = True
structure["headings"].append(heading_info)
return structure
def expand_context(
file_path: Path,
position: int,
match_text: str,
mode: str = "paragraph",
match_end: Optional[int] = None,
) -> ExpandedContext:
"""Expand context around a position with various modes."""
if match_end is None:
match_end = position + len(match_text)
parser = DocumentParser(file_path)
heading_path = parser.get_heading_path(position)
if mode == "char":
char_context = 1000
start = max(0, position - char_context)
end = min(len(parser.content), match_end + char_context)
expanded_text = parser.content[start:end]
elif mode == "paragraph":
start, end = parser.get_paragraph_bounds(position)
expanded_text = parser.content[start:end]
elif mode == "section":
start, end = parser.get_section_bounds(position, include_subsections=True)
expanded_text = parser.content[start:end]
elif mode == "section-only":
start, end = parser.get_section_bounds(position, include_subsections=False)
expanded_text = parser.content[start:end]
elif mode == "document":
start = 0
end = len(parser.content)
expanded_text = parser.content
else:
raise ValueError(f"Unknown mode: {mode}")
return ExpandedContext(
file_path=str(file_path),
original_match=match_text,
match_start=position,
match_end=match_end,
expanded_text=expanded_text,
expansion_start=start,
expansion_end=end,
mode=mode,
heading_path=heading_path,
metadata={
"file_size": len(parser.content),
"expansion_size": len(expanded_text),
"num_headings_in_path": len(heading_path),
},
)
def format_expanded_context(
context: ExpandedContext, format_type: str = "human"
) -> str:
"""Format expanded context for output."""
if format_type == "json":
return json.dumps(asdict(context), indent=2)
elif format_type == "human":
output: List[str] = []
output.append("=" * 80)
output.append(f"File: {os.path.basename(context.file_path)}")
output.append(f"Mode: {context.mode}")
output.append(f"Original Match: '{context.original_match}'")
output.append(f"Match Position: {context.match_start}-{context.match_end}")
output.append(
f"Expanded Range: {context.expansion_start}-{context.expansion_end}"
)
output.append(f"Expansion Size: {context.metadata['expansion_size']} chars")
if context.heading_path:
output.append("\nHeading Path:")
for i, heading in enumerate(context.heading_path, 1):
output.append(f" {' ' * (i - 1)}→ {heading}")
output.append("\n" + "-" * 80)
output.append("EXPANDED CONTENT:")
output.append("-" * 80)
output.append(context.expanded_text)
output.append("=" * 80)
return "\n".join(output)
elif format_type == "llm":
output: List[str] = []
output.append("### EXPANDED CONTEXT")
output.append(f"**Source**: {os.path.basename(context.file_path)}")
output.append(
f"**Character Range**: {context.expansion_start}-{context.expansion_end}"
)
output.append(
f"**Original Match** at position {context.match_start}: `{context.original_match}`"
)
if context.heading_path:
breadcrumb = " → ".join(context.heading_path)
output.append(f"**Location**: {breadcrumb}")
output.append("\n---\n")
output.append(context.expanded_text)
output.append("\n---\n")
return "\n".join(output)
def main():
parser = argparse.ArgumentParser(
description=("Expand context around search results from D&D 5e SRD references"),
formatter_class=argparse.RawDescriptionHelpFormatter,
epilog=(
"""
Examples:
# Expand the 3rd search result by section
python expand_context.py "fireball" --result 3 --mode section --all
# Expand multiple results by paragraph
python expand_context.py "wizard" --results 1,3,5 --mode paragraph --all
# Direct expansion from file position
python expand_context.py --file "DND5eSRD_121-137.md" --position 1234 --mode section
# Get document structure
python expand_context.py --file "DND5eSRD_121-137.md" --position 1234 --mode document
# Output as JSON for machine processing
python expand_context.py "fireball" --result 1 --all --format json
Expansion Modes:
char - Expand by ±1000 characters (simple)
paragraph - Expand to paragraph boundaries (blank line separated)
section - Expand to full section including subsections
section-only - Expand to section excluding subsections
document - Show entire document (use with caution)
Output Formats:
human - Human-readable formatted output
llm - Optimized for LLM consumption (default)
json - Machine-readable JSON
"""
),
)
# Search parameters (for finding results to expand)
parser.add_argument("search_term", nargs="?", help="Term to search for")
parser.add_argument("--result", type=int, help="Result number to expand (1-based)")
parser.add_argument(
"--results", help="Comma-separated result numbers to expand (e.g., '1,3,5')"
)
parser.add_argument(
"--all-search",
action="store_true",
dest="search_all",
help="Search all reference files",
)
parser.add_argument("--pages", help="Search files in page range (e.g., 001-120)")
