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TitleDnD 5e Players Handbook
LanguageEnglish
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Total Pages293
Table of Contents
                            Cover
Contents
Preface
Introduction
	Worlds of Adventure
	Using This Book
	How to Play
	Adventures
Chapter 1: Step-by-Step Characters
	Beyond 1st Level
Chapter 2: Races
	Choosing a Race
	Dwarf
	Elf
	Halfling
	Human
	Dragonborn
	Gnome
	Half-Elf
	Half-Orc
	Tiefling
Chapter 3: Classes
	Barbarian
	Bard
	Cleric
	Druid
	Fighter
	Monk
	Paladin
	Ranger
	Rogue
	Sorcerer
	Warlock
	Wizard
Chapter 4: Personality and Background
	Character Details
	Inspiration
	Backgrounds
Chapter 5: Equipment
	Starting Equipment
	Wealth
	Armor and Shields
	Weapons
	Adventuring Gear
	Tools
	Mounts and Vehicles
	Trade Goods
	Expenses
	Trinkets
Chapter 6: Customization Options
	Multiclassing
	Feats
Chapter 7: Using Ability Scores
	Ability Scores and Modifiers
	Advantage and Disadvantage
	Proficiency Bonus
	Ability Checks
	Using Each Ability
	Saving Throws
Chapter 8: Adventuring
	Time
	Movement
	The Environment
	Social Interaction
	Resting
	Between Adventures
Chapter 9: Combat
	The Order of Combat
	Movement and Position
	Actions in Combat
	Making an Attack
	Cover
	Damage and Healing
	Mounted Combat
	Underwater Combat
Chapter 10: Spellcasting
	What Is a Spell?
	Casting a Spell
Chapter 11: Spells
	Spell Lists
	Spell Descriptions
Appendix A: Conditions
Appendix B: Gods of the Multiverse
Appendix C: The Planes of Existence
	The Material Plane
	Beyond the Material
Appendix D: Creature Statistics
Appendix E: Inspirational Reading
Index
                        
Document Text Contents
Page 2

C o n t e n t s
P r e f a c e 4

I n t r o d u c t i o n 5
W orlds o f Adventure................................................................... 5
Using This B o o k ......................................................................... 6
H ow to P lay ...................................................................................6
Adventures.................................................................................... 7

P a r t 1 9

C h a p t e r 1: St e p - b y - S t e p C h a r a c t e r s ..... 11
Beyond 1st L evel............................................................... 15

C h a p t e r 2 : R a c e s ........................................................ 17
Choosing a Race................................................................ 17
D w arf.................................................................................... 18
E lf...........................................................................................21
Halfling.................................................................................26
Hum an..................................................................................29
D ragonborn........................................................................ 32
G nom e..................................................................................35
Half-Elf.................................................................................38
H alf-O rc.............................................................................. 40
T iefling.................................................................................42

C h a p t e r 3 : C l a s s e s .................................................. 45
Barbarian............................................................................ 46
B a rd ...................................................................................... 51
Cleric.....................................................................................56
D ruid.....................................................................................64
Fighter..................................................................................70
M onk.....................................................................................76
P aladin .................................................................................82
R anger..................................................................................89
R ogue....................................................................................94
S orcerer.............................................................................. 99
W arlock ..............................................................................105
W izard ................................................................................112

C h a p t e r 4 : P e r s o n a l i t y a n d
B a c k g r o u n d .................................................................. 121

Character D etails............................................................121
Inspiration........................................................................ 125
Backgrounds....................................................................125

C h a p t e r 5 : E q u i p m e n t .........................................143
Starting Equipment....................................................... 143
W ealth ................................................................................143
Arm or and S h ie lds.........................................................144
W eapons............................................................................ 146
Adventuring G ear ...........................................................148
Tools....................................................................................154
Mounts and V ehicles..................................................... 155
Trade G ood s..................................................................... 157
E xpenses........................................................................... 157
Trinkets............................................................................. 159

C h a p t e r 6 : C u s t o m i z a t i o n O p t i o n s .... 163
M ulticlassing....................................................................163
F eats ...................................................................................165

P a r t 2 171

C h a p t e r 7: U s i n g A b i l i t y S c o r e s ...........173
Ability S cores and M odifiers........................................173
Advantage and Disadvantage...................................... 173
Proficiency B onus............................................................173
Ability C hecks................................................................... 174
Using Each Ability...........................................................175
Saving T h row s................... .............................................179

C h a p t e r 8 : A d v e n t u r i n g ...... ................ 181
T im e........................................................ .. ................. 181
M ovem ent.......................................................................... 181
The Environment.......................... ........ ................. 183
Socia l Interaction........................................................... 185
R esting ............................................................................... 186
Between Adventures......................................................186

