5e xanathars guide to everything pdf download - can
Remarkable: 5e xanathars guide to everything pdf download
Download original monkey island for pc rom | How to download files for steam workshop to desktop |
The end of eternity pdf free download | D 16 torrent download hd |
Good place to download minecraft mods | Download ccleaner for windows 10 version 5.43.6522 |
D&D 5e - Xanathar's Guide to Everything
Short Description
D&D 5e - Xanathar's Guide to Everything...Description
CONTENTS Introduction Using This Book The Core Rules
4 4 5
Ch. 1: Character Options ........................... 7 8 Barbarian
9 Primal Paths Path of the Ancestral Guardian ............ 9 Path ofthe Storm Herald ..................... 10 Path of the Zealot
11
Bard Colleges
14
Bard
l2
College of Glamour College of Swords
14 15
Divine Domains Sidebar: Serving a Pantheon; Philosophy, or Force ................... Forge Domain
18
College of Whispers ....................... Cleric
Grave Domain
Druid Druid Circles Circle of Dreams Circle of the Shepherd ................... Learning Beast Shapes .................
Fighter Martial Archetypes Arcane Archer Cavalier Samurai Monk
Monastic Traditions ....................... Way of the Drunken Master ......... Way of the Kensei Way of the Sun Soul .......................
Paladin
Sacred Oaths
Oath of Conquest
Oath of Redemption ....................... Ranger Ranger Archetypes
Gloom Stalker
Horizon Walker
Monster Slayer Rogue Roguish Archetypes ....................... Inquisitive Mastermind
Scout Swashbuckler Sorcerer Sorcerous Origins Divine Soul Shadow Magic Storm Sorcery Warlock Otherworldly Patrons .................... The Celestial The Hexblade Eldritch Invocations ....................... Wizard Arcane Tradition 1War Magic
16 17
18 18 19
21 22 22 23
24
27 28 28 30 31 32
33 33 34 35
36
37
37
38 4O 41
4].
42
43 44 45 45 46
47 47 48 50 50 50 51 53 54 54 55 56 58 59 59
61 61 64 Personal Decisions 69 Life Events Supplemental Tables...................... ....... 72 73 Racial Feats This Is Your Life
Origins
Ch. 2: Dungeon Master's Tools ...... ....... 77 77 77 Falling 77 Rate of Falling Flying Creatures and Falling ....... ....... 77 77 Sleep 77 Waking Someone Sleeping in Armor .......................... ....... 77 Going without a Long Rest ........... ....... 78 Adamantine Weapons ........................ ....... 78 78 Tying Knots 78 Tool Proficiencies Tools and Skills Together ............. ....... 78 78 Tool Descriptions 85 Spellcasting Perceiving a Caster at Work ......... ....... 85 85 Identifying a Spell Invalid Spell Targets ...................... ....... 85 Areas of Effect on a Grid ............... ....... 86 ..... 88 Encounter Building 91 Quick Matchups
Simultaneous Effects
Random Encounters: A World of Possibilities Arctic Encounters Coastal Encounters ........................ ....... 93 Desert Encounters 97 Forest Encounters Grassland Encounters ................... ..... 100 101 Hill Encounters 104 Mountain Encounters .................... 105 Swamp Encounters ........................ 106 Underdark Encounters .................. Underwater Encounters ................. 109 110 Urban Encounters
Traps Revisited Simple Traps Sidebar: Making Traps Meaningful
Designing Simple Traps ................
Complex Traps Designing Complex Traps ............. Sidebar: Complex Traps and Legendary Monsters ................... Downtime Revisited Rivals Downtime Activities .......................
Buying a Magic Item ................... Carousing
Crafting an Item
Crime
Gambling Pit Fighting
Relaxation
Religious Service ......................... Research
Scribing a Spell Scroll ............... Selling a Magic Item ................... Training
Work
113 113
114 115 118 121
123 123 123 125 126 127 128 130 130 131 131 131 132 133 133 134 134
Awarding Magic Items ...................... ...... 135
Sidebar: Behind the Design: Magic Item Distribution ........................ ...... 135 Common Magic Items ................... ...... 136 Sidebar: Are Magic Items Necessary in a Campaign? ....... ...... 136 Sidebar: Creating Additional 140 Common Items 140 Magic Item Tables Sidebar: Recharging without 144 a Dawn
Ch. 3: Spells Spell Lists Spell Descriptions
147 147 150
App. A: Shared Campaigns ............
172
App. B: Character Names ...............
175 175 175 176 176 178 179 179
Nonhuman Names Dragonborn Dwarf
Elf
Gnome
Halfling
Half-Ore Tiefling Human Names Arabic Celtic Chinese Egyptian
English
French German Greek Indian japanese Mesoamerican
Niger—Congo Norse
Polynesian
Roman Slavic Spanish
INTRODUCTION D
ENEATH THE BUSTL-ING CITY OF WATERDEEP, a beholder crime lord keeps tabs on everyone and everything—or so the beholder thinks.
Known as Xanathar, this bizarre being be-
.
lieves it can gather information on everything in the DUNGEONS 8t DRAGONS multiverse.
The beholder desires to know it all! But no
matter what the beholder learns and what treasures it acquires, its most prized possession in all the multi— verse remains its goldfish, Sylgar. The first major roles expansion to the fifth edition of D&D, Xanathar's Guide to Everything provides a wealth of new options for the game. Xanathar might not be able
to realize its dream to know everything, but this book does delve into every major part of the game: adventur-
ers, their adventures, and the magic they wield.
USING THIS BOOK
Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world, whether you’re adventuring in the Forgotten Realms, another official D&D setting, or a world of your own
creation. The options here build on the official rules contained within the Player's Handbook, the Monster Manual, and the Dungeon Master’s Guide. Think of this book as the companion to those volumes. It builds on their foundation, exploring pathways first laid in those publications. Nothing herein is required for a D8£D cam-
paign—this is not a fourth core rulebook—but we hope it
will provide you new ways to enjoy the game.
Chapter 1 offers character options that expand on
those offered in the Player’s Handbook. Chapter 2 is a toolkit for the DM that provides new resources for run—
ning the game and designing adventures, all of it building on the Monster Manual and the Dungeon Master’s
Guide. Chapter 3 presents new spells for player charac— ters and spellcasting monsters to unleash.
Appendix A provides guidance on running a shared
campaign, similar to the activities staged by the D&D Adventurers League, and appendix B contains a host of tables that allow you to quickly generate names for the characters in your D&D stories. As you peruse the many options herein, you'll come across observations from Xanathar itself. Like the
beholder’s roving mind, your reading will take you to places in the game familiar and new. May you enjoy thejourney!
4L
.‘
UNEARTHED ARCANA
Much ofthe material in this book originally appeared in
Unearthed Arcana, a series ofonline articles we publish
to explore rules that might ofificially become part of the game. Some Unearthed Arcana offerings don’t end up resonating with fans and are set aside for the time being. The Unearthed Arcana material that inspired the options
in the following chapters was well received and, thanks to feedback from thousands ofyou, has been refined into the
official forms presented here.
o. loo]: t, Swlscir? M Mil/tabs Wal Walt. W‘q
A. It‘d/“1 fritn
Plthlct GL1 \Alrl.
”WM ltt‘l‘ wt til/Will (:1 “MIL"
QUE! [-
ulrsqO Odd“: Cflh ‘u Jib-”K :3
lMlQ‘ Alytlzlmn.
h at]: UM lotslhwhS
Q 1'
THE CORE RULES This book relies on the rules in the three core rules
ADVANTAGE AND DISADVANTAGE Even if more than one factor gives you advantage or
disadvantage on a roll, you have it only once, and if you
books. The game especially makes frequent use of the rules in chapters 7—10 of the Player’s Handbook:
have advantage and disadvantage on the same roll, they cancel each other.
prone. You don’t need to know the rules by heart, but it’s helpful to know where to find them when you need them. If you’re a BM, you should also know where to look things up in the Dungeon Master’s Guide, especially the
Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when two or more effects have the same proper name, only one of them (the most powerful one if their benefits aren’t identical) applies while the durations of the effects overlap. For ex—
“Using Ability Scores,” “Adventuring,” “Combat,” and “Spellcasting.” That book’s appendix A is also crucial; it contains definitions of conditions, like invisible and
rules on how magic items work (see chapter '7 of that
book). The introduction of the Monster Manual is your
guide on how to use a monster’s stat block.
THE DM ADJUDICATES THE RULES One rule overrides all others: the DM is the final authority on how the rules work in play. Rules are part of what makes DEED a game, rather thanjust improvised storytelling. The game’s rules are meant to help organize, and even inspire, the action of a DEED campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of players to
bring them to life and a BM to guide their use.
The DM is key. Many unexpected events can occur in a DEED campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become a slog. An alternative would be for the rules to severely limit what characters can do, which would be contrary to the open—endedness of D8tD. Here's the path the game takes: it lays a foundation of rules that a BM can build on, and it embraces the DM's
role as the bridge between the things the rules address and the things they don’t.
TEN RULES To REMEMBER A few rules in the core rulebooks sometimes trip up a new player or DM. Here are ten of those rules. Keep— ing them in mind will help you interpret the options in this book.
EXCEPTIONS SUPERSEDE GENERAL RULES
General rules govern each part of the game. For exam— ple, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements—class features, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon at— tacks using your Charisma, you can do so, even though that statement disagrees with the general rule.
Rou N D 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.
COMBINING DIFFERENT EFFECTS
ample, if bless is cast on you when you’re still under the
effect of an earlier bless, you gain the benefit of only one casting. Similarly, if you’re in the radius of more than
one Aura of Protection, you benefit only from the one
that grants the highest bonus.
REACTION TIMING
Certain game features let you take a special action, called a reaction, in response to some event. Making opportunity attacks and casting the shield spell are two typical uses of reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger completes, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn.
RESISTANCE AND VULNERABILITY
Here’s the order that you apply modifiers to damage: (1)
any relevant damage immunity, (2) any addition or subtraction to the damage, (3) one relevant damage resistance, and (4) one relevant damage vulnerability. Even if multiple sources give you resistance to a type of damage you’re taking, you can apply resistance to it only once. The same is true of vulnerability. PROFICIENCY BONUS
If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll.
BONUS ACTION SPELLS
If you want to cast a spell that has a casting time of 1 bonus action, remember that you can’t cast any other spells before or after it on the same turn, except for can-
trips with a casting time of 1 action.
CONCENTRATION
As soon as you start casting a spell or using a special ability that requires concentration, your concentration
on another effect ends instantly.
TEM PORARY I-IIT POINTS
Temporary hit points aren’t cumulative. If you have tem— porary hit points and receive more of them, you don’t add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.
_ _ .. _ _ = 4;; -—-"—.Iflfrfr'==1r“mw_m‘-fl 1_. . . . . . _. . . . _ _. . . . _ ._
_ CHAPTERI
CHARACTER OPTIONS
._ ‘1‘; .|_r .....,.__ _
.-_ . .
heart of the story. This chapter provides a variety of new options for them, focusing on additional subclasses for each of the classes in the Player's Handbook. Each class offers a character—defining choice at lst, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses: in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they’re sacred oaths. The table below identifies
__.fi=——._—-—-—--
tential villainy of your characters are at the
Following the subclasses, the section called “This Is
._
The heroics, folly, righteousness, and po-
each of the subclasses in this book. In addition, the section for druids presents details on how the Wild Shape feature works, and the warlock receives a collection of new choices for the class's Eldritch Invocations feature. Each of the class presentations leads off with advice on how to add depth and detail to your character’s personality. You can use the tables in these sections as a source of inspiration, or roll a die to randomly deter— mine a result if desired.