parser.add_argument("--files", nargs="+", help="Specific files to search")
# Direct expansion parameters
parser.add_argument("--file", help="Direct file path for expansion")
parser.add_argument(
"--position", type=int, help="Character position for direct expansion"
)
# Expansion options
parser.add_argument(
"--mode",
choices=["char", "paragraph", "section", "section-only", "document"],
default="paragraph",
help="Expansion mode (default: paragraph)",
)
parser.add_argument(
"--format",
choices=["human", "llm", "json"],
default="llm",
help="Output format (default: llm)",
)
# Search options
parser.add_argument(
"--case-sensitive", action="store_true", help="Case-sensitive search"
)
parser.add_argument(
"--max-search-results",
type=int,
default=50,
help="Maximum search results to find (default: 50)",
)
args = parser.parse_args()
# Direct expansion mode
if args.file and args.position is not None:
file_path = Path(args.file)
if not file_path.exists():
refs_dir = get_references_dir()
file_path = refs_dir / args.file
if not file_path.exists():
print(f"Error: File not found: {args.file}")
return
context = expand_context(
file_path=file_path,
position=args.position,
match_text="[direct position]",
mode=args.mode,
)
print(format_expanded_context(context, args.format))
return
# Search-based expansion mode
if not args.search_term:
print("Error: Provide either search_term + result, or --file + --position")
parser.print_help()
return
if not args.result and not args.results:
print("Error: Specify which result(s) to expand with --result or --results")
return
# Determine files to search
files_to_search: List[Path] = []
refs_dir = get_references_dir()
if args.search_all:
files_to_search = get_all_reference_files()
elif args.pages:
files_to_search = get_files_by_page_range(args.pages)
elif args.files:
for filename in args.files:
file_path = refs_dir / filename
if file_path.exists():
files_to_search.append(file_path)
else:
print(f"Warning: File not found: {filename}")
else:
files_to_search = get_all_reference_files()
if not files_to_search:
print("Error: No files to search")
return
# Perform search
print(f"Searching for '{args.search_term}'...", file=sys.stderr)
search_results = search_files(
files_to_search,
args.search_term,
case_sensitive=args.case_sensitive,
max_results=args.max_search_results,
context_chars=50,
)
if not search_results:
print(f"No results found for '{args.search_term}'")
return
print(f"Found {len(search_results)} results\n", file=sys.stderr)
# Determine which results to expand
results_to_expand: List[int] = []
if args.results:
result_nums = [int(x.strip()) for x in args.results.split(",")]
results_to_expand = result_nums
elif args.result:
results_to_expand = [args.result]
# Expand specified results
for result_num in results_to_expand:
if result_num < 1 or result_num > len(search_results):
print(
f"Warning: Result {result_num} out of range (1-{len(search_results)})"
)
continue
search_result = search_results[result_num - 1]
print(f"\n{'=' * 80}", file=sys.stderr)
print(f"EXPANDING RESULT {result_num}/{len(search_results)}", file=sys.stderr)
print(f"{'=' * 80}\n", file=sys.stderr)
context = expand_context(
file_path=Path(search_result.file_path),
position=search_result.start_pos,
match_text=search_result.match_text,
mode=args.mode,
match_end=search_result.end_pos,
)
print(format_expanded_context(context, args.format))
if len(results_to_expand) > 1 and result_num != results_to_expand[-1]:
print("\n" + "=" * 80 + "\n")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
"""
D&D 5e SRD Search Tool with Character Positions
This tool searches through the D&D 5e SRD reference files and returns
results with exact character positions for precise source citation.
Usage:
python search_with_positions.py "search term" [--files file1.md file2.md]
python search_with_positions.py "search term" --all
python search_with_positions.py "search term" --pages 001-120
"""
import argparse
import os
import re
from pathlib import Path
from typing import List
class SearchResult:
"""Represents a single search result with character positions."""
def __init__(
self,
file_path: str,
match_text: str,
start_pos: int,
end_pos: int,
context_before: str = "",
context_after: str = "",
):
self.file_path = file_path
self.match_text = match_text
self.start_pos = start_pos
self.end_pos = end_pos
self.context_before = context_before
self.context_after = context_after
def __str__(self):
filename = os.path.basename(self.file_path)
return (
f"File: {filename}\n"
f"Position: chars {self.start_pos}-{self.end_pos}\n"
f"Match: {self.match_text}\n"
f"Context: ...{self.context_before}[{self.match_text}]{self.context_after}...\n"
)
def get_references_dir() -> Path:
"""Resolve the path to the references directory.