C h a p t e r 9 : C o m b a t ................................................ 189
The Order of C om bat.....................................................189
Movement and Position .................................................190
Actions in C om bat.......................................................... 192
Making an Attack............................................................ 193
Cover................................................................................... 196
Damage and H ealing.....................................................196
Mounted Com bat............................................................. 198
Underwater Com bat....................................................... 198

P a r t 3 199

C h a p t e r 10: S p e l l c a s t i n g .................................201
What Is a S p e ll? ...............................................................201
Casting a S p e ll................................................................ 202

C h a p t e r 11: S p e l l s .....................................................207
Spell L ists..........................................................................207
Spell D escriptions...........................................................211

A p p e n d i x A : C o n d i t i o n s 290

A p p e n d i x B:
G o d s o f t h e M u l t i v e r s e 293

A p p e n d i x C :

T h e P l a n e s o f E x i s t e n c e 300

The Material Plane....... ................. ...............................300
Beyond the M aterial.................................. 301

A p p e n d i x D:
C r e a t u r e S t a t i s t i c s 304

A p p e n d i x E :
I n s p i r a t i o n a l R e a d i n g 312

I n d e x 313

C h a r a c t e r S h e e t 317

Page 146

M o u n t s a n d V e h ic l e s
A good mount can help you move m ore quickly through
the w ilderness, but its primary purpose is to carry the
gear that w ould otherwise slow you down. The Mounts
and Other Anim als table show s each anim al’s speed and
base carrying capacity.

An animal pulling a carriage, cart, chariot, sled,
or w agon can move weight up to five times its base
carrying capacity, including the weight of the vehicle.
If multiple animals pull the sam e vehicle, they can add
their carrying capacity together.

Mounts other than those listed here are available in
the worlds o f D&D, but they are rare and not normally
available for purchase. T hese include flying mounts
(pegasi, griffons, hippogriffs, and similar animals) and
even aquatic mounts (giant sea horses, for example).
Acquiring such a mount often m eans securing an egg
and raising the creature yourself, making a bargain with
a pow erful entity, or negotiating with the mount itself.

Barding. Barding is arm or designed to protect an
anim al’s head, neck, chest, and body. Any type of
arm or show n on the Arm or table in this chapter can
be purchased as barding. The cost is four times the
equivalent arm or made for humanoids, and it weighs
tw ice as much.

Saddles. A military saddle braces the rider, helping
you keep your seat on an active mount in battle. It
gives you advantage on any check you make to remain
mounted. An exotic saddle is required for riding any
aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bonus to any check you make to control that
kind o f vehicle in difficult circum stances.

Rowed Vessels. Keelboats and rowboats are used on
lakes and rivers. If going downstream , add the speed of
the current (typically 3 m iles per hour) to the speed of

Page 147

the vehicle. These vehicles can ’t be rowed against any
significant current, but they can be pulled upstream
by draft animals on the shores. A rowboat w eighs 100
pounds, in case adventurers carry it over land.

M o u n t s a n d O t h e r A n i m a l s

Item Cost Speed
Carrying
Capacity

Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Elephant 200 gp 40 ft. 1,320 lb.
Horse, draft 50 gp 40 ft. 540 lb.
Horse, riding 75 gp 60 ft. 480 lb.
Mastiff 25 gp 40 ft. 195 lb.
Pony 30 gp 40 ft. 225 lb.
Warhorse 400 gp 60 ft. 540 lb.

T r a d e G o o d s
M ost wealth is not in coins. It is m easured in livestock,
grain, land, rights to collect taxes, or rights to resources
(such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered
com panies are granted rights to conduct trade along
certain routes, to send merchant ships to various ports,
or to buy or sell specific goods. Guilds set prices for
the goods or services that they control, and determine
w ho may or may not offer those goods and services.
Merchants com m only exchange trade goods without
using currency. The Trade G oods table show s the value
o f com m only exchanged goods.

T r a d e G o o d s

Cost Goods

1 cp 1 lb. of wheat
2 cp 1 lb. o f flour or one chicken
5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. of canvas
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp 1 lb. of ginger or one goat
2 gp 1 lb. of cinnamon or pepper, or one sheep
3 gp 1 lb. o f cloves or one pig
5 gp 1 lb. of silver or 1 sq. yd. of linen

10 gp 1 sq. yd. of silk or one cow
15 gp 1 lb. of saffron or one ox
50 gp 1 lb. of gold

500 gp 1 lb. of platinum

E x p e n se s
W hen not descending into the depths o f the earth,
exploring ruins for lost treasures, or waging w ar against
the encroaching darkness, adventurers face m ore
mundane realities. Even in a fantastical world, people
require basic necessities such as shelter, sustenance,
and clothing. These things cost money, although som e
lifestyles cost m ore than others.