Your Life" presents a series of tables for adding detail to your character’s backstory. The chapter concludes with a selection of feats for the
"
are the characters created by the players.
“‘
HE MAIN FIGURES IN ANY DBZD CAMPAIGN
.,..
- -
-
r:
races in the Player’s Handbook, offering ways to delve deeper into a character's racial identity.
SUBCLASSES Class
Barbarian Barbarian Barbarian
Path ofthe Storm Herald Path ofthe Zealot
Level Available
3rd 3rd 3rd
College ofGlamour College of Swords
3rd 3rd
Bard
College ofWhispers Forge Domain Crave Domain
lst lst
Druid Druid Fighter Fighter
Circle of Dreams Circle ofthe Shepherd Arcane Archer Cavalier
Fighter
Samurai
3rd
2nd 2nd 3rd 3rd 3rd
Monk
Way ofthe Drunken Master
3rd
Monk
Way ofthe Kensei
3rd
Monk
Way ofthe Sun Soul
Paladin Paladin
Oath ofConquest Oath of Redemption
3rd 3rd
Ranger Ranger Ranger Rogue
Gloom Stalker Horizon Walker Monster Slayer Inquisitive
3rd 3rd 3rd 3rd
Rogue
'
Path ofthe Ancestral Guardian
Bard Bard Cleric Cleric
-
Subclass
Mastermind
Rogue Rogue
Scout Swashbuckler
Sorcerer
Divine Soul
Sorcerer
Shadow Magic
Sorcerer
Storm Sorcery The Celestial
Warlock
Warlock Wizard
The Hexblade War Magic
Description Calls on the spirits of honored ancestors to protect others
Filled with a rage that channels the primal magic ofthe storm Fueled by a religious zeal that visits destruction on foes Wields the beguiling, glorious magic ofthe Feywild Entertains and slays with daring feats ofweapon prowess
Plants fear and doubt in the minds ofothers Clad in heavy armor, serves a god ofthe forge or creation Opposes the blight of undeath
Mends wounds, guards the weary, and strides through dreams Summons nature spirits to bolster friends and harry foes Imbues arrows with spectacular magical effects Defends allies and knocks down enemies, often on horseback Combines resilience with courtly elegance and mighty strikes
Confounds foes through a martial arts tradition inspired by the
swaying ofa drunkard
3rd
Channels ki through a set of mastered weapons Transforms ki into bursts offire and searing bolts oflight Strikes terror in enemies and crushes the forces of chaos Offers redemption to the worthy and destruction to those who refuse mercy or righteousness
Unafraid ofthe dark, relentlessly stalks and ambushes foes Finds portals to other worlds and channels planar magic Hunts down creatures ofthe night and wielders ofgrim magic
3rd
Roots out secrets, akin to a masterful detective A mastertactician, manipulates others
3rd 3rd
Delivers deadly strikes with speed and panache
lst
lst lst lst
lst 2nd
Combines stealth with a knack for survival
Harnesses magic bestowed by a god or other divine source Wields the grim magic ofthe Shadowfell Crackles with the power ofthe storm
»
Forges a pact with a being from celestial realms Serves a shadowy entity that bestows dread curses Mixes evocation and abjuration magic to dominate the battlefield
r. .ii.-"\i"l'l-'.i{ l i 4. ll."\.i7-‘..‘-.i'_' i'i’il mar! toss
l
. f
—,
.- "-
qrl
llw~ Halley
ahSrn‘l Rht‘fil l
alch'lc {til em, strength Magic: lolfiqtsfl l'w
qlwqfis
fihsffi.
llw
calmed;
cahall'kicm. Shawls lzo Heme.
lune
llf’x
(a 1‘
PERSONAL TOTEMS
d6 l
2
Totem A tuft offur from a solitary wolfthat you befriended during a hunt Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate
3
BARBARIAN
4
I HAVE VVITNESSED THE INDOMITABLE PERFORlyiANCE OF
5
barbarians an thefieid of battle, and it makes me wonder
whatforce lies at the heart of their rage.
represent your ancestors
6
—Seret, archwizard
The anger felt by a normal person resembles the rage of
a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere emotion, mak-
ing its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian
becomes able to perform supernatural feats of strength
and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls. It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the
barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way,
d6 l
your character—-objects that hold a special link to your character‘s past or future. Think about how a totem might affect your character’s actions. t'llgkli'i'llli l
I tillfi. l‘-3.\.(.1Tl.~'.l-'i l':)i‘l'l{__.i."-..~l
mal that appeared one day in your belt pouch
Tattoo The wings ofan eagle are spread wide across your upper back.
2
5
lies ahead. A personal totem of this sort might be associated with a barbarian’s spirit animal, or might actually be the to tem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle’s feather as a personal totem. Consider creating one or more personal totems for
An egg-sized stone in the shape ofyour spirit ani-
TATTOOS
PERSONAL TOTEMS
ant moment in the character’s life—perhaps a remembrance from the barbarian’s past or a harbinger of what
tied together with colored wool
The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian’s tattoos might or might not be related to an animal spirit. Each tattoo a barbarian displays contributes to that individuals identity. If your character wears tattoos, what do they look like, and what do they represent?
3
of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an import-
A few small bones from the first beast you killed,
TATTOOS
consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.
Barbarians tend to travel light, carrying little in the way
A necklace made from the claws ofa young cave bear that you slew singlehandedly as a child A small leather pouch holding three stones that
Etched on the backs ofyour hands are the paws of
a cave bear.
6
The symbols ofyour clan are displayed in viny pat» terns along your arms. The antlers of an elk are inked across your back. Images ofyour spirit animal are tattooed along your weapon arm and hand. The eyes ofa wolfare marked on your back to help
you see and ward off evil spirits.
SUPERSTITIONS Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those
deities in the cycles of nature and the animals they en— counter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
LEFT TO Qiom’: ZEALOT, STORM HERALD, AND ANCESTRAL GUARoiAN
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
If your barbarian character has any superstitions,
were they ingrained in you by your family, or are they the result of personal experience?
SUPERSTITIONS
d6
l 2
Superstition
lfyou disturb the bones ofthe dead, you inherit all
the troubles that plagued them in life.
Never trust a wizard. They’re all devils in disguise,
especially the friendly ones.
3 4
5
6
Dwarves have lost their spirits, and are almost like the undead. That's why they live underground. Magical things bring trouble. Never sleep with a
magic object within ten feet of you. When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. lfan elf looks you in the eyes, she’s trying to read yourthoughts.
PRIMAL PATHS
At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in
addition to those offered in the Player’s Handbook: the Path of the Ancestral Guardian, the Path of the Storm
Herald, and the Path of the Zealot.
So smokers qr: we“! ulna oliJl lcl/u padre-slalom lclnihg in mail” wort creel: lot‘tirt (10% mm loom?
Lila l/iow wt‘ crack?
’llAqlc‘s q lolc 0i lclAz crocrcqlciovx lzlAivx3. 1:.)
Eur ({outla Aisguslcivxs.
PATH OF THE ANCESTRAL GUARDIAN Some barbarians hail from cultures that revere their an-
cestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and
protect the living. When a barbarian who follows this
path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians
can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elabo— rate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters
and other fearsome rivals.
PATH or THE ANCESTRAL GUARDIAN FEATURES
Barbarian Level
Feature
3rd
Ancestral Protectors
10th
Consult the Spirits, Spirit Shield (3d8)
14th
Vengeful Ancestors, Spirit Shield (4d8)
6th
Spirit Shield (2d8)
i2, '- l-i _'I\ PH 1-? l
l if. H .-‘~. It “it".
E [.1 £3- l'J'i‘i if.) .54 .‘14
Liam Llhflw om Oi iii/t1
ANGESTRAL PROTECTORS
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your
with an attack, that creature has resistance to the dam—
age dealt by the attack. The effect on the target ends early ifyour rage ends.
SPIRIT SHIELD
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you de— fend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
CONSULT THE SPIRITS
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor,
this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
VENOEFUL ANOESTORS
At 14th level, your ancestral spirits grow powerful
enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an
amount of force damage equal to the damage that your Spirit Shield prevents.
PATH OF THE STORM HERALD All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbar— ians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian
ofthis path taps into the forces of nature to create pow-
erful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect
nature. Other storm heralds hone their craft in lodges in
regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
PATH OF THE STORM HERALD FEATURES Barbarian Level
Feature
3rd
Storm Aura
6th
Storm Soul
10th 14th
Shielding Storm Raging Storm
bzhziiizi
oi lluihs uholuBrOmhd? Mo musician. Dohli.
w”;
on?
Hair
for
M”.
\ a.
turn becomes the target of the warriors, which hinder
its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you
SHQL
I
STORM AURA
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. lfyour aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Desert. When this effect is activated, all other crea— tures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, in— creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must
make a Dexterity saving throw. The target takes 1d6
lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
STORM SOUL
At 6th level, the storm grants you benefits even when
your aura isn’t active. The benefits are based on the en— vironment you chose for your Storm Aura. Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn
or carried by anyone else and set it on fire.
See. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
SHIELDING STORM
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the
damage resistance you gained from the Storm Soul fea
ture while the creature is in your Storm Aura.
*
RAGING STORM
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
PATH OF THE ZEALOT Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zeal-
DIVINE FU RY
Starting when you choose this path at 3rd level, you can
channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to M6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
WARRIOR OF THE GODS
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not uncleath), the caster doesn’t need material components to cast the spell on you.
FANATICAL FOCUS
Starting at 6th level, the divine power that fuels your
rage can protect you. If you fail a saving throw while
you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
ZEALOUS PRESENCE
inspire zealots are deities of combat, destruction, and
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
PATH or THE ZEALOT FEATURES
Beginning at 14th level, the divine power that fuels your
ots—warriors who channel their rage into powerful disn plays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the
Forgotten Realms and Hextor and Erythnul of Grey-
hawk are all prime examples. In general, the gods who
violence. Not all are evil, but few are good.
Barbarian Level 3rd
Feature Divine Fury, Warrior ofthe Gods
6th
Fanatical Focus
10th
Zealous Presence
14th
Rage beyond Death
RAGE BEYOND DEATH
rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die
due to failing death saving throws, you don"t die until
your rage ends, and you die then only if you still have 0 hit points.
DEFINING WORKS
d6
l
4
5
would bring to this world! —F1etcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains. It is also the bard’s role to chronicle smaller and more contemporary events—the stories of today’s heroes. including their feats of valor as well as their less than
; *
dren in particular enjoy
_
Avernus
-
”Asmodeus's Golden Arse," a dramatic poem you claim was inspired by your personal visit to
3
can a bard go to the root of this tree? Can one tap into the source ofthot power?Ah. then what manner of music they
“The Three Flambinis,” a ribald song concerning mistaken identities and unfettered desire
“Walt: ofthe Myconids,” an upbeat tune that chil-
2
MUSIC 13 THE FRUIT OF THE DIVINE TREE THAT VIBRATES with the Words of Creation. But the question i aslryou is.
Defining Work
6
INSTRUMENT In a bard’s quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one’s vocal ability. The instrument’s quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as im— portant, though, is the instrument’s own entertainment value; those that are bizarrely constructed. or made of exotic materials are likely to leave a lasting impression
because it’s all you can afford right now. Or, if your
INSTRUMENTS
are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D
world’s equivalent of pop stars. If you’re playing a bard, consider using one of your favorite musicians as a role
model for your character.
You can add some unique aspects to your bard character by considering the suggestions that follow.
DEFINING WORK Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who View them, and some spectators have had their lives forever
changed because of the experience. If your character isjust starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have
proven to be audience pleasers.