Returns the ./references directory alongside this script's parent directory.
"""
script_dir = Path(__file__).parent
skill_dir = script_dir.parent
local_refs = skill_dir / "references"
return local_refs
def get_all_reference_files() -> List[Path]:
"""Get all markdown files in the references directory."""
refs_dir = get_references_dir()
return sorted(refs_dir.glob("*.md"))
def get_files_by_page_range(page_range: str) -> List[Path]:
"""
Get files that match a page range pattern (e.g., '090-223').
This handles both exact matches and range spans.
"""
refs_dir = get_references_dir()
# Try exact pattern match first
pattern = f"*{page_range}*.md"
exact_matches = sorted(refs_dir.glob(pattern))
if exact_matches:
return exact_matches
# Parse the range to find all files that fall within it
try:
start_page, end_page = map(int, page_range.split("-"))
except ValueError:
# If not a valid range, try as a simple substring pattern
return sorted(refs_dir.glob(f"*{page_range}*.md"))
# Find all files whose page ranges overlap with the requested range
matching_files = []
for file_path in refs_dir.glob("*.md"):
# Extract page range from filename suffix like ..._123-456.md
match = re.search(r"(\d{3})-(\d{3})\.md$", file_path.name)
if match:
file_start = int(match.group(1))
file_end = int(match.group(2))
if not (file_end < start_page or file_start > end_page):
matching_files.append(file_path)
return sorted(matching_files)
def search_in_file(
file_path: Path,
search_term: str,
case_sensitive: bool = False,
context_chars: int = 50,
) -> List[SearchResult]:
"""
Search for a term in a file and return results with character positions.
"""
results: List[SearchResult] = []
try:
with open(file_path, "r", encoding="utf-8") as f:
content = f.read()
flags = 0 if case_sensitive else re.IGNORECASE
pattern = re.compile(re.escape(search_term), flags)
for match in pattern.finditer(content):
start_pos = match.start()
end_pos = match.end()
match_text = match.group()
context_start = max(0, start_pos - context_chars)
context_end = min(len(content), end_pos + context_chars)
context_before = content[context_start:start_pos]
context_after = content[end_pos:context_end]
results.append(
SearchResult(
file_path=str(file_path),
match_text=match_text,
start_pos=start_pos,
end_pos=end_pos,
context_before=context_before,
context_after=context_after,
)
)
except Exception as e:
print(f"Error reading {file_path}: {e}")
return results
def search_files(
files: List[Path],
search_term: str,
case_sensitive: bool = False,
max_results: int = 20,
context_chars: int = 50,
) -> List[SearchResult]:
"""Search for a term across multiple files."""
all_results: List[SearchResult] = []
for file_path in files:
results = search_in_file(file_path, search_term, case_sensitive, context_chars)
all_results.extend(results)
if len(all_results) >= max_results:
break
return all_results[:max_results]
def format_results_for_citation(results: List[SearchResult]) -> str:
"""Format results in a citation-friendly way."""
if not results:
return "No results found."
