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Druid

Druid

Druid

Be they wise hermits, curious souls, or mysterious presences, druids are the advocates of the wilderness and its untapped powers, willing to accommodate all unless one takes more than is permitted.

Living within the rules they impose upon themselves, they embody and represent an ideology that espouses becoming part of nature instead of civilization. Wielding magic drawn from all that is around them, druids are capable of shaping the environment or themselves to accomplish their goals.

While anyone might come to understand how nature works, only druids can express how nature feels as they are, to an extent, an extension of the wilderness itself.

 

Secretive Magic

Most druids come from orders and families known as circles that define the powers and philosophies that they hold. Circle druids are particularly secretive due to historical anecdotes of exploitation that caused harm to both humanity and nature. For these druids the decades spent under their elders is not just for the sake of mastery, but also to learn the restraint and ethics necessary for one to responsibly wield the powers of nature.

There are druids that do not learn their magic from circles but rather from nature itself, often stumbling upon their gifts by accident or through the instruction of creatures of nature (such as the fey). While they operate much more openly, these hedge druids often lack the language to describe how their magic works. Most ultimately seek out a circle to join while some continue to develop their understanding independently until they take on apprentices to form a new circle of their own. All druids, regardless of origin, are welcome at cyclical congregations where tips on magic and shapeshifting are shared and matters of importance discussed.

An Unlikely Adventurer

With secrecy being so important to druids many would wonder why they’d embark on an adventuring career—to most adventuring is seen as both a way to master their skills and as the ultimate test of character. Some circles even require their members to have a certain number of years adventuring experience before they can officially become druids. There are also occasions when adventuring is used as a cover for a druid to pursue another mission, often related to the restoration of nature to an area or to seek out the root of an issue plaguing a druid circle.

Creating a Druid

When creating a druid it’s important to ask what first connected them to nature. Were they raised within a druidic circle, taught nature’s lessons by animals or fey, or did they spurn the civilized world? Who was it that taught them the mystical arts? Is there some aspect of nature they’ve become intertwined with or feel they need to protect, or are they merely learning to be a druid to maintain a tradition? What part of being a druid do they like the most, or are most comfortable with?

In addition, ask why your druid has decided to become an adventurer. Is this a pilgrimage of sorts to a sacred location? Are they on a mission? What challenges do they expect to encounter? How different is the environment they are in in comparison to where they grew up? What aspects of adventuring shock them that they will have to learn to adjust to? 

Table: Druid


Level

Proficiency
Bonus

Features

Wild
Shapes
Known

Secrets
Known

1st

+2

Druidic Training, Secrets of Nature, Spellcasting

2

2nd

+2

Druid Archetype, Nature’s Bond, Wild Shape

3

2

3rd

+2

Natural Demeanor

3

2

4th

+2

Ability Score Increase, Wild Shape Improvement

4

2

5th

+3

 

4

3

6th

+3

Druid Archetype Feature

5

3

7th

+3

Druidic Lore

5

3

8th

+3

Ability Score Increase, Wild Shape Improvement

6

3

9th

+4

Ferocity or Serenity

6

4

10th

+4

Druid Archetype Feature

7

4

11th

+4

Improved Natural Bond

7

4

12th

+4

Ability Score Increase, Wild Shape Improvement

8

4

13th

+5

 

8

5

14th

+5

Druid Archetype Feature

9

5

15th

+5

Harmonize or Tyrannize

9

5

16th

+5

Ability Score Increase, Wild Shape Improvement

10

5

17th

+6

 

10

6

18th

+6

Greater Natural Bond

11

6

19th

+6

Ability Score Increase

11

6

20th

+6

Archdruid, Wild Shape Improvement

12

6

 


1st LevelCLASS FEATURES

As a druid, you gain the following class features.

Hit Points

Hit Dice: 1d8 per druid level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

Armor: Light armor, medium armor, shields (you are never proficient with metal armors or shields)

Weapons: Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, scythes, sickles, slings, spears

Tools: Herbalism kit

Saving Throws: Strength, Wisdom

Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Religion, and Survival

Equipment

You begin the game with 115 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background. 