,
on an audience. You might have an “off the rack” instrument, perhaps
a tune or tell a good story, and there’s much more to any voice. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances. To grab and hold the attention of an audience, bards
I
“A Fool in the Abyss," a comedic poem about a jester's travels among demons
impressive failures.
adventuring bard than a glib tongue and a melodious
i
“The Pirates of Luskan,” your firsthand account of being kidnapped by sea reavers as a child "A Hoop, Two Pigeons, and a Hell Hound,” a subtle parody ofan incompetent noble
first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?
Of course, the world has many people who can carry
l
d6 l 2 3 4
5 6
Instrument A masterfully crafted halfling fiddle A mithral horn made by elves A zither made with drow spider silk An orcish drum
A wooden bullywug croak box
A tinker’s harp ofgnomish design
EMBARRASSMENT Almost every bard has suffered at least one bad experi-
ence in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your ca— tear, or maybe it took you a while to restore your reputa—
tion after one agonizing night when the fates conspired
to bring about your theatrical ruin.
Music is
t5 ' dh, Mu: itL3 W‘L-‘I wth . \ qnsnit alk W . A ci si t.
l UH“. PLG‘W
w
w {in K we: riSl/ilc lei/u or: wane Mo, Jar all, in i we he a,0 u» ml @UHL \ wow-sic
ilil. Mmilc is slcotc
‘ winch 613611“. can \ Chang! ww
13:1
t
.
When your opening song was your enthusiastic
4
The first and last public performance of “Mirt, Man
5
about Town” The time on stage when your wig caught fire and
6
got loose and terrorized the crowd
but universally hated rendition of “Song ofthe Froghemoth”
you threw it down——which set fire to the stage
When you sat on your lute by mistake during the final stanza of “Starlight Serenade”
A BARD’S MUSE Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to
..-...‘.i fi— '——--a——--T
been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, open— ing their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity
blossoms while‘ you wander in an open field of waving
grass or walk in silent reverence through a grove of an— cient oaks. Love. You are on a quest to identify the essence of
true love. Though you do not disdain the superficial
love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one’s every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere— from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail. of love, that most precious and mysterious of emotions, and your search fills your stories and your
songs with vitality and passion.
-____.__
3
-..-
The matinee performance when a circus's owlbear
'
2
__.
liant—did not go over well with Big Tom
._.
Hijinks”—which, by the way, you thought was bril-
..""'.'
The time when your comedic song, “Big Tom's
.
T
Embarrassment
.
d6
u—u
EM BARRASSM ENTS
a muse—a particular concept that inspires much of what those bards do in front of an audience. A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance. Ifyour bard character has a muse, it could be one of the three described here, or one of your own devising. Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have
-
The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that’s guaranteed to please.
_‘—:-
or GLAMDUR, Ewe-nos, m-io WHisFEa-s
Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the morn—
ing-after tale of a tavern brawl to the saga of an epic battle, from a lover’s spat to a rift between powerful
dynasties, conflict is what inspires tale-tellers like you to
create your best work. Conflict can bring out the best in
lifutiahg?
Ulq; w
Haw
(Ooh; (i
.
f'J-fimi.
840:?
r Lu a Help] [oi
l
Aggéro Ll
0M iii/[hi Lu
- 'fl/lq‘iis fo o lei; Gao alojtlzfi
(10%|
W‘QLf!
oh:
qt (9.“; 6,5 “M!
I
l
some people, causing their heroic nature to shine forth
and transform the world, but it can cause others to grav— itate toward darkness and fall under the sway of evil.
You strive to experience or witness all forms of conflict,
great and small, so as to study this eternal aspect of life and immortalize it in your words and music.
BARD COLLEGES
At 3rd level, a hard gains the Bard College feature. The following options are available to a bard, in addition
to those offered in the Player’s Handbook: the College
of Glamour, the College. of Swords, and the College of Whispers.
COLLEGE OF GLAMOUR The College of Glamour is the home Of bards who mas—
tered their craft in the vibrant realm of the Feywild or under the tutelage Of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture
of awe and fear. Their performances are the stuff Of leg-
end. These bards are so eloquent that a speech or song
that one of them performs can cause captors tO release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards Of this college can leech Off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
COLLEGE or GLAMOUR FEATURES Bard Level
Feature
3rd
Mantle of Inspiration, Enthralling Performance
6th
Mantle of Majesty
14th
Unbreakable Majesty
MANTLE OF INSPIRATION
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues
your allies with vigor and speed. As a bonus action, you can expend one use of your
Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures
you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (mini
mum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points inoreases when
you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
iiiisxi‘i'i-"Ri
ENTHRALLING PERFORMANCE
Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal tO your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw
against your spell save DC or be charmed by you. While
charmed in this way, the target idolizes you, it speaks glowingly Of you to anyone who talks to it, and it hinders anyone who Opposes you, although it avoids violence
unless it was already inclined to fight on your behalf.
This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has nO hint that you tried tO charm it.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
MANTLE OF MAJESTY At 6th level, you gain the ability to cloak yourself in a fey magic that makes Others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails
its saving throw against the command you cast with
this feature. Once you use this feature, you can’t use it again until you finish a long rest.
UNBREAKABLE MAJESTY
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the at— tacker must make a Charisma saving throw against your
spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you
I if! .‘u l3. .-‘L. '1 i I L :{ '.'_.‘- Til—i {2‘55 _._ . _ __._._———.—.-_-.~
i
on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
COLLEGE OF SWORDS Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly
trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringingjustice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
COLLEGE OF Swonos FEATURES Bard Level
3rd
Feature
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master's Flourish
BONUS PROFICIENGIES
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your hard spells.
FIGHTING STYLE
At 3rd level, you adopt a style of fighting as your spe— cialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. Dueling. When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting. When you engage in two‘
weapon fighting, you can add your ability modifier to the
damage of the second attack.
BLADE FLOURISH
At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn,
your walking speed increases by 10 feet until the end of
the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the follow-
ing Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your
Bardic Inspiration to cause the weapon to deal extra
damage to the target you hit and to any other creature
of your choice that you can see within 5 feet ofyou. The damage equalsthe number you roll on the Bardic Inspi— ration die. Mobile Flourish. You can expend one use of your Bar— dic InSpiration to cause the weapon to deal extra dam—
age to the target you hit. The damage equals the number
you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
EXTRA ATTACK
Starting at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn. i'_'.i-i,‘t F"! EC 17: i
(ii:- ‘x lf’. U . E
l-‘f i'lf’lqilfilffiifi
-- —.-
_-"
I_,.—..-
'
If the target succeeds on its saving throw, the target
has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until
you finish a short or long rest.
MANTLE or WHISPERS
At 6th level, you gain the ability to adopt a humanoid’s
MASTER’S FLOURISH
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expend—
ing a Bardic Inspiration die.
COLLEGE or WHISPERS Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences
they gather. In truth, the College of Whispers teaches its
students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers,
viewing it as a parasite that uses a bard’s reputation to
acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and ex-
ploit royal courts and other settings of power. COLLEGE OF WHISPERS FEATURES Bard Level
Feature
3rd
Psychic Blades, Words ofTerror
6th
Mantle ofWhispers
14th
Shadow Lore
persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reac— tion. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but
healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes gen-
eral details on its background and personal life, but
doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by
your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.
SHADOW LORE
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you
can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds
PSYCHIC BLADES
if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
gain the ability to make your weapon attacks magically
for the next 8 hours or until you or your allies attack it,
tain levels in this class, increasing to 3d6 at 5th level,
target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to
WORDS OF TERROR
close friend. When the effect ends, the creature has no understand-
When you join the College of Whispers at 3rd level, you
toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach cer5d6 at 10th level, and 8d6 at 15th level.
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the
On a failed saving throw, the target is charmed by you
damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortify—
ing secret. You gain no knowledge of this secret, but the
do so. It grants you favors and gifts it would offer to a
ing of why it held you in such fear. Once you use this feature, you can’t use it again until
,mM
end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be
frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is at— tacked or damaged, or until it witnesses its allies being attacked or damaged.
it“)
.
l' . H --"'. E’T'EP. i
: [TIL-‘4.[-1_-"‘tt_."l"t".i--'. (I! ii'l‘if'} is}:
. a“S gnawing
at Inc‘lf i to in.
t “flaw“ at 1AM
Hells l “(:5 a unit \‘u \Mul kn 51" qu :35 “A.
/ 0
l.
POE \SW‘
;
/
you finish a long rest.
S
in.
181-51100“ Cali throw ch
‘
Q
“
.
..
l
olfi
hl'l: Mim i tr; éq ml the attrac tion all such. (All/i: 1 Hamid q aht HOrILlif
Ght—l’lZl/liuj
each other. If you’re playing a cleric character, the following sec— tions offer ways to add some detail to that character’s history and personality.
TEMPLE Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another
place of study devoted to their deity. Some temples are cut off from the world so that their
occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?
TEMPLES
3
4
Temple
Your temple is said to be the oldest surviving structure built to honor your god. Acolytes of several like—minded deities all received
instruction together in your temple. You come from a temple famed for the brewery it
operates. Some say you smell like one of its ales.
Your temple is a fortress and a proving ground that
KEEPSAKES
6
Yourtemple is a peaceful, humble place, filled with vegetable gardens and simple priests. You served in a temple in the Outer Planes.
. l3... ..
_
necromancers A runestone said to be blessed by your god
_
6
.—-._
5
and beloved mentor A braid ofhair woven from the tail ofa unicorn A scroll that describes how best to rid the world of
._ _ ...=..u ..;.v-..---—
3
SECRET No mortal soul is entirely free of second thoughts or
doubt. Even a cleric must grapple with dark desires or
the forbidden attraction of turning against the teachings
of one’s deity.
If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might
involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.
SECRETS d6 1 2
3
4
5
trains warrior-priests.
5
Keepsake
The finger bone ofa saint A metal-bound book that tells how to hunt and destroy infernal creatures A pig’s whistle that reminds you ofyour humble
l 2
_...
d6
._=__._,.-.-.+.._ ._...,_ ._ “Iv—F":
their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity’s power. The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god’s favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn’t matter. However clerics come into being, the world needs clerics as much as clerics and deities need
._
Almost all the folk in the world who revere a deity live
represents.
l_"=!'x.l-“. I.
——Riggby the patriarch
2-: H—flfin‘
comes with tremendous responsibility.
Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it
__ .|..|._"_.|.fl _______.._.
the gods. Thepower the divine offers is great. but it always
2
12>
.
To BECOME A CLERIC IS TO BECOME A MESSENGER OF
1
Wt?
KEEPSAKE
CLERIG
d6
oékltr Ill/[Cm
Secret An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. You believe that, in the final analysis, the gods are
nothing more than ultrapowerful mortal creatures. You acknowledge the power ofthe gods, but you think that most events are dictated by pure chance. Even though you can work divine magic, you have never truly felt the presence ofa divine essence
within yourself. You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6
In times ofdespair, you feel that you are but a plaything ofthe gods, and you resent their remoteness.
t'ii-l.fi.i"l‘i—‘it 1 2 {gll;\l-‘.r‘tt'L'i'll.lt ov'ru'ms .,___H.
."
‘J f a 2"
.ixx' "
=.. ,e :'
'
At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in the Player’s Handbook:
“PW
W.
DIVINE DOMAINS Forge and Grave.
FORGE DOMAIN ——--'-'
--
The gods of the forge are patrons of artisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the forge teach that,
with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beau— tifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
FORGE DOMAIN FEATURES Cleric Level
lst
Feature
Domain Spells, Bonus Proficiencies,
Blessing ofthe Forge
2nd
Channel Divinity: Artisan's Blessing
6th
Soul ofthe Forge
8th
Divine Strike (ld8)
14th 17th
Divine Strike (2d3) Saint of Forge and Fire
DOMAIN SPELLS
SERVING A PANTHEON, PHILOSOPHY, OR FORCE
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.
and chooses a Divine Domain associated with that deity.