output = f"\nFound {len(results)} result(s):\n"
output += "=" * 80 + "\n\n"
for i, result in enumerate(results, 1):
output += f"Result {i}:\n"
output += f" File: {os.path.basename(result.file_path)}\n"
output += f" Character Range: {result.start_pos}-{result.end_pos}\n"
output += f" Citation: [{os.path.basename(result.file_path)}, chars {result.start_pos}-{result.end_pos}]\n"
output += "\n Context:\n"
output += f" ...{result.context_before.strip()}\n"
output += f" >> {result.match_text} <<\n"
output += f" {result.context_after.strip()}...\n"
output += "\n" + "---" + "\n\n"
return output
def main():
parser = argparse.ArgumentParser(
description=(
"Search D&D 5e SRD references with character positions for citation"
),
formatter_class=argparse.RawDescriptionHelpFormatter,
epilog=(
"""
Examples:
# Search all files
python search_with_positions.py "fireball" --all
# Search specific page range
python search_with_positions.py "wizard" --pages 121-200
# Search specific files
python search_with_positions.py "grapple" --files "DND5eSRD_087-103.md"
# Case-sensitive search with more context
python search_with_positions.py "Attack" --all --case-sensitive --context 100
"""
),
)
parser.add_argument("search_term", help="Term to search for")
parser.add_argument("--files", nargs="+", help="Specific files to search")
parser.add_argument("--all", action="store_true", help="Search all reference files")
parser.add_argument("--pages", help="Search files in page range (e.g., 001-120)")
parser.add_argument(
"--case-sensitive", action="store_true", help="Case-sensitive search"
)
parser.add_argument(
"--max-results", type=int, default=20, help="Maximum results (default: 20)"
)
parser.add_argument(
"--context", type=int, default=100, help="Characters of context (default: 100)"
)
args = parser.parse_args()
# Determine which files to search
refs_dir = get_references_dir()
files_to_search: List[Path] = []
if args.all:
files_to_search = get_all_reference_files()
elif args.pages:
files_to_search = get_files_by_page_range(args.pages)
elif args.files:
# Convert provided filenames to full paths
for filename in args.files:
file_path = refs_dir / filename
if file_path.exists():
files_to_search.append(file_path)
else:
print(f"Warning: File not found: {filename}")
else:
files_to_search = get_all_reference_files()
if not files_to_search:
print("Error: No files to search. Use --all, --pages, or --files")
return
print(f"Searching {len(files_to_search)} file(s) for '{args.search_term}'...")
# Perform search
results = search_files(
files_to_search,
args.search_term,
case_sensitive=args.case_sensitive,
max_results=args.max_results,
context_chars=args.context,
)
# Display results
print(format_results_for_citation(results))
if __name__ == "__main__":
main()

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---
name: lore-audit
description: Audit the Baltun'ia vault for structural and continuity problems — broken/misspelled wikilinks, orphan notes nothing links to, missing reciprocal links, entities mentioned in recaps but never written up, and lore contradictions. Use when the DM says "check the vault", "find broken links", "what's inconsistent?", "what am I missing?", or wants a health check before/after a big writing push.
---
# Audit the Vault
First read `.claude/skills/_shared/vault-conventions.md`.
## What to check
Run these passes over the `.md` files (skip `z_*`, `.obsidian`, `.smart-env`):
1. **Broken wikilinks.** Extract every `[[Target]]` / `[[Target|alias]]`. For
each target, confirm a matching note exists (Obsidian matches by basename,
case-insensitive, with or without folders). Report links whose target has no
file — separating *intentional stubs* (entity that should exist) from likely
*typos* (near-match to an existing note name; suggest the fix).
2. **Orphans.** Notes that nothing links to (excluding index/overview hubs and
recaps). These are easy to lose in the graph — suggest where to link them.
3. **Missing reciprocity.** NPC notes whose parent POI doesn't list them; POIs
not in their city's Notable Features; cities not in their region's Notable
Cities; factions referenced widely but absent from Faction Relationships.
4. **Unwritten entities.** Proper nouns that recur in Session Recaps / Campaign
Flow but have no note yet (likely NPCs/POIs introduced in play). List the
highest-recurrence ones first.
5. **Contradictions.** Surface conflicting facts (e.g. an NPC's faction, a
location's region, a date) between notes and recaps. Only flag genuine
conflicts, with both sources quoted.
## Output
Group findings by severity (Broken links → Contradictions → Missing reciprocity
→ Orphans → Unwritten entities), each with the file path and a one-line
suggested fix. **Do not edit anything yet** — present the report, then ask which
fixes to apply (and apply the safe, mechanical ones like reciprocal links and
clear typo corrections on confirmation). For larger sweeps, consider fanning the
passes out across subagents.

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---
name: lore-lookup
description: Answer questions about Baltun'ia from the vault — people, places, factions, history, deities, economy, languages, and what has happened in play — with citations to the source notes. Use when the DM asks an in-world or continuity question ("who runs the docks in Voxiu?", "what's the relationship between the Belters and Vexens?", "when did the party first meet Odatina?", "what do we know about the ley lines?").
---
# Look Up Lore
First read `.claude/skills/_shared/vault-conventions.md` for the vault map.
## Steps
1. **Search broadly, then narrow.** Grep the vault for the entities and terms in
the question. Check the obvious home folder (Factions, Species, Deities,
Regions, History) **and** the Session Recaps — what happened *in play* often
matters as much as the written lore.