L i f e s t y l e E x p e n s e s

Lifestyle expenses provide you with a simple way to
account for the cost o f living in a fantasy world. They
cover your accom m odations, food and drink, and all
your other necessities. Furthermore, expenses cover the
cost o f maintaining your equipment so you can be ready
when adventure next calls.

At the start o f each w eek or month (your choice),
choose a lifestyle from the Expenses table and pay the
price to sustain that lifestyle. The prices listed are per
day, so if you wish to calculate the cost o f your chosen
lifestyle over a thirty-day period, multiply the listed price
by 30. Your lifestyle might change from one period to
the next, based on the funds you have at your disposal,
or you might maintain the sam e lifestyle throughout
your character’s career.

Your lifestyle choice can have consequences.
Maintaining a wealthy lifestyle might help you make
contacts with the rich and powerful, though you run the
risk o f attracting thieves. Likewise, living frugally might
help you avoid criminals, but you are unlikely to make
pow erful connections.

L i f e s t y l e E x p e n s e s

Lifestyle Price/Day

Wretched —-
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

T a c k , H a r n e s s , a n d D r a w n V e h i c l e s

Item Cost Weight

Barding x4 x2
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Chariot 250 gp 100 lb.
Feed (per day) 5 cp 10 lb.
Saddle

Exotic 60 gp 40 lb.
Military 20 gp 30 lb.
Pack 5 gp 15 lb.
Riding 10 gp 25 lb.

Saddlebags 4 gp 8 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5 sp —
Wagon 35 gp 400 lb.

W a t e r b o r n e V e h i c l e s

Item Cost Speed

Galley 30,000 gp 4 mph
Keelboat 3,000 gp 1 mph
Longship 10,000 gp 3 mph
Rowboat 50 gp 1 1/2 mph
Sailing ship 10,000 gp 2 mph
Warship 25,000 gp 2 1/2 mph

Page 292

Spellcasting entries
lethal damage. See damage
level, 11, 15
Life domain (cleric). See under

divine domains
Lifedrinker (warlock). See eldritch

invocations
lifestyle. See expenses
lifting and carrying, 176

carrying capacity, 176
encumbrance (variant), 176
size and, 176

light, 183
light (weapon property). See

weapon properties
light armor. See armor and shields
Light domain (cleric). See under

divine domains
lightly obscured, 183
lightning damage. See damage

types
Limbo. See planes of existence
line. See area of effect
line of sight. See casting a spell:

targeting
lion. See creature statistics
listening. See Wisdom: Perception

See also conditions
loading (weapon property). See

weapon properties
lock, opening or picking. See

thieves’ tools
lodging (expenses), 158
Lolth, 24, 296
long rest. See resting
Lower Planes. See planes of

existence
low-light vision. See darkvision
Lucky (halfling), 28
Lunging Attack maneuver

(fighter). See maneuvers
Mage Hand Legerdemain

(rogue), 98
Magical Ambush (rogue), 98
Magical Secrets (bard), 54
magic, 8, 201-289

See also specific class entries
magic item. See under wealth
magic-user. See wizard

See also arcane magic
Malleable Illusions (wizard), 118
maneuver (fighter), 73
Maneuvering Attack maneuver

(fighter). See maneuvers
maneuvers, 73, 74

list, 74
saving throws, 73

mapping. See under travel
marching order. See under travel
Martial Archetype (fighter), 72
martial archetypes, 72-75

Battle Master, 73-74
Champion, 72-73
Eldritch Knight, 74-75

Martial Arts (monk), 78
martial weapon. See weapon

categories
Mask of Many Faces (warlock).

See eldritch invocations
Mask o f the Wild (wood elf), 24
Master of Myriad Forms

(warlock). See eldritch
invocations

Master of Nature (cleric), 62
Master Transmuter (wizard), 119
mastiff. See creature statistics