FORGE DOMAIN SPELLS
The typical cleric is an ordained servant ofa particular god
The cleric’s magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.
Some clerics, especially in a world like Eberron, serve a
Cleric Level
Spells
lst
identify, searing smite
3rd
whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love,
5th
heat metal, magic weapon elementai weapon, protectianfrom energy
7th
fabricate, wall affire
Dungeon Master’s Guide explores options like these, in the
9th
animate objects, creation
peace, or one ofthe nine alignments. Chapter 1 ofthe
section “Gods oourWorld.” Talk with your DM about the divine options available in
your campaign, whether they're gods, pantheons, philos-
ophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is ap— propriate for it, and ifit doesn’t have a holy symbol, work with your DM to design one. The clericTs class features often refer to your deity. lfyou are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.
=‘
BONUS PROFICIENCIES
When you choose this domain at 1st level, you gain pro-
ficiency with heavy armor and smith’s tools.
BLESSING OF THE FORGE
At 1st level, you gain the ability to imbue magic into
a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or
a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic
item, granting a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until
you finish a long rest.
CHANNEL DIVINITY: ARTISAN‘S BLESSING
Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour—long ritual that crafts a nonmagi— cal item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition,
Hun-"H"
a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. CLERIC OF THE GRAVE
SOUL OF THE FORGE
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the ex-
tra damage increases to 2d8.
SAINT OF FORGE AND FIRE
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage.
- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
GRAVE DOMAIN Gods of the grave watch over the line between life and
death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave
include Kelemvor, Wee jas, the ancestral spirits of the
Undying Court, Hades, Anubis, and Osiris. Followers
l
Status
i][
L10“
of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a
t'i
diiih‘ifljrfiiix til/law. or talc iii/Hum, [outrun—x5 Areal (goalies
Unfit“!
C1:
mud/1
“In.”
time. particularly for a person who still has some great
work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
C"
fihfi‘ithihS llit. Nil -“. l‘l l' H l
- t: E l .-‘-. it it'll—l? l'-'. '1 fl ET!" [ I"?- :‘"§ 5'
CIRCLE OF MORTALITY
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip,
which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and
you can cast it as a bonus action.
EYES OF THE GRAVE
At lst level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your
awareness to magically detect undead. Until the end
of your next turn, you know the location of any undead
within 60 feet of you that isn’t behind total cover and
that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum Of once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: PATH TO THE GRAVE
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see
within 30 feet of you, cursing it until the end Of your next turn. The next time you or an ally Ofyours hits
GRAVE DOMAIN FEATURES Cleric Level
lst
Feature Domain Spells, Circle of Mortality,
Eyes ofthe Grave 2nd
Channel Divinity: Path to the Grave
6th
Sentinel at Death’s Door
8th
Potent Spellcasting
17th
Keeper of Souls
DOMAIN SPELLS You gain domain spells at the cleric levels listed in the
the cursed creature with an attack, the creature has vulnerability tO all of that attack's damage, and then the curse ends.
SENTINEL AT DEATH’S DOOR
At 6th level, you gain the ability to impede death’s prog-
ress. As a reaction when you or a creature you can see
within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to
Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
the damage you deal with any cleric cantrip.
GRAVE DOMAIN SPELLS
Starting at 17th level. you can seize a trace of vitality
Cleric Level
Spells
lst
banefalse life
3rd
gentle repose, ray ofenfeeblement
5th ?th 9th
revlw'fy, vemplrlt: touch blight, death ward antllife shell, raise dead
KEEPER or SOULS
from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you
regains hit points equal to the enemy’s number of Hit
Dice. You can use this feature only if you aren’t incapac-
itated. Once you use it, you can't do so again until the
start of your next turn.
lot qlwqclt (iktal druid ! lot-mew s hqémrql inSr-raliew ii A
lime] are wad ! mi l lotlirvs Harri fur alone Si/IOM‘A l’ltiut I“
ck .—. we, .iui. Q
TREASURED ITEMS d6
DRUID Evert [N DEATH, eaCH CREATURE PLAYS ITS PART IN
G‘U'l-P‘LUJN
1
the destructive behavior of the mortal races. Thejarther
atvayfrom nature their actions take them. the more car—
rupting their influence becomes. As druids, we seek mainly
to protect and educate, to preserve the Great Balance, but
there are times when we must rise up against danger and eradicate it.
A vial ofwater from the source ofa sacred river
Special herbs tied together in a bundle A small bronze bowl engraved with animal images A rattle made from a dried gourd and holly berries A miniature golden sickle handed down to you by your mentor
maintaining the Great Balance. But now an imbalance
grows, aforce that seeks to hold svvay over nature. This is
Item
A twig from the meeting tree that stands in the center ofyour village
GUIDING ASPECT Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.
GUIDING ASPECTS —Safhran, archdruid
Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general pop— ulace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and
the flow of life. Because of their strange and mysterious
power, druids are often revered, shunned, or considered dangerous by the people around them. Your druid character might be a true worshiper of na— ture, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.
TREASURED ITEM Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid’s mind and heart to a profound concept or spiritual outlook.
When you decide what your character’s treasured
item is, think about giving it an origin story: how did you come by the item, and why is it important to you?
d6
Guiding Aspect
1
Yew trees remind you of renewing your mind and
2
spirit, letting the old die and the new spring forth. Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3
The river’s endless flow reminds you ofthe great span ofthe world. You seek to act with the longterm interests of nature in mind.
4
5
6
The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourselfin the world. The birds in the sky are evidence that even the smallest creatures can survive ifthey remain above the fray. As demonstrated by the actions ofthe wolf, an
individual’s strength is nothing compared to the power ofthe pack.
MENTOR It’s not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the
basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the
mentor has a vital role in shaping a student’s attitudes
and beliefs.
If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?
CIRCLE OF DREAMS Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the
natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the
world with dreamy wonder. Their magic mends wounds
and brings joy to downcast hearts, and the realms they
protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
CIRCLE OF DREAMS FEATURES
Druid Level 2nd
6th DRUID or THE CIRCLE or: DREAMS
Feature Balm ofthe Summer Court
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
BALM OF THE SUMMER COURT
At 2nd level, you become imbued with the blessings of
MENTORS d6 1
2
Mentor Your mentor was a wise treant who taught you to think in terms ofyears and decades rather than days or months. You were tutored by a dryad who watched over
a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3
4
5
6
Your tutor always interacted with you in the form of a falcon. You never saw the tutor’s humanoid form. You were one of several youngsters who were mentored by an old druid, until one ofyour fellow pupils betrayed your group and killed your master. Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. Your mentor was a werebear who taught you to treat all living things with equal regard.
DRUID CIRCLES
At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in the Player’s Handbook: the Circle of Dreams and the Circle of the Shepherd.
the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of C168 equal to your druid level. As a bonus action, you can choose one creature you
can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a
l
: '
long rest.
HEARTH OF MOONLIGHT AND SHADOW
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gleaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot—radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5
bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you
leave the sphere.
HIDDEN PATHS
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport
I
l
l
|
_ ...-..,,._.,.__-___ ___.__..._..._..._._._......_...' .._.___. _______._.___.-.._______
'
one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to
your Wisdom modifier (minimum of once), and you re-
gain all expended uses of it when you finish a long rest.
WALKER IN DREAMS At 14th level, the magic of the Feywild grants you
the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven*t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.
CIRCLE OF THE SHEPHERD
CIRCLE OF THE SHEPHERD FEATURES Druid Level
Feature
2nd
Speech ofthe Woods, Spirit Totem
6th
Mighty Summoner
10th
Guardian Spirit
14th
Faithful Summons
SPEECH or THE Woons
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addi‘
tion, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most
beasts lack the intelligence to convey or understand
sophisticated concepts, but a friendly beast could relay
what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can
Damn or THE CiRCl-E or THE SHEPHERD
combine this ability with gifts to curry favor with them as you would with any nonplayer character.
SPIRIT TOTEM
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it. represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapac— itated. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of.the spirit’s aura depends on the type of spirit you summon from the options below. Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary
hit points equal to 5 + your druid level. In addition, you
and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate
hunter, aiding you and your allies with its keen sight.
When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your
allies have advantage on Wisdom (Perception) checks
while in the aura.
1:115
R i
t 5':
:
1-1 ., Jr'tirfi
..,;:.'._._‘_ I,:__"—..,.'.._,-,_' um..-)____”:_. _... _
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wil— derness are with them.
lnivxg (lit, ll l ”Vi-M LUV“ lhlifl sawth
Q} t wasn‘t. new. more,“
Unicorn Spirit. The unicorn spirit lends its protection
to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition. if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
MIGHTY SUMMONER
Starting at 6th level, beasts and fey that you conjure are
more resilient than normal. Any beast or fey summoned
or created by a spell that you cast gains the. follow— ing benefits:
- The creature appears with more hit points than nor— mal: 2 extra hit points per Hit Die it has. - The damage from its natural weapons is considered
magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
GUARDIAN SPIRIT
Beginning at 10th level, your Spirit Totem safeguards
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that crea— ture regains a number of hit points equal to halfyour druid level.
FAITHFUL SUMMONS
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless.
If you are reduced to 0 hit points or are incapacitated
against your will, you can immediately gain the benefits
of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are
challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from
you, they protect you from harm and attack your foes.
The spell lasts for 1 hour, requiring no concentration, or
until you dismiss it (no action required).
Once you use this feature, you can’t use it again until you finish a long rest.
LEARNING BEAST SHAPES
The Wild Shape feature in the Player’s Handbook lets you transform into a beast that you’ve seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.
rlsz is ihlzrior lo: we.
The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).
ARCTIC CR
O
Blood hawk Giant owl '
1
Brown bear
—
Polar bear Saber-toothed tiger
6
Mammoth
——
CR
Beast
Fly/Swim
0
Crab
Swim
ti l-l .‘~. l’i" in E3. 1
I..ii_". it .‘~.I.'
Fly Fly
0 l/S
Eagle Blood hawk
1/8
Giant crab
l/8
Poisonous snake
Swim Swim
Fly ~—
l/8 1/4
Stirge Giant lizard
1/4 1/4
Giant wolfspider Pteranodon
— Fly
1
Giant eagle
1
Giant toad
2
Plesiosaurus
Swim Swim
Fly
DESERT CR
Beast
Fly/Swim
0 O 0
Cat Hyena
-— —
O
——
Jackal
——
Scorpion
0
Vulture
l/S
Fly
Camel
—-
1/8
Flying snake
l/8 1/8
Mule Poisonous snake
Fly
Stirge
— Swim Fly
1/4
Constrictor snake
1/4
Giant lizard
——
Giant poisonous snake Giant wolf spider
Swim ——
Giant hyena
—
1
Giant spider
1 1 1
Giant toad Giant vulture
Swim Fly
l/4 1/4
ming speed. This information will help you determine whether you qualify to assume that beast’s form.
Swim —
4 4 5
Ch. 1: Character Options ........................... 7 8 Barbarian
9 Primal Paths Path of the Ancestral Guardian ............ 9 Path ofthe Storm Herald ..................... 10 Path of the Zealot
11
Bard Colleges
14
Bard
l2
College of Glamour College of Swords
14 15
Divine Domains Sidebar: Serving a Pantheon; Philosophy, or Force ................... Forge Domain
18
College of Whispers ....................... Cleric
Grave Domain
Druid Druid Circles Circle of Dreams Circle of the Shepherd ................... Learning Beast Shapes .................
Fighter Martial Archetypes Arcane Archer Cavalier Samurai Monk
Monastic Traditions ....................... Way of the Drunken Master ......... Way of the Kensei Way of the Sun Soul .......................