  • Hermit’s Set (Cost 107 gold): Quarterstaff, hide, light shield, herbalism kit, priest’s pack, focus tattoo (nature focus), tent (one person), healer’s satchel
  • Forager’s Set (Cost 98 gold): Blowgun with 50 needles, sickle, padded leather, explorer’s pack, healer’s satchel, herbalism kit, ironwood acorn, poisoner’s kit, staff (nature focus)
  • Survivor’s Set (Cost 114 gold): 4 javelins, spear, bone breastplate, medium shield, explorer’s pack, hunting trap, totem (nature focus)

1st LevelSecrets of Nature

During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. At 1st level you gain two secrets of nature of your choice, detailed at the end of the class description. The Secrets Known column of the Druid table shows when you learn more secrets of nature.


1st LevelDruidic Training

All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. Also at 1st level, you gain proficiency with Nature, and you learn the druidcraft cantrip (this does not count against your total cantrips known). 

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.


1st LevelSpellcasting

Drawing on the power of nature itself, you can cast spells to shape nature’s essence to your will. See Chapter 11: Spellcasting for the general rules of spellcasting and the Spells Listing for the druid spell list.


Level

Cantrips 
Known

1st 

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

2

2

2nd

2

3

3rd

2

4

2

4th

3

4

3

5th

3

4

3

2

6th

3

4

3

3

7th

3

4

3

3

1

8th

3

4

3

3

2

9th

3

4

3

3

3

1

10th

4

4

3

3

3

2

11th

4

4

3

3

3

2

1

12th

4

4

3

3

3

2

1

13th

4

4

3

3

3

2

1

1

14th

4

4

3

3

3

2

1

1

15th

4

4

3

3

3

2

1

1

1

16th

4

4

3

3

3

2

1

1

1

17th

4

4

3

3

3

2

1

1

1

1

18th

4

4

3

3

3

3

1

1

1

1

19th

4

4

3

3

3

3

2

1

1

1

20th

4

4

3

3

3

3

2

2

1

1

 

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest .

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting spells doesn’t remove them from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a nature focus as a spellcasting focus for your druid spells.


Level 2Druid Archetype

At 2nd level, you choose a circle of druids to identify with. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


Level 2Wild Shape

At 2nd level, you know 3 wild shapes of your choice for creatures of CR 1/2 or less that have the beast or plant type. You learn additional and more powerful wild shapes of your choice at higher levels, as shown in the Wild Shapes Known column of the Druid table.

Whenever you gain a level in this class, you can replace one of the wild shapes you know with a new one.

As an action you can magically assume one of your known wild shapes. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest .

Whenever you use your Wild Shape feature to transform into a creature, you gain a number of temporary hit points equal to 1d4 × the creature’s CR (minimum 1d4).

You can stay in a wild shape for a number of hours equal to your druid level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

  While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the creature, except you retain your hit points and Hit Dice, personality, the ability to speak and understand any languages you know, and your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has a higher bonus to a skill or saving throw , you may use the creature’s bonus instead. 
  • You gain all of the wild shape’s senses, movement speeds, resistances , immunities , vulnerabilities , traits, actions, and attacks. If you take a Multiattack action of a creature, you cannot make any further attacks that turn, even if another feature would normally allow you to do so.
  • While in a wild shape your Armor Class equals 12 + ¼ your druid level (rounded down) as shown on the Wild Shapes table. If your wild shape would have a higher AC, you may use that instead.  
  • While in a wild shape you may only cast spells with a range of Self or Touch. You can perform the verbal and somatic components of such spells while in a wild shape and your wild shape itself acts as your spellcasting focus. Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You still retain the benefit of any features from your class, destiny, or culture and can use them if your wild shape is physically capable of doing so. However, you can’t utilize any features gained from your heritage or heritage gift while in a wild shape.
  • Any equipment you are wearing or wielding merges into your new form. Equipment that merges with your form has no effect until you leave the form.

Table: Wild Shapes

Level

Max CR

Armor Class

Example

2nd

1/2

12

Ape

4th

1

13

Giant Eagle

8th

2

14

Awakened Tree

12th

3

15

Giant Scorpion

16th

4

16

Elephant

20th

5

17

Triceratops

 


Level 2Nature’s Bond

Also at 2nd level, nature provides you with the ability to summon its minor spirits. As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

The familiar you summon is a fey instead of a beast, and it disappears after a number of hours equal to half your druid level.