See also mounts and vehicles
material spell component, 203
Material Plane. See planes of

existence
Mechanus. See planes of existence
Medicine (skill). See under

Wisdom
Medium. See size category
medium armor. See armor and

shields
melee attack, 195

unarmed, 195
with a weapon that requires
ammunition, 147
reach, 195

melee weapon, 14, 146, 149, 195
Menacing (half-orc), 41
Menacing Attack maneuver

(fighter). See maneuvers
Metamagic (sorcerer), 101-102
Military Rank (soldier), 140
Mindless Rage (barbarian), 49
Minions of Chaos (warlock). See

eldritch invocations
Minor Alchemy (wizard), 119
Minor Conjuration (wizard), 116
Mire the Mind (warlock). See

eldritch invocations
Mist Stance (monk). See

Elemental Disciplines
Misty Escape (warlock), 109
Misty Visions (warlock). See

eldritch invocations
modifier, 7

ability, 7
bonus, 7
penalty, 7

monastic orders, 81
Monastic Tradition (monk), 78
monastic traditions, 79-81

Way of the Open Hand, 79-80
Way of Shadow, 80
Way of the Four Elements,
80-81

monk, 45, 76-81
monastic traditions. See
monastic traditions
quick build, 77

monk weapons, 78
moon elf. See elf
mount. See mounts and vehicles
mountain dwarf. See dwarf
Mount Celestia. See planes of

existence
mounted combat. See under

combat
mounts and vehicles, 155, 157

See also under movement
move action. See movement
movement, 181-183, 190-192

around creatures, 191
breaking up, 190
climbing, 182, 190
crawling, 182, 191
combat, 190-192
difficult terrain, 182, 190
flying, 191
prone, 190-191
forced march, 181
in heavy armor, 144
jumping, 182, 190
mounts and vehicles, 181-182
size, 191-192
speed, 14, 17,181
squeezing, 192
stand up, 190-191
swimming, 182, 190
travel pace, 181
using different speeds, 190

moving a grappled creature, 195
Mulan. See human ethnicities
mule. See creature statistics
Multiattack (ranger), 93
Multiattack Defense (ranger). See

Defensive Tactics
multiclassing, 163-164

Channel Divinity, 164
experience points, 163
hit points and Hit Dice, 163
Pact Magic, 164
prerequisites, 163
proficiencies, 163-164
proficiency bonus, 163
spell slots, 164
Spellcasting, 164
spells known and prepared, 164
Unarmored Defense, 164

multiverse, 5-6, 293, 300
Mystic Arcanum (warlock), 108
name. See under character
Natural Explorer (ranger), 91
Natural Illusionist (forest gnome),

37
Naturally Stealthy (lightfoot

halfling), 28
Natural Recovery (druid), 68
Nature (skill). See under

Intelligence
Nature domain (cleric). See under

divine domains
Nature’s Sanctuary (druid), 69
Nature’s Ward (druid), 69
Nature’s Wrath (paladin). See

under Channel Divinity paladin
options

navigating. See under travel
necromancer, 118-119
necromancy, 118, 203

school (wizard). See under
arcane traditions

Necromancy Savant (wizard), 118
necrotic damage. See damage

types
Negative Plane. See planes of

existence
neutral. See alignment
neutral evil. See alignment
neutral good. See alignment
Nine Hells, the. See planes of

existence
noble. See under background
noble knight. See under

background
nonplayer character (NPC), 8,

159, 185, 189, 198
nonlethal damage. See damage
NPC. See nonplayer character
Oath of Devotion (paladin). See

under sacred oaths
Oath of the Ancients (paladin).

See under sacred oaths
Oath o f Vengeance (paladin). See

under sacred oaths
oath spells. See under Sacred Oath
objects, 185

attacking, 185
interacting with, 185
using during combat, 190

One with Shadows (warlock). See
eldritch invocations

Open Hand Technique (monk), 79
open locks. See thieves’ tools
Opportunist (monk), 80
opportunity attack, 195
Orc, 41

See also language
orison. See cantrip
Otherworldly Leap (warlock). See

eldritch invocations
Otherwordly Patron (warlock), 107
otherworldly patrons, 108-110

Archfey, the, 108-109
Fiend, the, 109
Great Old One, the, 109-110

Outer Planes. See planes of
existence

outlander. See under background
Outlands, the. See planes of

existence
Overchannel (wizard), 118
owl. See creature statistics
Pact Boon (warlock), 107-108

Pact o f the Blade, 107-108
Pact o f the Chain, 107
Pact of the Tome, 108
Your Pact Boon, 108

Pact Magic (warlock), 107
multiclassing and. See under
multiclassing

pact weapon (warlock), 107-108
paladin, 45, 82-88

quick build, 83
sacred oaths. See sacred oaths
spell list, 208-209

Pandemonium. See planes of
existence

panther. See creature statistics
paralyzed. See conditions
Parry maneuver (fighter). See

maneuvers
party (adventuring), 15
passive check. See under ability

check
Path o f the Berserker. See under

primal paths
Path o f the Totem Warrior. See

under primal paths
Patient Defense (monk). See Ki
Peerless Skill (bard), 55
penalty, 6
percentile (dice). See under dice
Perception (skill). See under