Paladin
Sacred Oaths
Oath of Conquest
Oath of Redemption ....................... Ranger Ranger Archetypes
Gloom Stalker
Horizon Walker
Monster Slayer Rogue Roguish Archetypes ....................... Inquisitive Mastermind
Scout Swashbuckler Sorcerer Sorcerous Origins Divine Soul Shadow Magic Storm Sorcery Warlock Otherworldly Patrons .................... The Celestial The Hexblade Eldritch Invocations ....................... Wizard Arcane Tradition 1War Magic
16 17
18 18 19
21 22 22 23
24
27 28 28 30 31 32
33 33 34 35
36
37
37
38 4O 41
4].
42
43 44 45 45 46
47 47 48 50 50 50 51 53 54 54 55 56 58 59 59
61 61 64 Personal Decisions 69 Life Events Supplemental Tables...................... ....... 72 73 Racial Feats This Is Your Life
Origins
Ch. 2: Dungeon Master's Tools ...... ....... 77 77 77 Falling 77 Rate of Falling Flying Creatures and Falling ....... ....... 77 77 Sleep 77 Waking Someone Sleeping in Armor .......................... ....... 77 Going without a Long Rest ........... ....... 78 Adamantine Weapons ........................ ....... 78 78 Tying Knots 78 Tool Proficiencies Tools and Skills Together ............. ....... 78 78 Tool Descriptions 85 Spellcasting Perceiving a Caster at Work ......... ....... 85 85 Identifying a Spell Invalid Spell Targets ...................... ....... 85 Areas of Effect on a Grid ............... ....... 86 ..... 88 Encounter Building 91 Quick Matchups
Simultaneous Effects
Random Encounters: A World of Possibilities Arctic Encounters Coastal Encounters ........................ ....... 93 Desert Encounters 97 Forest Encounters Grassland Encounters ................... ..... 100 101 Hill Encounters 104 Mountain Encounters .................... 105 Swamp Encounters ........................ 106 Underdark Encounters .................. Underwater Encounters ................. 109 110 Urban Encounters
Traps Revisited Simple Traps Sidebar: Making Traps Meaningful
Designing Simple Traps ................
Complex Traps Designing Complex Traps ............. Sidebar: Complex Traps and Legendary Monsters ................... Downtime Revisited Rivals Downtime Activities .......................
Buying a Magic Item ................... Carousing
Crafting an Item
Crime
Gambling Pit Fighting
Relaxation
Religious Service ......................... Research
Scribing a Spell Scroll ............... Selling a Magic Item ................... Training
Work
113 113
114 115 118 121
123 123 123 125 126 127 128 130 130 131 131 131 132 133 133 134 134
Awarding Magic Items ...................... ...... 135
Sidebar: Behind the Design: Magic Item Distribution ........................ ...... 135 Common Magic Items ................... ...... 136 Sidebar: Are Magic Items Necessary in a Campaign? ....... ...... 136 Sidebar: Creating Additional 140 Common Items 140 Magic Item Tables Sidebar: Recharging without 144 a Dawn
Ch. 3: Spells Spell Lists Spell Descriptions
147 147 150
App. A: Shared Campaigns ............
172
App. B: Character Names ...............
175 175 175 176 176 178 179 179
Nonhuman Names Dragonborn Dwarf
Elf
Gnome
Halfling
Half-Ore Tiefling Human Names Arabic Celtic Chinese Egyptian
English
French German Greek Indian japanese Mesoamerican
Niger—Congo Norse
Polynesian
Roman Slavic Spanish
INTRODUCTION D
ENEATH THE BUSTL-ING CITY OF WATERDEEP, a beholder crime lord keeps tabs on everyone and everything—or so the beholder thinks.
Known as Xanathar, this bizarre being be-
.
lieves it can gather information on everything in the DUNGEONS 8t DRAGONS multiverse.
The beholder desires to know it all! But no
matter what the beholder learns and what treasures it acquires, its most prized possession in all the multi— verse remains its goldfish, Sylgar. The first major roles expansion to the fifth edition of D&D, Xanathar's Guide to Everything provides a wealth of new options for the game. Xanathar might not be able
to realize its dream to know everything, but this book does delve into every major part of the game: adventur-
ers, their adventures, and the magic they wield.
USING THIS BOOK
Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world, whether you’re adventuring in the Forgotten Realms, another official D&D setting, or a world of your own
creation. The options here build on the official rules contained within the Player's Handbook, the Monster Manual, and the Dungeon Master’s Guide. Think of this book as the companion to those volumes. It builds on their foundation, exploring pathways first laid in those publications. Nothing herein is required for a D8£D cam-
paign—this is not a fourth core rulebook—but we hope it
will provide you new ways to enjoy the game.
Chapter 1 offers character options that expand on
those offered in the Player’s Handbook. Chapter 2 is a toolkit for the DM that provides new resources for run—
ning the game and designing adventures, all of it building on the Monster Manual and the Dungeon Master’s
Guide. Chapter 3 presents new spells for player charac— ters and spellcasting monsters to unleash.
Appendix A provides guidance on running a shared
campaign, similar to the activities staged by the D&D Adventurers League, and appendix B contains a host of tables that allow you to quickly generate names for the characters in your D&D stories. As you peruse the many options herein, you'll come across observations from Xanathar itself. Like the
beholder’s roving mind, your reading will take you to places in the game familiar and new. May you enjoy thejourney!
4L
.‘
UNEARTHED ARCANA
Much ofthe material in this book originally appeared in
Unearthed Arcana, a series ofonline articles we publish
to explore rules that might ofificially become part of the game. Some Unearthed Arcana offerings don’t end up resonating with fans and are set aside for the time being. The Unearthed Arcana material that inspired the options
in the following chapters was well received and, thanks to feedback from thousands ofyou, has been refined into the
official forms presented here.
o. loo]: t, Swlscir? M Mil/tabs Wal Walt. W‘q
A. It‘d/“1 fritn
Plthlct GL1 \Alrl.
”WM ltt‘l‘ wt til/Will (:1 “MIL"
QUE! [-
ulrsqO Odd“: Cflh ‘u Jib-”K :3
lMlQ‘ Alytlzlmn.
h at]: UM lotslhwhS
Q 1'
THE CORE RULES This book relies on the rules in the three core rules
ADVANTAGE AND DISADVANTAGE Even if more than one factor gives you advantage or
disadvantage on a roll, you have it only once, and if you
books. The game especially makes frequent use of the rules in chapters 7—10 of the Player’s Handbook:
have advantage and disadvantage on the same roll, they cancel each other.
prone. You don’t need to know the rules by heart, but it’s helpful to know where to find them when you need them. If you’re a BM, you should also know where to look things up in the Dungeon Master’s Guide, especially the
Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when two or more effects have the same proper name, only one of them (the most powerful one if their benefits aren’t identical) applies while the durations of the effects overlap. For ex—
“Using Ability Scores,” “Adventuring,” “Combat,” and “Spellcasting.” That book’s appendix A is also crucial; it contains definitions of conditions, like invisible and
rules on how magic items work (see chapter '7 of that
book). The introduction of the Monster Manual is your
guide on how to use a monster’s stat block.
THE DM ADJUDICATES THE RULES One rule overrides all others: the DM is the final authority on how the rules work in play. Rules are part of what makes DEED a game, rather thanjust improvised storytelling. The game’s rules are meant to help organize, and even inspire, the action of a DEED campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of players to
bring them to life and a BM to guide their use.
The DM is key. Many unexpected events can occur in a DEED campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become a slog. An alternative would be for the rules to severely limit what characters can do, which would be contrary to the open—endedness of D8tD. Here's the path the game takes: it lays a foundation of rules that a BM can build on, and it embraces the DM's
role as the bridge between the things the rules address and the things they don’t.
TEN RULES To REMEMBER A few rules in the core rulebooks sometimes trip up a new player or DM. Here are ten of those rules. Keep— ing them in mind will help you interpret the options in this book.
EXCEPTIONS SUPERSEDE GENERAL RULES
General rules govern each part of the game. For exam— ple, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements—class features, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon at— tacks using your Charisma, you can do so, even though that statement disagrees with the general rule.
Rou N D 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.
COMBINING DIFFERENT EFFECTS
ample, if bless is cast on you when you’re still under the
effect of an earlier bless, you gain the benefit of only one casting. Similarly, if you’re in the radius of more than
one Aura of Protection, you benefit only from the one
that grants the highest bonus.
REACTION TIMING
Certain game features let you take a special action, called a reaction, in response to some event. Making opportunity attacks and casting the shield spell are two typical uses of reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger completes, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn.
RESISTANCE AND VULNERABILITY
Here’s the order that you apply modifiers to damage: (1)
any relevant damage immunity, (2) any addition or subtraction to the damage, (3) one relevant damage resistance, and (4) one relevant damage vulnerability. Even if multiple sources give you resistance to a type of damage you’re taking, you can apply resistance to it only once. The same is true of vulnerability. PROFICIENCY BONUS
If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll.
BONUS ACTION SPELLS
If you want to cast a spell that has a casting time of 1 bonus action, remember that you can’t cast any other spells before or after it on the same turn, except for can-
trips with a casting time of 1 action.
CONCENTRATION
As soon as you start casting a spell or using a special ability that requires concentration, your concentration
on another effect ends instantly.
TEM PORARY I-IIT POINTS
Temporary hit points aren’t cumulative. If you have tem— porary hit points and receive more of them, you don’t add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.
_ _ .. _ _ = 4;; -—-"—.Iflfrfr'==1r“mw_m‘-fl 1_. . . . . . _. . . . _ _. . . . _ ._
_ CHAPTERI
CHARACTER OPTIONS
._ ‘1‘; .|_r .....,.__ _
.-_ . .
heart of the story. This chapter provides a variety of new options for them, focusing on additional subclasses for each of the classes in the Player's Handbook. Each class offers a character—defining choice at lst, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses: in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they’re sacred oaths. The table below identifies
__.fi=——._—-—-—--
tential villainy of your characters are at the
Following the subclasses, the section called “This Is
._
The heroics, folly, righteousness, and po-
each of the subclasses in this book. In addition, the section for druids presents details on how the Wild Shape feature works, and the warlock receives a collection of new choices for the class's Eldritch Invocations feature. Each of the class presentations leads off with advice on how to add depth and detail to your character’s personality. You can use the tables in these sections as a source of inspiration, or roll a die to randomly deter— mine a result if desired.
Your Life" presents a series of tables for adding detail to your character’s backstory. The chapter concludes with a selection of feats for the
"
are the characters created by the players.
“‘
HE MAIN FIGURES IN ANY DBZD CAMPAIGN
.,..
- -
-
r:
races in the Player’s Handbook, offering ways to delve deeper into a character's racial identity.