Level 3Natural Demeanor

At 3rd level your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:

A Way With Animals

Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Animal Handling checks.

First-Hand Naturalist

You’ve learned the intricacies of nature through firsthand experience rather than academic study. 

You gain an expertise die on Nature checks. In addition, you may always choose to use Wisdom when making Nature checks. 

Leyline Awareness

Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:

Which way is north.

The direction of the nearest forest.

The direction of the nearest natural body of water.

The direction of the nearest city or other humanoid community.

The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.

Scholar of Old Ways

Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.

You gain proficiency with Arcana, or if you already have proficiency you instead gain an expertise die on Arcana checks. In addition, you may always choose to use Wisdom when making Arcana checks. 


Level 4Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


6th LevelArchetype Feature

At 6th level you gain another archetype feature.


Level 7Druidic Lore

At 7th level, your knowledge of the natural world grows. Choose one of the following:

Druidic Secrets

You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest .

Toxin Intuition

You are a veteran of nature’s chemical warfare. You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.

Truthspeaker

You’ve learned to tap into the fundamental truth that connects all things, at least briefly.

You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again for the next 24 hours.

Waste Not

With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 × the creature’s CR.


9th LevelFerocity or Serenity

At 9th level you choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:

Embraced Ferocity

You gain a +2 bonus on attack rolls you make while in a Wild Shape. In addition, whenever you use Wild Shape to transform into a creature, you gain a number of temporary hit points equal to 1d8 × the creature’s CR (minimum 1d8) instead of 1d4 × CR.

Embraced Serenity

You have advantage on concentration checks made to maintain spells. In addition, as a bonus action you may sacrifice a use of Wild Shape to recover an expended spell slot of 3rd-level or lower, or two uses of your Wild Shape feature to recover an expended spell slot of 6th-level or lower.


6th LevelArchetype Feature

At 10th level you gain another archetype feature. 


11th LevelImproved Natural Bond

At 11th level your bond has grown and you are able to summon forth far greater nature spirits. As an action, you can expend a use of Wild Shape to cast the conjure animals spell.


14th LevelArchetype Feature

At 14th level you gain another archetype feature.


Level 15Harmonize or Tyrannize

At 15th level you choose to harmonize with nature or to harness it. Choose one of the following: 

Harmonize

During a short rest you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you attune to the area in a 5-mile radius around you. You magically know what types of creatures are present in your attuned area, their approximate numbers, and if there are any magics disturbing the natural order in your attuned area. While in your attuned area, you have advantage on Nature, Perception, and Survival checks, and blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned for the next 24 hours. You can only attune to one area at a time.     

Tyrannize

You draw upon nature’s power to become a prime example of one of its children. Whenever you assume a wild shape you may choose to assume the apex form of that wild shape. An apex form is one size category larger than the creature’s normal size category (maximum Gargantuan) and any attack made by an apex form wild shape deals an extra 1d8 damage. In addition, while in an apex form wild shape you gain an expertise die on Strength, Dexterity, and Constitution checks and saving throws .


18th LevelGreater Natural Bond

At 18th level your bond expands to encompass the Dreaming and you are able to summon any woodland beings. As an action, you can expend a use of Wild Shape to cast the conjure woodland beings spell as if you cast it using a 6th-level spell slot.


Level 20Archdruid

At 20th level, you become an extension of nature. Your Wild Shape has no duration. In addition, when you cast a druid spell you do not need seen or vocalized components, or any material components that have no cost or aren’t consumed by the casting. You gain this benefit in both your normal shape and while using Wild Shape.

You also learn to tap into the intricate ebb and flow of life around you and how to divert it as you see fit. You may cast the spells power word kill and true resurrection without expending a spell slot and without any material components. Once you cast either spell in this way, you cannot do so again until you finish a long rest. 