Wisdom
See also travel: noticing threats

Perfect Self (monk), 79
Performance (skill). See under

Charisma
Persistent Rage (barbarian), 49
personality (character), 122-124
Persuasion (skill). See under

Charisma
petrified. See conditions
pick locks. See thieves’ tools
pick pockets. See Dexterity: Sleight

of Hand
piercing damage. See damage

types
pirate. See under background
planar travel, 301
Plane of Air. See planes of

existence
Plane of Earth. See planes of

existence
Plane of Faerie. See planes of

existence
Plane of Fire. See planes of

existence
Plane of Shadow. See planes of

existence
Plane o f Water. See planes of

existence
planes of existence, 5, 300-303
platinum piece (pp). See coinage
player character. See character
point of origin. See area of effect
poison damage. See damage types
poisoned. See conditions
Position of Privilege (noble), 135
Positive Plane. See planes of

existence
Portent (wizard), 116
Potent Cantrip (wizard), 117
Potent Spellcasting (cleric,

Knowledge domain), 60
(cleric, Light domain), 61

Precision Attack maneuver
(fighter). See maneuvers

preparing spells. See Spellcasting:
cleric; druid; paladin; wizard

Preserve Life (cleric). See under
Channel Divinity cleric options

Primal Champion (barbarian), 49
Primal Path (barbarian), 48
primal paths, 49-50

Path o f the Berserker, 49-50
Path o f the Totem Warrior, 50

Primal Strike (druid), 69
Primeval Awareness (ranger), 92
Primordial. See language
profession. See downtime activity
proficiencies, 11, 12, 14, 155

multiclassing and. See under
multiclassing
saving throw, 14
skill, 14
spell, 14
tool, 14
vehicle, 155
weapon, 14

proficiency bonus, 14, 173-174,
194
adding, 14, 173
dividing, 14, 173-174
increasing with level, 15
multiclassing and. See under
multiclassing
multiplying, 14, 173-174

Projected Ward (wizard), 115
projectile weapon. See weapon

properties: ammunition
prone, 190-191

See also conditions
Protection. See under fighting styles
pseudodragon. See creature

statistics
psychic damage. See damage types
punching. See under melee attack
Purity of Body (monk), 79
Purity of Spirit (paladin), 86
Pushing Attack maneuver

(fighter). See maneuvers
quasit. See creature statistics
quick build, 11

See also under specific class
entries

Quickened Spell (sorcerer). See
Metamagic

Quivering Palm (monk), 80
race,11

choosing a, 11, 17
traits. See racial traits
See also specific race entries

racial ability score increase. See
racial traits: ability score
increase

racial traits, 11,17
ability score increase, 11, 12,
13, 17
age, 17
alignment, 17
languages, 17
size, 17
speed, 17
subrace, 17
See also specific race
entries

Radiance o f the Dawn (cleric). See
under Channel Divinity cleric
options

radiant damage. See damage types
Rage (barbarian), 48
Rally maneuver (fighter). See

maneuvers
range, 195

maximum, 147
normal, 147
of spells. See casting a spell:
range

range (weapon property). See
weapon properties

ranged attack, 195
in melee, 195

ranged weapon, 14, 146, 149, 195
ranger, 45, 89-93

quick build, 90
ranger archetype. See ranger
archetypes
spell list, 209

Ranger Archetype (ranger), 92
ranger archetypes, 93

Beast Master, 93
Hunter, 93

Ranger’s Companion (ranger), 93
Rashemi. See human ethnicities

rat. See creature statistics
raven. See creature statistics
reach (creature), 195
reach (weapon property). See

weapon properties
reaction, 190

See also casting a spell: casting
time

Read Thoughts (cleric). See under
Channel Divinity cleric options

Ready action. See under action
Reckless Attack (barbarian), 48
recovering ammunition.

See weapon properties:
ammunition

recuperating. See downtime
activity

refitting plate armor. See under
plate armor

Relentless (fighter). 74
Relentless Avenger (paladin), 88
Relentless Endurance (half-orc), 41
Relentless Rage (barbarian), 49
Reliable Talent (rogue), 96
religion, 293

See also cleric; druid; paladin
Religion (skill). See under

Intelligence
reloading. See weapon properties:

ammunition
See also objects: using during
combat; weapon properties:
loading

Remarkable Athlete (fighter), 72
Repelling Blast (warlock). See

eldritch invocations
research. See downtime activity
Researcher (sage), 138
resistance. See damage resistance
resting, 186
restrained. See conditions
result. See total
Retainers (noble variant), 136
Retaliation (barbarian), 50
Ride the Wind (monk). See