SUBCLASSES Class
Barbarian Barbarian Barbarian
Path ofthe Storm Herald Path ofthe Zealot
Level Available
3rd 3rd 3rd
College ofGlamour College of Swords
3rd 3rd
Bard
College ofWhispers Forge Domain Crave Domain
lst lst
Druid Druid Fighter Fighter
Circle of Dreams Circle ofthe Shepherd Arcane Archer Cavalier
Fighter
Samurai
3rd
2nd 2nd 3rd 3rd 3rd
Monk
Way ofthe Drunken Master
3rd
Monk
Way ofthe Kensei
3rd
Monk
Way ofthe Sun Soul
Paladin Paladin
Oath ofConquest Oath of Redemption
3rd 3rd
Ranger Ranger Ranger Rogue
Gloom Stalker Horizon Walker Monster Slayer Inquisitive
3rd 3rd 3rd 3rd
Rogue
'
Path ofthe Ancestral Guardian
Bard Bard Cleric Cleric
-
Subclass
Mastermind
Rogue Rogue
Scout Swashbuckler
Sorcerer
Divine Soul
Sorcerer
Shadow Magic
Sorcerer
Storm Sorcery The Celestial
Warlock
Warlock Wizard
The Hexblade War Magic
Description Calls on the spirits of honored ancestors to protect others
Filled with a rage that channels the primal magic ofthe storm Fueled by a religious zeal that visits destruction on foes Wields the beguiling, glorious magic ofthe Feywild Entertains and slays with daring feats ofweapon prowess
Plants fear and doubt in the minds ofothers Clad in heavy armor, serves a god ofthe forge or creation Opposes the blight of undeath
Mends wounds, guards the weary, and strides through dreams Summons nature spirits to bolster friends and harry foes Imbues arrows with spectacular magical effects Defends allies and knocks down enemies, often on horseback Combines resilience with courtly elegance and mighty strikes
Confounds foes through a martial arts tradition inspired by the
swaying ofa drunkard
3rd
Channels ki through a set of mastered weapons Transforms ki into bursts offire and searing bolts oflight Strikes terror in enemies and crushes the forces of chaos Offers redemption to the worthy and destruction to those who refuse mercy or righteousness
Unafraid ofthe dark, relentlessly stalks and ambushes foes Finds portals to other worlds and channels planar magic Hunts down creatures ofthe night and wielders ofgrim magic
3rd
Roots out secrets, akin to a masterful detective A mastertactician, manipulates others
3rd 3rd
Delivers deadly strikes with speed and panache
lst
lst lst lst
lst 2nd
Combines stealth with a knack for survival
Harnesses magic bestowed by a god or other divine source Wields the grim magic ofthe Shadowfell Crackles with the power ofthe storm
»
Forges a pact with a being from celestial realms Serves a shadowy entity that bestows dread curses Mixes evocation and abjuration magic to dominate the battlefield
r. .ii.-"\i"l'l-'.i{ l i 4. ll."\.i7-‘..‘-.i'_' i'i’il mar! toss
l
. f
—,
.- "-
qrl
llw~ Halley
ahSrn‘l Rht‘fil l
alch'lc {til em, strength Magic: lolfiqtsfl l'w
qlwqfis
fihsffi.
llw
calmed;
cahall'kicm. Shawls lzo Heme.
lune
llf’x
(a 1‘
PERSONAL TOTEMS
d6 l
2
Totem A tuft offur from a solitary wolfthat you befriended during a hunt Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate
3
BARBARIAN
4
I HAVE VVITNESSED THE INDOMITABLE PERFORlyiANCE OF
5
barbarians an thefieid of battle, and it makes me wonder
whatforce lies at the heart of their rage.
represent your ancestors
6
—Seret, archwizard
The anger felt by a normal person resembles the rage of
a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere emotion, mak-
ing its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian
becomes able to perform supernatural feats of strength
and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls. It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the
barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way,
d6 l
your character—-objects that hold a special link to your character‘s past or future. Think about how a totem might affect your character’s actions. t'llgkli'i'llli l
I tillfi. l‘-3.\.(.1Tl.~'.l-'i l':)i‘l'l{__.i."-..~l
mal that appeared one day in your belt pouch
Tattoo The wings ofan eagle are spread wide across your upper back.
2
5
lies ahead. A personal totem of this sort might be associated with a barbarian’s spirit animal, or might actually be the to tem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle’s feather as a personal totem. Consider creating one or more personal totems for
An egg-sized stone in the shape ofyour spirit ani-
TATTOOS
PERSONAL TOTEMS
ant moment in the character’s life—perhaps a remembrance from the barbarian’s past or a harbinger of what
tied together with colored wool
The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian’s tattoos might or might not be related to an animal spirit. Each tattoo a barbarian displays contributes to that individuals identity. If your character wears tattoos, what do they look like, and what do they represent?
3
of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an import-
A few small bones from the first beast you killed,
TATTOOS
consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.
Barbarians tend to travel light, carrying little in the way
A necklace made from the claws ofa young cave bear that you slew singlehandedly as a child A small leather pouch holding three stones that
Etched on the backs ofyour hands are the paws of
a cave bear.
6
The symbols ofyour clan are displayed in viny pat» terns along your arms. The antlers of an elk are inked across your back. Images ofyour spirit animal are tattooed along your weapon arm and hand. The eyes ofa wolfare marked on your back to help
you see and ward off evil spirits.
SUPERSTITIONS Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those
deities in the cycles of nature and the animals they en— counter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
LEFT TO Qiom’: ZEALOT, STORM HERALD, AND ANCESTRAL GUARoiAN
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
If your barbarian character has any superstitions,
were they ingrained in you by your family, or are they the result of personal experience?
SUPERSTITIONS
d6
l 2
Superstition
lfyou disturb the bones ofthe dead, you inherit all
the troubles that plagued them in life.
Never trust a wizard. They’re all devils in disguise,
especially the friendly ones.
3 4
5
6
Dwarves have lost their spirits, and are almost like the undead. That's why they live underground. Magical things bring trouble. Never sleep with a
magic object within ten feet of you. When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. lfan elf looks you in the eyes, she’s trying to read yourthoughts.
PRIMAL PATHS
At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in
addition to those offered in the Player’s Handbook: the Path of the Ancestral Guardian, the Path of the Storm
Herald, and the Path of the Zealot.
So smokers qr: we“! ulna oliJl lcl/u padre-slalom lclnihg in mail” wort creel: lot‘tirt (10% mm loom?
Lila l/iow wt‘ crack?
’llAqlc‘s q lolc 0i lclAz crocrcqlciovx lzlAivx3. 1:.)
Eur ({outla Aisguslcivxs.
PATH OF THE ANCESTRAL GUARDIAN Some barbarians hail from cultures that revere their an-
cestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and
protect the living. When a barbarian who follows this
path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians
can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elabo— rate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters
and other fearsome rivals.
PATH or THE ANCESTRAL GUARDIAN FEATURES
Barbarian Level
Feature
3rd
Ancestral Protectors
10th
Consult the Spirits, Spirit Shield (3d8)
14th
Vengeful Ancestors, Spirit Shield (4d8)
6th
Spirit Shield (2d8)
i2, '- l-i _'I\ PH 1-? l
l if. H .-‘~. It “it".
E [.1 £3- l'J'i‘i if.) .54 .‘14
Liam Llhflw om Oi iii/t1
ANGESTRAL PROTECTORS
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your
with an attack, that creature has resistance to the dam—
age dealt by the attack. The effect on the target ends early ifyour rage ends.
SPIRIT SHIELD
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you de— fend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
CONSULT THE SPIRITS
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor,
this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
VENOEFUL ANOESTORS
At 14th level, your ancestral spirits grow powerful
enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an
amount of force damage equal to the damage that your Spirit Shield prevents.
PATH OF THE STORM HERALD All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbar— ians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian
ofthis path taps into the forces of nature to create pow-
erful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect
nature. Other storm heralds hone their craft in lodges in
regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
PATH OF THE STORM HERALD FEATURES Barbarian Level
Feature
3rd
Storm Aura
6th
Storm Soul
10th 14th
Shielding Storm Raging Storm
bzhziiizi
oi lluihs uholuBrOmhd? Mo musician. Dohli.
w”;
on?
Hair
for
M”.
\ a.
turn becomes the target of the warriors, which hinder
its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you
SHQL
I
STORM AURA
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. lfyour aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Desert. When this effect is activated, all other crea— tures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, in— creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must
make a Dexterity saving throw. The target takes 1d6
lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
STORM SOUL
At 6th level, the storm grants you benefits even when
your aura isn’t active. The benefits are based on the en— vironment you chose for your Storm Aura. Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn
or carried by anyone else and set it on fire.
See. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
SHIELDING STORM
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the
damage resistance you gained from the Storm Soul fea
ture while the creature is in your Storm Aura.
*
RAGING STORM
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
PATH OF THE ZEALOT Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zeal-
DIVINE FU RY
Starting when you choose this path at 3rd level, you can
channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to M6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
WARRIOR OF THE GODS
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not uncleath), the caster doesn’t need material components to cast the spell on you.
FANATICAL FOCUS
Starting at 6th level, the divine power that fuels your
rage can protect you. If you fail a saving throw while
you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
ZEALOUS PRESENCE
inspire zealots are deities of combat, destruction, and
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
PATH or THE ZEALOT FEATURES
Beginning at 14th level, the divine power that fuels your
ots—warriors who channel their rage into powerful disn plays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the
Forgotten Realms and Hextor and Erythnul of Grey-
hawk are all prime examples. In general, the gods who
violence. Not all are evil, but few are good.
Barbarian Level 3rd
Feature Divine Fury, Warrior ofthe Gods
6th
Fanatical Focus
10th
Zealous Presence
14th
Rage beyond Death
RAGE BEYOND DEATH
rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die
due to failing death saving throws, you don"t die until
your rage ends, and you die then only if you still have 0 hit points.
DEFINING WORKS
d6
l
4
5
would bring to this world! —F1etcher Danairia, master bard
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history, to survive even when no written record remains. It is also the bard’s role to chronicle smaller and more contemporary events—the stories of today’s heroes. including their feats of valor as well as their less than
; *
dren in particular enjoy
_
Avernus
-
”Asmodeus's Golden Arse," a dramatic poem you claim was inspired by your personal visit to
3
can a bard go to the root of this tree? Can one tap into the source ofthot power?Ah. then what manner of music they
“The Three Flambinis,” a ribald song concerning mistaken identities and unfettered desire
“Walt: ofthe Myconids,” an upbeat tune that chil-
2
MUSIC 13 THE FRUIT OF THE DIVINE TREE THAT VIBRATES with the Words of Creation. But the question i aslryou is.
Defining Work
6
INSTRUMENT In a bard’s quest for the ultimate performance and the highest acclaim, one's instrument is at least as important as one’s vocal ability. The instrument’s quality of manufacture is a critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as im— portant, though, is the instrument’s own entertainment value; those that are bizarrely constructed. or made of exotic materials are likely to leave a lasting impression
because it’s all you can afford right now. Or, if your
INSTRUMENTS
are typically flamboyant and outgoing when they perform. The most famous of them are essentially the D&D
world’s equivalent of pop stars. If you’re playing a bard, consider using one of your favorite musicians as a role
model for your character.
You can add some unique aspects to your bard character by considering the suggestions that follow.
DEFINING WORK Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about for years by those who View them, and some spectators have had their lives forever
changed because of the experience. If your character isjust starting out, your ultimate defining work is likely in the future. But in order to make any sort of living at your profession, chances are you already have a piece or two in your repertoire that have
proven to be audience pleasers.
,
on an audience. You might have an “off the rack” instrument, perhaps
a tune or tell a good story, and there’s much more to any voice. Yet what truly sets bards apart from others—and from one another—are the style and substance of their performances. To grab and hold the attention of an audience, bards
I
“A Fool in the Abyss," a comedic poem about a jester's travels among demons
impressive failures.
adventuring bard than a glib tongue and a melodious
i
“The Pirates of Luskan,” your firsthand account of being kidnapped by sea reavers as a child "A Hoop, Two Pigeons, and a Hell Hound,” a subtle parody ofan incompetent noble
first instrument was gifted to you, it might be of a more elaborate sort. Are you satisfied with the instrument you have, or do you aspire to replace it with something truly distinctive?
Of course, the world has many people who can carry
l
d6 l 2 3 4
5 6
Instrument A masterfully crafted halfling fiddle A mithral horn made by elves A zither made with drow spider silk An orcish drum
A wooden bullywug croak box
A tinker’s harp ofgnomish design
EMBARRASSMENT Almost every bard has suffered at least one bad experi-
ence in front of an audience, and chances are you’re no exception. No one becomes famous right away, after all; perhaps you had a few small difficulties early in your ca— tear, or maybe it took you a while to restore your reputa—
tion after one agonizing night when the fates conspired
to bring about your theatrical ruin.