Finally, you can turn nature in its rawest elements into deadly weapons no matter your form. Once each turn, you can use a bonus action to choose a target point within 30 feet and one of the following element options. If the element you choose is not present at or near the target point, any damage dealt by this feature is halved, you have disadvantage on your spell attack, and creatures have advantage on any saving throws made to resist it.

Air. Each creature within 20 feet of that point must make a Strength saving throw . On a failure, a target takes bludgeoning damage equal to 3d8 + your Wisdom modifier and is flung up 20 feet away from the target point in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 1d8 bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

In addition, all ranged attacks within 30 feet of the target point have disadvantage until the beginning of your next turn. 

Earth. Clumps of dirt and stone explode outward. Creatures within 10 feet of the target point take 4d8 bludgeoning damage and are knocked prone . A creature that makes a Strength saving throw against your spell save DC takes half damage is not knocked prone.

Fire. Flames roil outward in a burst of inferno. Creatures within 15 feet of the target point take 6d6 fire damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.

Ice. You condense and flash freeze the water from a vast area above you into a massive boulder to drop down with immense force. Make a ranged spell attack against a creature at least 30 feet below the target point. On a hit, the creature takes 4d6 bludgeoning damage and 4d6 cold damage.

In addition, the area in a 20-foot radius around the creature becomes difficult terrain for 1 minute.

Water. You create a 20-foot tall, 20-foot wide wave that travels 30 feet in one direction and then crashes down. Any Large or smaller creatures and objects in the wave’s path make a Strength saving throw against your spell save DC. On a failure, a creature takes 4d8 bludgeoning damage and is carried with the wave. Any creature that succeeds on its saving throw takes no damage and is not moved.

Wood. Splinters appear and fling themselves into flesh and armor alike. Creatures within 20 feet of the target point take 4d6 piercing damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.


Secrets of Nature

When you gain access to a new secret of nature, choose one of the following.

Aerial Surveyor

You are at home soaring at dizzying heights and peering towards the horizon. You can familiarize yourself with a 5-mile radius area around you by spending a minute studying your surroundings while flying or at great heights. Once you familiarize yourself with an area in this way, you gain an expertise die on any Perception or Survival checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest

Aquatic Delver

You are at home in the depths, able to control your breathing and attune to the subtle movements of the water. You gain a swimming speed equal to your Speed and you add your Wisdom modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water you gain blindsight out to a range of 10 feet. 

Cavern Skulker

You’ve grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, while you are in complete darkness and not deafened you gain blindsight out to a range of 15 feet.

Desert Dweller

Few choose to willingly live where the sun relentlessly burns overhead but you find tranquility amongst the sands. You are naturally acclimatized to hot weather and extremely high temperatures. In addition, while in a desert or similar arid environment you can spend 1 hour scouring the area for food and digging for water to generate 1 Supply. Once you use this feature, you cannot do so again until you finish a long rest

Eldritch Survivor

You’ve grown to know the lands twisted by the fey, distorted by magical pollution, or places otherwise warped in unnatural ways. You may make Survival checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.

Herbal Apothecary 

Forests and jungles are filled with natural medicines ripe for the picking. You gain an expertise die on checks made using an herbalism kit and checks made to locate herbal ingredients. In addition, whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many medicinals or rare herbs.

Marshland Guide

Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands. In addition, you ignore the effects of roughing it imposed by resting in wet or swampy environments. 

Master Forager

No matter the brush you always know how to harvest nature’s bounty. You have advantage on checks made to locate or harvest edible flora in the wild and gain twice as many Supply as normal when doing so.

Mountain Climber

You gain a climbing speed equal to your Speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.

Tundra Explorer

You embrace the cold of snowbound tundra. You are naturally acclimatized to cold weather and extremely low temperatures, you ignore the disadvantage to Perception checks imposed by blizzards, and you automatically succeed on concentration checks imposed by blizzards. In addition, you ignore the effects of roughing it imposed by resting without warmth in environments of extreme cold.

Cleric

Cleric

Cleric

Clerics are the conduits through which many deities and greater entities of the planes manifest their will, and as such have great variety among their number.

Some clerics worship one or many gods (possibly even entities of darkness) while others attend to a philosophy or ideology which resonate with matters of ultimacy. Witting or unwitting, joyful or begrudging, lighthearted or solemn—clerics are the sheer presence of divine favor.