Elemental Disciplines
Riposte maneuver (fighter). See

maneuvers
Ritual Casting. See Spellcasting:

bard; cleric; druid; wizard
See also feats

rituals, 201-202
See also casting a spell: casting
time

River of Hungry Flame (monk).
See Elemental Disciplines

rock gnome. See gnome
rogue, 45, 94-98

quick build, 95
roguish archetype. See roguish
archetypes

Roguish Archetype (rogue), 96
roguish archetypes, 97-98

Arcane Trickster, 97-98
Assassin, 97
Thief, 97

roleplaying, 8, 185-186
roll, 6-7
round. See under time
rounding numbers, 7
rowed vessel, 155-157
rules, 6-7

exceptions, 7
how to play, 6
specific beats general, 7

run. See action: Dash action
Rush of the Gale Spirits (monk).

See Elemental Disciplines
Rustic Hospitality (folk hero), 131
Sacred Oath (paladin), 85

oath spells, 85
sacred oaths, 85-88

breaking, 86
Oath of Devotion, 85-86
Oath of the Ancients, 86-87
Oath o f Vengeance, 87-88

sacred plants and wood (druid), 66
Sacred Weapon (paladin). See

under Channel Divinity paladin
options

sage. See under background
sailor. See under background
Savage Attacks (half-orc), 41
save. See saving throw
saving throw, 7, 12, 179, 205

death. See death saving throws
ki. See ki: saving throws
maneuver. See maneuvers:
saving throws
proficiency. See proficiencies:
saving throw
spell. See spell saving throws

saving throw modifier, 12, 179,
205

Page 293

School of Abjuration (wizard). See
under arcane traditions

School of Conjuration (wizard).
See under arcane traditions

School of Divination (wizard). See
under arcane traditions

School of Enchantment (wizard).
See under arcane traditions

School of Evocation (wizard). See
under arcane traditions

School of Illusion (wizard). See
under arcane traditions

School of Necromancy (wizard).
See under arcane traditions

School of Transmutation (wizard).
See under arcane traditions

schools of magic. See arcane
traditions

Sculptor of Flesh (warlock). See
eldritch invocations

Sculpt Spells (wizard), 117
Second-Story Work (rogue), 97
Second Wind (fighter), 72
Search action. See under action
searching. See under travel

See also Intelligence:
Investigation; Wisdom:
Perception

self. See casting a spell: range;
targeting

selling treasure. See under wealth
services, 159
sex. See character: sex and gender
Shadow Arts (monk), 80
Shadowfell, the. See planes of

existence
Shadow Step (monk), 80
Shapechanger (wizard), 119
Shape the Flowing River (monk).

See Elemental Disciplines
Share Spells (ranger), 93
shark, reef. See creature statistics
Shelter o f the Faithful (acolyte),

127
shield. See armor and shields
shield dwarf. See dwarf: mountain
Ship’s Passage (sailor), 139
short rest. See resting
Shou. See human ethnicities
shoving, 195
Sigil. See planes of existence
Signature Spells (wizard), 115
silvered weapon. See under

weapon
silver piece (sp). See coinage
simple weapon. See weapon

categories
size, 176, 191-192

and weapons. See weapon
properties: heavy
lifting and carrying. See lifting
and carrying: size and
of equipment. See equipment:
size
space, 191-192
See also racial traits; and
specific race trait entries

size category, 191
skeleton. See creature statistics
skill check. See ability check: skill
Skill Versatility (half-elf), 39
skills with different abilities

(variant). See under ability check
slashing damage. See damage

types
Sleight of Hand (skill). See under

Dexterity
Slippery Mind (rogue), 96

Slow Fall (monk), 78
Small. See size category
snake, constrictor. See creature

statistics
snake, poisonous. See creature

statistics
Sneak Attack (rogue), 96
social interaction, 8, 185-186
soldier. See under background
somatic spell component, 203
Song of Rest (bard), 54
sorcerer, 45, 99-104

quick build, 100
sorcerous origin. See sorcerous
origins
spell list, 209

Sorcerous Origin, 101
sorcerous origins, 102-104

Draconic Bloodline, 102-103
Wild Magic, 103-104

Sorcerous Restoration, 102
Sorcery Points (sorcerer). See Font

of Magic
Soul o f Vengeance (paladin), 88
space. See under size
Speak with Small Beasts (forest

gnome), 37
special (weapon property). See

weapon properties
speed. See under movement

See also mounts and vehicles;
racial traits; travel

spell, 201
spell attack modifier. See specific

Spellcasting entries
spell attack roll, 205

See also specific Spellcasting
entries

Spell Bombardment (sorcerer), 103
Spellbook (wizard), 114
spellcaster, 201
spellcasting, 201-205
Spellcasting (bard), 52-53