Music is
t5 ' dh, Mu: itL3 W‘L-‘I wth . \ qnsnit alk W . A ci si t.
l UH“. PLG‘W
w
w {in K we: riSl/ilc lei/u or: wane Mo, Jar all, in i we he a,0 u» ml @UHL \ wow-sic
ilil. Mmilc is slcotc
‘ winch 613611“. can \ Chang! ww
13:1
t
.
When your opening song was your enthusiastic
4
The first and last public performance of “Mirt, Man
5
about Town” The time on stage when your wig caught fire and
6
got loose and terrorized the crowd
but universally hated rendition of “Song ofthe Froghemoth”
you threw it down——which set fire to the stage
When you sat on your lute by mistake during the final stanza of “Starlight Serenade”
A BARD’S MUSE Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their versatility. Others adopt a more personal approach to their art, driven by their attachment to
..-...‘.i fi— '——--a——--T
been forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and sages, open— ing their hearts and minds to new ways of seeing, and as with those individuals, you find that your creativity
blossoms while‘ you wander in an open field of waving
grass or walk in silent reverence through a grove of an— cient oaks. Love. You are on a quest to identify the essence of
true love. Though you do not disdain the superficial
love of flesh and form, the deeper form of love that can inspire thousands or bring joy to one’s every moment is what you are interested in. Love of this sort takes on many forms, and you can see its presence everywhere— from the sparkling of a beautiful gem to the song of a simple fisher thanking the sea for its bounty. You are on the trail. of love, that most precious and mysterious of emotions, and your search fills your stories and your
songs with vitality and passion.
-____.__
3
-..-
The matinee performance when a circus's owlbear
'
2
__.
liant—did not go over well with Big Tom
._.
Hijinks”—which, by the way, you thought was bril-
..""'.'
The time when your comedic song, “Big Tom's
.
T
Embarrassment
.
d6
u—u
EM BARRASSM ENTS
a muse—a particular concept that inspires much of what those bards do in front of an audience. A bard who follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance. Ifyour bard character has a muse, it could be one of the three described here, or one of your own devising. Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen every kingdom rise and fall, even those whose names have
-
The ways that a performance can go wrong are as varied as the fish in the sea. No matter what sort of disaster might occur, however, a bard has the courage and the confidence to rebound from it—either pressing on with the show (if possible) or promising to come back tomorrow with a new performance that’s guaranteed to please.
_‘—:-
or GLAMDUR, Ewe-nos, m-io WHisFEa-s
Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the morn—
ing-after tale of a tavern brawl to the saga of an epic battle, from a lover’s spat to a rift between powerful
dynasties, conflict is what inspires tale-tellers like you to
create your best work. Conflict can bring out the best in
lifutiahg?
Ulq; w
Haw
(Ooh; (i
.
f'J-fimi.
840:?
r Lu a Help] [oi
l
Aggéro Ll
0M iii/[hi Lu
- 'fl/lq‘iis fo o lei; Gao alojtlzfi
(10%|
W‘QLf!
oh:
qt (9.“; 6,5 “M!
I
l
some people, causing their heroic nature to shine forth
and transform the world, but it can cause others to grav— itate toward darkness and fall under the sway of evil.
You strive to experience or witness all forms of conflict,
great and small, so as to study this eternal aspect of life and immortalize it in your words and music.
BARD COLLEGES
At 3rd level, a hard gains the Bard College feature. The following options are available to a bard, in addition
to those offered in the Player’s Handbook: the College
of Glamour, the College. of Swords, and the College of Whispers.
COLLEGE OF GLAMOUR The College of Glamour is the home Of bards who mas—
tered their craft in the vibrant realm of the Feywild or under the tutelage Of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture
of awe and fear. Their performances are the stuff Of leg-
end. These bards are so eloquent that a speech or song
that one of them performs can cause captors tO release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards Of this college can leech Off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
COLLEGE or GLAMOUR FEATURES Bard Level
Feature
3rd
Mantle of Inspiration, Enthralling Performance
6th
Mantle of Majesty
14th
Unbreakable Majesty
MANTLE OF INSPIRATION
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues
your allies with vigor and speed. As a bonus action, you can expend one use of your
Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures
you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (mini
mum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points inoreases when
you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
iiiisxi‘i'i-"Ri
ENTHRALLING PERFORMANCE
Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal tO your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw
against your spell save DC or be charmed by you. While
charmed in this way, the target idolizes you, it speaks glowingly Of you to anyone who talks to it, and it hinders anyone who Opposes you, although it avoids violence
unless it was already inclined to fight on your behalf.
This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has nO hint that you tried tO charm it.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
MANTLE OF MAJESTY At 6th level, you gain the ability to cloak yourself in a fey magic that makes Others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails
its saving throw against the command you cast with
this feature. Once you use this feature, you can’t use it again until you finish a long rest.
UNBREAKABLE MAJESTY
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the at— tacker must make a Charisma saving throw against your
spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you
I if! .‘u l3. .-‘L. '1 i I L :{ '.'_.‘- Til—i {2‘55 _._ . _ __._._———.—.-_-.~
i
on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
COLLEGE OF SWORDS Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly
trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringingjustice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
COLLEGE OF Swonos FEATURES Bard Level
3rd
Feature
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master's Flourish
BONUS PROFICIENGIES
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your hard spells.
FIGHTING STYLE
At 3rd level, you adopt a style of fighting as your spe— cialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. Dueling. When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting. When you engage in two‘
weapon fighting, you can add your ability modifier to the
damage of the second attack.
BLADE FLOURISH
At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn,
your walking speed increases by 10 feet until the end of
the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the follow-
ing Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your
Bardic Inspiration to cause the weapon to deal extra
damage to the target you hit and to any other creature
of your choice that you can see within 5 feet ofyou. The damage equalsthe number you roll on the Bardic Inspi— ration die. Mobile Flourish. You can expend one use of your Bar— dic InSpiration to cause the weapon to deal extra dam—
age to the target you hit. The damage equals the number
you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
EXTRA ATTACK
Starting at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn. i'_'.i-i,‘t F"! EC 17: i
(ii:- ‘x lf’. U . E
l-‘f i'lf’lqilfilffiifi
-- —.-
_-"
I_,.—..-
'
If the target succeeds on its saving throw, the target
has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until
you finish a short or long rest.
MANTLE or WHISPERS
At 6th level, you gain the ability to adopt a humanoid’s
MASTER’S FLOURISH
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expend—
ing a Bardic Inspiration die.
COLLEGE or WHISPERS Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences
they gather. In truth, the College of Whispers teaches its
students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers,
viewing it as a parasite that uses a bard’s reputation to
acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and ex-
ploit royal courts and other settings of power. COLLEGE OF WHISPERS FEATURES Bard Level
Feature
3rd
Psychic Blades, Words ofTerror
6th
Mantle ofWhispers
14th
Shadow Lore
persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reac— tion. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but
healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes gen-
eral details on its background and personal life, but
doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by
your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.
SHADOW LORE
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you
can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds
PSYCHIC BLADES
if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
gain the ability to make your weapon attacks magically
for the next 8 hours or until you or your allies attack it,
tain levels in this class, increasing to 3d6 at 5th level,
target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to
WORDS OF TERROR
close friend. When the effect ends, the creature has no understand-
When you join the College of Whispers at 3rd level, you
toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach cer5d6 at 10th level, and 8d6 at 15th level.
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the
On a failed saving throw, the target is charmed by you
damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortify—
ing secret. You gain no knowledge of this secret, but the
do so. It grants you favors and gifts it would offer to a
ing of why it held you in such fear. Once you use this feature, you can’t use it again until
,mM
end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be
frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is at— tacked or damaged, or until it witnesses its allies being attacked or damaged.
it“)
.
l' . H --"'. E’T'EP. i
: [TIL-‘4.[-1_-"‘tt_."l"t".i--'. (I! ii'l‘if'} is}:
. a“S gnawing
at Inc‘lf i to in.
t “flaw“ at 1AM
Hells l “(:5 a unit \‘u \Mul kn 51" qu :35 “A.
/ 0
l.
POE \SW‘
;
/
you finish a long rest.
S
in.
181-51100“ Cali throw ch
‘
Q
“
.
..
l
olfi
hl'l: Mim i tr; éq ml the attrac tion all such. (All/i: 1 Hamid q aht HOrILlif
Ght—l’lZl/liuj
each other. If you’re playing a cleric character, the following sec— tions offer ways to add some detail to that character’s history and personality.
TEMPLE Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candidates typically receive instruction from a cleric of a temple or another
place of study devoted to their deity. Some temples are cut off from the world so that their
occupants can focus on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at?
TEMPLES
3
4
Temple
Your temple is said to be the oldest surviving structure built to honor your god. Acolytes of several like—minded deities all received
instruction together in your temple. You come from a temple famed for the brewery it
operates. Some say you smell like one of its ales.
Your temple is a fortress and a proving ground that
KEEPSAKES
6
Yourtemple is a peaceful, humble place, filled with vegetable gardens and simple priests. You served in a temple in the Outer Planes.
. l3... ..
_
necromancers A runestone said to be blessed by your god
_
6
.—-._
5
and beloved mentor A braid ofhair woven from the tail ofa unicorn A scroll that describes how best to rid the world of
._ _ ...=..u ..;.v-..---—
3
SECRET No mortal soul is entirely free of second thoughts or
doubt. Even a cleric must grapple with dark desires or
the forbidden attraction of turning against the teachings
of one’s deity.
If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might
involve something you did (or are doing), or it could be rooted in the way you feel about the world and your role in it.
SECRETS d6 1 2
3
4
5
trains warrior-priests.
5
Keepsake
The finger bone ofa saint A metal-bound book that tells how to hunt and destroy infernal creatures A pig’s whistle that reminds you ofyour humble
l 2
_...
d6
._=__._,.-.-.+.._ ._...,_ ._ “Iv—F":
their lives without ever being directly touched by a divine being. As such, they can never know what it feels like to be a cleric—someone who is not only a devout worshiper, but who has also been invested with a measure of a deity’s power. The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one's deity, thereby attracting the god’s favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn’t matter. However clerics come into being, the world needs clerics as much as clerics and deities need
._
Almost all the folk in the world who revere a deity live
represents.
l_"=!'x.l-“. I.
——Riggby the patriarch
2-: H—flfin‘
comes with tremendous responsibility.
Many clerics have items among their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it
__ .|..|._"_.|.fl _______.._.
the gods. Thepower the divine offers is great. but it always
2
12>
.
To BECOME A CLERIC IS TO BECOME A MESSENGER OF
1
Wt?
KEEPSAKE
CLERIG
d6
oékltr Ill/[Cm
Secret An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. You believe that, in the final analysis, the gods are
nothing more than ultrapowerful mortal creatures. You acknowledge the power ofthe gods, but you think that most events are dictated by pure chance. Even though you can work divine magic, you have never truly felt the presence ofa divine essence
within yourself. You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6
In times ofdespair, you feel that you are but a plaything ofthe gods, and you resent their remoteness.
t'ii-l.fi.i"l‘i—‘it 1 2 {gll;\l-‘.r‘tt'L'i'll.lt ov'ru'ms .,___H.
."
‘J f a 2"
.ixx' "
=.. ,e :'
'
At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in the Player’s Handbook:
“PW
W.
DIVINE DOMAINS Forge and Grave.