2. **Synthesize across notes.** Combine the canonical note, related notes, and
any recap appearances into one coherent answer. Resolve the question using
only what the vault actually says.
3. **Cite.** Reference the source note(s) by clickable path
(`2. World Almanac/Factions/Belters/Belter Overview.md`) so the DM can jump
to the source. When the answer comes partly from play, cite the recap.
4. **Be honest about gaps.** If the vault doesn't establish something, say so
plainly — distinguish "the notes say X" from "the notes don't cover this; a
reasonable read would be Y." Never present invention as established canon.
5. **Offer next steps** when useful — e.g. "this NPC has no note yet; want me to
create one?" (create-npc) or "the Belter/Vexen rivalry isn't written down
centrally; want me to add it to Faction Relationships?"

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---
name: reconnect
description: Repair "dropped connections" in the Baltun'ia vault — find plain-text mentions of entities that already have notes (NPCs, POIs, cities, regions, factions, deities, species) but were never wikilinked, and wire them back into the graph. The inverse of a broken-link check: here the target file exists, the link is just missing. Use when the DM says "reconnect the vault", "add missing links", "fix dropped connections", "this note isn't linked to anything", or after importing/pasting prose from an outside tool (e.g. an archivist export) that stripped the links.
---
# Reconnect Dropped Links
First read `.claude/skills/_shared/vault-conventions.md` — especially the
**Linking discipline** section.
This skill adds `[[wikilinks]]` that *should* exist but don't. It does **not**
invent content and it does **not** fix broken links pointing at missing files
(that's `/lore-audit`). Every link it proposes points at a note that already
exists.
## Scope
If the DM named specific notes/folders (e.g. "the recaps", one file), work only
those. Otherwise sweep all `.md` files under canonical folders. **Always skip**
`z_*`, `.obsidian`, `.smart-env`, `.smtcmp_*`, and `Index File.base`.
## Pass 1 — build the target index
1. List every `.md` basename in the canonical folders. Each basename is a link
target (Obsidian matches by basename, case-insensitive, folders optional).
2. Harvest **aliases** from existing links across the vault: every `[[Note|alias]]`
tells you `alias` should resolve to `Note` (e.g. `[[Belter Overview|Belters]]`,
`[[House of Suits Overview|the Suits]]`). Also add obvious surface variants —
plurals and possessives (`Belters`, `Six's`), and overview files' short names
(`Belter Overview` → also match "Belters"). Build a **name → note** map.
3. Note which names are risky: very short or common English words that happen to
be entity names (e.g. an NPC literally named "Six", "Ray", "The Church"). Flag
these for confirmation rather than auto-linking.
## Pass 2 — find unlinked mentions
For each in-scope note, scan the prose for occurrences of any indexed name/alias
that are **not already linked**. When deciding what to link:
- **Match on word boundaries**, case-insensitively; carry trailing possessives
outside the link (`Six's` → `[[Six]]'s`).
- **Link the first unlinked mention only**, per entity per note — matching the
vault's "link first mention" discipline. If the note already links an entity
somewhere, don't add a second link.
- **Use an alias when the filename differs** from how it reads:
`[[Belter Overview|Belters]]`, `[[Voxiu|the city]]` only if natural.
- **Never link a note to itself** (its own title / self-references).
- **Ignore text already inside** `[[...]]`, markdown links `[..](..)`, code
fences/inline code, and image embeds.
- Treat **Session Recaps** as prime candidates — new entities first appear there
in prose and are frequently left unlinked; imported/pasted prose especially.
## Pass 3 (optional) — recurring unwritten entities
While scanning, note proper nouns that recur but have **no** note yet. Per vault
convention a red link is correct and intentional, so you *may* propose wikilinking
the first mention as a future stub — but list these separately and flag each as
"no note yet — stub worth creating," and hand them to `/lore-audit` /
`/create-*` rather than silently spawning links everywhere.
## Output & apply
1. Present findings **grouped by note**, each line showing the entity, the
sentence it appears in, and the exact edit (`X` → `[[X]]`). Separate the
**clearly-safe** links (unambiguous full names) from the **risky** ones
(short/common-word names, uncertain aliases).
2. **Don't edit until the DM confirms.** Then apply the safe ones; apply risky
ones only on explicit OK. Edit in place — change only the first mention,
leave everything else byte-for-byte identical.
- **Whitespace gotcha (common).** Many notes are riddled with invisible
non-ASCII whitespace — U+00A0 (no-break space), U+202F (narrow no-break
space), U+2011 (non-breaking hyphen) — plus curly quotes and en/em-dashes.