(cleric), 58
(druid), 66
(fighter, Eldritch Knight), 75
(paladin), 84-85
(ranger), 91-92
(rogue, Arcane Trickster),
97-98
(sorcerer), 101
(warlock). See Pact Magic
(wizard), 114
See also under multiclassing

spellcasting ability, 178, 179, 205
See also specific Spellcasting
entries

spellcasting focus. See
Spellcasting: bard; cleric;
druid; paladin; sorcerer;
warlock; wizard

spell components. See casting a
spell: components
See also material spell
component; somatic spell
component; verbal spell
component

spell descriptions, 211-289
spell level, 201
spell list, 207-211
Spell Mastery (wizard), 115
spell preparation. See

Spellcasting: cleric; druid;
paladin; wizard
See also under multiclassing

Spell Resistance (wizard), 116
spell save DC, 205

See also specific Spellcasting
entries

spell saving throws, 205
spells known, 201

See also Spellcasting: bard;
fighter, Eldritch Knight; ranger;
rogue, Arcane Trickster;
sorcerer; warlock; and
multiclassing

spell slots, 201
See also specific Spellcasting
entries; and multiclassing

Spell Thief (rogue), 98
sphere. See area of effect

spider, giant. See creature
statistics

Spirit Seeker (barbarian), 50
Spirit Walker (barbarian), 50
Split Enchantment (wizard), 117
sprite. See creature statistics
spy. See under background
squeezing. See under movement
stabilizing a creature, 197
stable, 197-198
stacking. See casting a spell:

combining effects
See also advantage;
disadvantage

standard action. See action
standard language. See language
Stand Against the Tide (ranger).

See Superior Hunter’s Defense
starting wealth. See under wealth
starvation. See food and drink:

food requirements
Stealth (skill). See under Dexterity

See also armor and shields:
Stealth; hiding; travel

Steel Will (ranger). See Defensive
Tactics

Step o f the Wind (monk). See Ki
Stillness of Mind (monk), 79
Stonecunning (dwarf), 20
Stormborn (cleric), 62
Stout Resilience (stout halfling),

28
Strength, 12, 175-176

Athletics, 175
checks, 175

Stroke of Luck (rogue), 96
strongheart halfling. See halfling:

stout
Student of War (fighter), 73
stunned. See conditions
Stunning Strike (monk), 79
subrace, 17
Subtle Spell (sorcerer). See

Metamagic
suffocating, 183
sun elf. See elf
Sunlight Sensitivity (drow), 24
Superior Critical (fighter), 73
Superior Darkvision (drow), 24
Superior Hunter’s Defense

(ranger), 93
Superior Inspiration (bard), 54
superiority dice (fighter), 73
Supreme Healing (cleric), 60
Supreme Sneak (rogue), 97
surprise, 189

See also travel: surprise
Survival (skill). See under W isdom

See also travel: foraging,
navigating, or tracking

Survivor (fighter), 73
svirfneblin. See gnome
Sweeping Attack maneuver

(fighter). See maneuvers
Sweeping Cinder Strike (monk).

See Elemental Disciplines
Sylvan. See language
targeting a spell. See casting a

spell: targeting
target number, 7

Armor Class (AC), 7
Difficulty Class (DC), 7

Tempest domain (cleric). See
under divine domains

temporary hit points. See under
hit points

Tenets of Devotion (paladin), 86
Tenets o f the Ancients (paladin),

86-87
Tenets o f Vengeance (paladin), 88
Terran. See language
Tethyrian. See human ethnicities
THAC0. See attack roll
Thief (rogue). See under roguish

archetypes
Thief of Five Fates (warlock). See

eldritch invocations
Thief’s Reflexes (rogue), 97
thieves’ cant (rogue), 96
thieves’ tools, 154
Third Eye, The (wizard), 116-117
Thirsting Blade (warlock). See

eldritch invocations
Thought Shield (warlock), 110
Thousand Forms (druid), 69
three-quarters cover. See cover
thrown (weapon property). See

weapon properties
Thunderbolt Strike (cleric), 62
thunder damage. See damage

types
Tides of Chaos (sorcerer), 103

tiefling, 42-43
tiefling names, 43
tiefling traits, 43
tiers of play, 15
tiger. See creature statistics
time, 181

day, 181
minute, 181
round, 181, 189
turn, 189

Timeless Body (druid), 67
(monk), 79

Tinker (rock gnome), 37
Tiny. See size category
Tongue o f the Sun and Moon

(monk), 79
tools, 154
total, 7
total cover. See cover
Totemic Attunement (barbarian),