FORGE DOMAIN ——--'-'
--
The gods of the forge are patrons of artisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the forge teach that,
with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beau— tifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
FORGE DOMAIN FEATURES Cleric Level
lst
Feature
Domain Spells, Bonus Proficiencies,
Blessing ofthe Forge
2nd
Channel Divinity: Artisan's Blessing
6th
Soul ofthe Forge
8th
Divine Strike (ld8)
14th 17th
Divine Strike (2d3) Saint of Forge and Fire
DOMAIN SPELLS
SERVING A PANTHEON, PHILOSOPHY, OR FORCE
You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.
and chooses a Divine Domain associated with that deity.
FORGE DOMAIN SPELLS
The typical cleric is an ordained servant ofa particular god
The cleric’s magic flows from the god or the god's sacred realm, and often the cleric bears a holy symbol that represents that divinity.
Some clerics, especially in a world like Eberron, serve a
Cleric Level
Spells
lst
identify, searing smite
3rd
whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a philosophy or concept, such as love,
5th
heat metal, magic weapon elementai weapon, protectianfrom energy
7th
fabricate, wall affire
Dungeon Master’s Guide explores options like these, in the
9th
animate objects, creation
peace, or one ofthe nine alignments. Chapter 1 ofthe
section “Gods oourWorld.” Talk with your DM about the divine options available in
your campaign, whether they're gods, pantheons, philos-
ophies, or cosmic forces. Whatever being or thing your cleric ends up serving, choose a Divine Domain that is ap— propriate for it, and ifit doesn’t have a holy symbol, work with your DM to design one. The clericTs class features often refer to your deity. lfyou are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Think of the references to a god as references to the divine thing you serve that gives you your magic.
=‘
BONUS PROFICIENCIES
When you choose this domain at 1st level, you gain pro-
ficiency with heavy armor and smith’s tools.
BLESSING OF THE FORGE
At 1st level, you gain the ability to imbue magic into
a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or
a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic
item, granting a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until
you finish a long rest.
CHANNEL DIVINITY: ARTISAN‘S BLESSING
Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour—long ritual that crafts a nonmagi— cal item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition,
Hun-"H"
a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. CLERIC OF THE GRAVE
SOUL OF THE FORGE
Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the ex-
tra damage increases to 2d8.
SAINT OF FORGE AND FIRE
At 17th level, your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage.
- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
GRAVE DOMAIN Gods of the grave watch over the line between life and
death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave
include Kelemvor, Wee jas, the ancestral spirits of the
Undying Court, Hades, Anubis, and Osiris. Followers
l
Status
i][
L10“
of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a
t'i
diiih‘ifljrfiiix til/law. or talc iii/Hum, [outrun—x5 Areal (goalies
Unfit“!
C1:
mud/1
“In.”
time. particularly for a person who still has some great
work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
C"
fihfi‘ithihS llit. Nil -“. l‘l l' H l
- t: E l .-‘-. it it'll—l? l'-'. '1 fl ET!" [ I"?- :‘"§ 5'
CIRCLE OF MORTALITY
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip,
which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and
you can cast it as a bonus action.
EYES OF THE GRAVE
At lst level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your
awareness to magically detect undead. Until the end
of your next turn, you know the location of any undead
within 60 feet of you that isn’t behind total cover and
that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum Of once). You regain all expended uses when you finish a long rest.
CHANNEL DIVINITY: PATH TO THE GRAVE
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see
within 30 feet of you, cursing it until the end Of your next turn. The next time you or an ally Ofyours hits
GRAVE DOMAIN FEATURES Cleric Level
lst
Feature Domain Spells, Circle of Mortality,
Eyes ofthe Grave 2nd
Channel Divinity: Path to the Grave
6th
Sentinel at Death’s Door
8th
Potent Spellcasting
17th
Keeper of Souls
DOMAIN SPELLS You gain domain spells at the cleric levels listed in the
the cursed creature with an attack, the creature has vulnerability tO all of that attack's damage, and then the curse ends.
SENTINEL AT DEATH’S DOOR
At 6th level, you gain the ability to impede death’s prog-
ress. As a reaction when you or a creature you can see
within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to
Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
the damage you deal with any cleric cantrip.
GRAVE DOMAIN SPELLS
Starting at 17th level. you can seize a trace of vitality
Cleric Level
Spells
lst
banefalse life
3rd
gentle repose, ray ofenfeeblement
5th ?th 9th
revlw'fy, vemplrlt: touch blight, death ward antllife shell, raise dead
KEEPER or SOULS
from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you
regains hit points equal to the enemy’s number of Hit
Dice. You can use this feature only if you aren’t incapac-
itated. Once you use it, you can't do so again until the
start of your next turn.
lot qlwqclt (iktal druid ! lot-mew s hqémrql inSr-raliew ii A
lime] are wad ! mi l lotlirvs Harri fur alone Si/IOM‘A l’ltiut I“
ck .—. we, .iui. Q
TREASURED ITEMS d6
DRUID Evert [N DEATH, eaCH CREATURE PLAYS ITS PART IN
G‘U'l-P‘LUJN
1
the destructive behavior of the mortal races. Thejarther
atvayfrom nature their actions take them. the more car—
rupting their influence becomes. As druids, we seek mainly
to protect and educate, to preserve the Great Balance, but
there are times when we must rise up against danger and eradicate it.
A vial ofwater from the source ofa sacred river
Special herbs tied together in a bundle A small bronze bowl engraved with animal images A rattle made from a dried gourd and holly berries A miniature golden sickle handed down to you by your mentor
maintaining the Great Balance. But now an imbalance
grows, aforce that seeks to hold svvay over nature. This is
Item
A twig from the meeting tree that stands in the center ofyour village
GUIDING ASPECT Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.
GUIDING ASPECTS —Safhran, archdruid
Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general pop— ulace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and
the flow of life. Because of their strange and mysterious
power, druids are often revered, shunned, or considered dangerous by the people around them. Your druid character might be a true worshiper of na— ture, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.
TREASURED ITEM Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid’s mind and heart to a profound concept or spiritual outlook.
When you decide what your character’s treasured
item is, think about giving it an origin story: how did you come by the item, and why is it important to you?
d6
Guiding Aspect
1
Yew trees remind you of renewing your mind and
2
spirit, letting the old die and the new spring forth. Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3
The river’s endless flow reminds you ofthe great span ofthe world. You seek to act with the longterm interests of nature in mind.
4
5
6
The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourselfin the world. The birds in the sky are evidence that even the smallest creatures can survive ifthey remain above the fray. As demonstrated by the actions ofthe wolf, an
individual’s strength is nothing compared to the power ofthe pack.
MENTOR It’s not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the
basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the
mentor has a vital role in shaping a student’s attitudes
and beliefs.
If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?
CIRCLE OF DREAMS Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the
natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the
world with dreamy wonder. Their magic mends wounds
and brings joy to downcast hearts, and the realms they
protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
CIRCLE OF DREAMS FEATURES
Druid Level 2nd
6th DRUID or THE CIRCLE or: DREAMS
Feature Balm ofthe Summer Court
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
BALM OF THE SUMMER COURT
At 2nd level, you become imbued with the blessings of
MENTORS d6 1
2
Mentor Your mentor was a wise treant who taught you to think in terms ofyears and decades rather than days or months. You were tutored by a dryad who watched over
a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3
4
5
6
Your tutor always interacted with you in the form of a falcon. You never saw the tutor’s humanoid form. You were one of several youngsters who were mentored by an old druid, until one ofyour fellow pupils betrayed your group and killed your master. Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. Your mentor was a werebear who taught you to treat all living things with equal regard.
DRUID CIRCLES
At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in the Player’s Handbook: the Circle of Dreams and the Circle of the Shepherd.
the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of C168 equal to your druid level. As a bonus action, you can choose one creature you
can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a
l
: '
long rest.
HEARTH OF MOONLIGHT AND SHADOW
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gleaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot—radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5
bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you
leave the sphere.
HIDDEN PATHS
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport
I
l
l
|
_ ...-..,,._.,.__-___ ___.__..._..._..._._._......_...' .._.___. _______._.___.-.._______
'
one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to
your Wisdom modifier (minimum of once), and you re-
gain all expended uses of it when you finish a long rest.
WALKER IN DREAMS At 14th level, the magic of the Feywild grants you
the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven*t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.
CIRCLE OF THE SHEPHERD
CIRCLE OF THE SHEPHERD FEATURES Druid Level
Feature
2nd
Speech ofthe Woods, Spirit Totem
6th
Mighty Summoner
10th
Guardian Spirit
14th
Faithful Summons
SPEECH or THE Woons
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addi‘
tion, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most
beasts lack the intelligence to convey or understand
sophisticated concepts, but a friendly beast could relay
what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can
Damn or THE CiRCl-E or THE SHEPHERD
combine this ability with gifts to curry favor with them as you would with any nonplayer character.
SPIRIT TOTEM
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it. represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapac— itated. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of.the spirit’s aura depends on the type of spirit you summon from the options below. Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary
hit points equal to 5 + your druid level. In addition, you
and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate
hunter, aiding you and your allies with its keen sight.
When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your
allies have advantage on Wisdom (Perception) checks
while in the aura.
1:115
R i
t 5':
:
1-1 ., Jr'tirfi
..,;:.'._._‘_ I,:__"—..,.'.._,-,_' um..-)____”:_. _... _
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wil— derness are with them.
lnivxg (lit, ll l ”Vi-M LUV“ lhlifl sawth
Q} t wasn‘t. new. more,“
Unicorn Spirit. The unicorn spirit lends its protection
to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition. if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
MIGHTY SUMMONER
Starting at 6th level, beasts and fey that you conjure are
more resilient than normal. Any beast or fey summoned
or created by a spell that you cast gains the. follow— ing benefits:
- The creature appears with more hit points than nor— mal: 2 extra hit points per Hit Die it has. - The damage from its natural weapons is considered
magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
GUARDIAN SPIRIT
Beginning at 10th level, your Spirit Totem safeguards
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that crea— ture regains a number of hit points equal to halfyour druid level.
FAITHFUL SUMMONS
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless.
If you are reduced to 0 hit points or are incapacitated
against your will, you can immediately gain the benefits
of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are
challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from
you, they protect you from harm and attack your foes.
The spell lasts for 1 hour, requiring no concentration, or
until you dismiss it (no action required).
Once you use this feature, you can’t use it again until you finish a long rest.
LEARNING BEAST SHAPES
The Wild Shape feature in the Player’s Handbook lets you transform into a beast that you’ve seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.
rlsz is ihlzrior lo: we.
The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).
ARCTIC CR
O
Blood hawk Giant owl '
1
Brown bear
—
Polar bear Saber-toothed tiger
6
Mammoth
——
CR
Beast
Fly/Swim
0
Crab
Swim
ti l-l .‘~. l’i" in E3. 1
I..ii_". it .‘~.I.'
Fly Fly
0 l/S
Eagle Blood hawk
1/8
Giant crab
l/8
Poisonous snake
Swim Swim
Fly ~—
l/8 1/4
Stirge Giant lizard
1/4 1/4
Giant wolfspider Pteranodon
— Fly
1
Giant eagle
1
Giant toad
2
Plesiosaurus
Swim Swim
Fly
DESERT CR
Beast
Fly/Swim
0 O 0
Cat Hyena
-— —
O
——
Jackal
——
Scorpion
0
Vulture
l/S
Fly
Camel
—-
1/8
Flying snake
l/8 1/8
Mule Poisonous snake
Fly
Stirge
— Swim Fly
1/4
Constrictor snake
1/4
Giant lizard
——
Giant poisonous snake Giant wolf spider
Swim ——
Giant hyena
—
1
Giant spider
1 1 1
Giant toad Giant vulture
Swim Fly
l/4 1/4
ming speed. This information will help you determine whether you qualify to assume that beast’s form.
Swim —
-
-