A multi-word `old_string` will silently fail to match when one of its
"spaces" is really a `\xa0`. Anchor each Edit on a SHORT run you're sure is
contiguous ASCII, keep the entity word at the edge, and if an Edit reports
"String not found," re-inspect the exact bytes (`python3` → `repr(line)`)
and shorten the anchor. NPC files named `<Name> – "<Tell>"` use an en-dash
and quotes in the filename — link them with the full name as the target and
a clean display alias.
3. For a whole-vault sweep, consider fanning Pass 2 out across subagents (one per
folder/region), then merge — but build the target index (Pass 1) **once** and
hand the same map to every subagent so they link consistently.
4. Finish with a one-line summary: N links added across M notes, plus any stubs
surfaced for follow-up.

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---
name: session-prep
description: Assemble a DM prep brief for the next Baltun'ia session — pulls together the NPCs, POIs, factions, threats, and dangling plot hooks relevant to where the party currently is, with quick-reference stats and ready-to-use hooks. Use when the DM says "help me prep", "what do I need for next session", "the party is heading to X — get me ready", or before a game.
---
# Prepare for the Next Session
First read `.claude/skills/_shared/vault-conventions.md`.
## Steps
1. **Locate the party.** Read the most recent recap in `3. Session Recaps/` and
`z_other/Campaign Flow.md` to find where the party is, what they just did,
and what's unresolved. Ask the DM where they're likely to go next if it's open.
2. **Gather the relevant slice of the world.** For the current/expected
location, collect: the city/region note, the POIs there, the NPCs filed in
those POIs, and the factions active in the area. Pull open threads (debts,
promises, enemies made, unanswered questions) from recent recaps and the
Campaign Flow.
3. **Surface the live tensions.** Tie the local situation to the campaign's
through-lines (the Crown Elect election, automaton rights, the ley-line
conspiracy from the Campaign Premise).
4. **Produce a prep brief** (output in chat — do not write a vault note unless
asked) with these sections:
- **Where we left off** — 2–3 sentences.
- **Likely scenes / locations** — each POI with a one-line vibe + link.
- **NPCs in play** — name, role, voice cue, what they want, their secret/hook.
- **Factions & agendas** — who's maneuvering and how.
- **Open hooks & threats** — dangling threads the party can pull, plus
possible complications.
- **Loose ends to decide** — questions only the DM can answer, asked directly.
5. **Offer follow-ups** — e.g. stat a missing NPC (create-npc), flesh out a POI
the party may visit (create-poi), or draft an in-world document for a handout.

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---
name: session-recap
description: Turn rough session notes (or a transcript/bullet list the DM pastes) into a polished narrative Session Recap in the Baltun'ia house style, correctly numbered and dated, then update or stub the entity notes (NPCs, POIs, factions) that appeared. Use after a game session, or when the DM says "write up the recap", "log last night's session", "recap what happened".
---
# Write a Session Recap
First read `.claude/skills/_shared/vault-conventions.md` and **two existing
recaps** (e.g. `3. Session Recaps/1. Opening - 7-21-25.md` and `6. Taylor's Manor - 9-22-25.md`)
to match the prose style: flowing third-person past tense, present the events as
a story, italicize spoken names/quotes (`_Hofta Baldwin_`), no bullet lists.
## Steps
1. **Get the inputs.** Take the DM's raw notes. Ask for the **session date** and
a **short title** if not given. Determine the next recap number by listing
`3. Session Recaps/` and adding 1 to the highest `N`.
2. **Ground it.** Read the previous recap and `z_other/Campaign Flow.md` so the
opening picks up exactly where the party left off and names match canon.
3. **Draft the narrative.** Convert notes into the house style — coherent prose,
correct in-world names, the party's actual choices, consequences, and any
cliffhanger. Keep it faithful to the notes; flag anything ambiguous rather
than inventing plot.
4. **Confirm before saving.** Show the draft. This is a record of what *actually
happened* — let the DM correct facts before it becomes canon.
5. **Save** as `3. Session Recaps/<N>. <Title> - <M-D-YY>.md` (no leading zeros
in the date).
6. **Propagate to the world.** List every entity that appeared. For each:
- existing note → append the new development (e.g. an NPC's death, a new
alliance) to the right section;
- new entity → offer to create it via create-npc / create-poi / create-faction.
Update Campaign Flow if a major branch resolved. Keep wikilinks consistent.