50
Totem Spirit (barbarian), 50
tracking. See under travel
trade goods, 144, 157
training. See downtime activity
traits. See under personality

See also specific race trait entries
Trance (elf), 23
Transitive Planes. See planes of

existence
Tranquility (monk), 80
transmutation, 119, 203

school (wizard). See under
arcane traditions

Transmutation Savant (wizard),
119

transmuter, 119
Transmuter’s Stone (wizard), 119
traps, finding. See Wisdom:

Perception
See also Intelligence:
Investigation

traps, removing or disabling. See
thieves’ tools

travel, 181-183
drawing a map, 183
encounters, 183
foraging, 183
marching order, 182
navigating, 183
noticing threats, 182-183
pace, 181
searching, 183
stealth, 182
surprise, 183
tracking, 183

Trickery domain (cleric). See under
divine domains

trinkets, 160-161
Trip Attack maneuver (fighter). See

maneuvers
truesight, 185
Turami. See human ethnicities
turn. See under time
turn, taking yours, 189-190

See also action; bonus action;
movement

Turn the Faithless (paladin). See
under Channel Divinity paladin
options

Turn the Unholy (paladin). See
under Channel Divinity paladin
options

Turn Undead. See under Channel
Divinity cleric options

Twinned Spell (sorcerer). See
Metamagic

two-handed (weapon property).
See weapon properties

two-weapon fighting, 195
Two-Weapon Fighting (class

feature). See under fighting
styles

unarmed. See under melee attack
Unarmored Defense (barbarian),

48
(monk), 78

Unarmored Movement (monk), 78
Uncanny Dodge (ranger). See

Superior Hunter’s Defense
(rogue), 96

Undead Thralls (wizard), 119
Underdark, 17
Undying Sentinel (paladin), 87
uncommon races, 33
unconscious, 197, 198

See also conditions
Undercommon. See language
underwater combat. See under

combat
unseen attackers and targets,

194-195

Upper Planes. See planes of
existence

urchin. See under background
Use an Object action. See under

action
Use Magic Device (rogue), 97
using this book, 6
Vanish (ranger), 92
vehicle. See mounts and vehicles
verbal spell component, 203
versatile (weapon property). See

weapon properties
Versatile Trickster (rogue), 98
vision, 183

See also blindsight; darkvision;
truesight; Wisdom: Perception

Visions of Distant Realms
(warlock). See eldritch
invocations

Visions o f the Past (cleric), 60
Voice o f the Chain Master

(warlock). See eldritch
invocations

Volley (ranger). See Multiattack
Vow of Enmity (paladin). See

under Channel Divinity paladin
options

vulnerability. See damage
vulnerability

Wanderer (outlander), 136
Warding Flare (cleric), 61
War domain (cleric). See under

divine domains
War God’s Blessing (cleric). See

under Channel Divinity cleric
options

warhorse. See creature statistics
See also mounts and vehicles

War Magic (fighter), 75
War Priest (cleric), 63
Water Whip (monk). See

Elemental Disciplines
warlock, 45, 105-111

quick build, 106
otherworldly patron. See
otherworldly patrons
spell list, 210

Wave of Rolling Earth (monk). See
Elemental Disciplines

wealth, 143-144
magic item, 144
selling treasure, 144
starting, 143
See also expenses

weapon, 14, 146-148, 149
improvised, 147-148
silvered, 148
table, 149

Weapon Bond (fighter), 75
weapon categories, 146
weapon proficiency, 14, 146

See also specific classes:
proficiencies; and specific race
trait entries

weapon properties, 146-147
Weave, the, 205
Whirlwind Attack (ranger). See

Multiattack
Whispers o f the Grave (warlock).

See eldritch invocations
Wholeness of Body (monk), 79-80
wild elf. See elf
Wild Magic (sorcerer). See under

sorcerous origins
Wild Magic Surge (sorcerer), 103

table, 104
Wild Shape (druid), 66-67
Wisdom, 12, 178

Animal Handling, 178
checks, 178
Insight, 178
Medicine, 178
Perception, 178
Survival, 178

Witch Sight (warlock). See eldritch
invocations

wizard, 45, 112-119
arcane tradition. See arcane
traditions
quick build, 113
spell list, 210-211

wolf, dire. See creature statistics
wolf. See creature statistics
wood elf. See elf
world, 5-6, 8

See also planes of existence:
Material Plane

Wrath o f the Storm (cleric), 62
XP. See experience points
Ysgard. See planes of existence
zombie. See creature statistics

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