 

Divine Mission

With divine power at their fingertips clerics can heal the wounded and even revive the dead. Their allies glow with boons wrought from outside the Material Plane, and their enemies fall into shadow and flame as they feel the wrath of almighty forces. These abilities are granted when the cleric is chosen by a greater entity, or even a whole pantheon, to fulfill a divine duty, and more are given as they prove themselves worthy. With expertise in both protection and affliction, clerics are indomitable allies and terrifying foes. When the time calls for it some are just as handy in close quarters with a mace or warhammer as they are at the sidelines with an amulet and divine word. Unlike many spellcasters, a cleric distills their magical ability from acts of devotion and revelations from beyond the pale. Their command over supernatural power stems from their unique connection to forces outside of this realm, and from the mission granted to them.

Revelation

No matter their religion or cause, a cleric is distinct from the average worshiper and even those at the highest echelons of its hierarchy. Rather than simply choosing a spiritual path, they are called to a spiritual duty. Their greater entity has chosen them as a vessel for their will, anointing the cleric with theurgic magic to manifest commands from beyond.

A cleric may receive their divine mission in the fog of a dream, the gentle whispers of nature, or the appearance of an intercessory messenger (such as angelic or demonic beings, a holy animal, or a long-deceased ancestor) after long study of holy texts. The cleric may even have been non-religious until the moment of their calling (and might still consider themselves that way), born with an innate skill or understanding essential to their mission—for them worship is often more in the form of deeds than in prayer or meditation. Their precise goal is shaped by the entity or pantheon they worship and their chosen archetype (and perhaps a discussion with the Narrator). An oracle may be bound to travel the world and distribute word of things to come, whereas a healer may wade into the chaos of battle to rescue the wounded. Whatever their mission, adventure is central to the life of clerics as they perform the extraordinary to fulfill their duty. 

Creating a Cleric

The most important detail for your cleric is their religious identity. Are you a member of a religious or philosophical tradition, or are you non-religious? How did becoming a cleric change your life? As a cleric you are a chosen of a greater entity or pantheon and a religious or ideological leader in some form. Do you have a relationship with the other elders of your faith? Were you appointed to this role, or do you come to your authority by other means?

Having faith is important, but clerics are also the hands and mouthpiece of the power they serve. Many clerics are representatives of kindly and nurturing forces, while others serve wrathful entities whose message strikes the heart with terror. What services or actions make your spiritual leadership? What is the divine message you have to share?

Table: Cleric 

Level

Proficiency Bonus

Features

Signs
Known

1st

+2

Cleric Archetype, Defensive Blessing, Sacred Call, Spellcasting

2nd

+2

Archetype Feature, Channel Divinity, Principles of Devotion

3rd

+2

Signs of Faith

1

4th

+2

Ability Score Increase, Sacred Office

1

5th

+3

Empowered Turning

1

6th

+3

Archetype Feature, Channel Divinity

1

7th

+3

2

8th

+3

Ability Score Increase, Archetype Feature, Empowered Turning

2

9th

+4

Sacred Presence

2

10th

+4

Providence

2

11th

+4

Empowered Turning

3

12th

+4

Ability Score Increase

3

13th

+5

3

14th

+5

Empowered Turning

3

15th

+5

4

16th

+5

Ability Score Increase

4

17th

+6

Archetype Feature, Empowered Turning

4

18th

+6

Channel Divinity

4

19th

+6

Ability Score Increase

4

20th

+6

Avatar of Faith

5

 


1st LevelCLASS FEATURES

As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: Choose one from herbalism kit, an artisan tool, or a musical instrument

Saving Throws: Wisdom, and either Intelligence or Charisma

Skills: Choose two from Culture, History, Insight, Medicine, Persuasion, and Religion

Equipment

You begin the game with 125 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background. 

  • Holy Warrior’s Set (Cost 122 gold): Longbow and 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol)
  • Righteous Combat Set (Cost 87 gold): 4 javelin, warhammer, 5 wooden stakes, chain shirt, medium shield, emblem divine focus (holy symbol), explorer’s pack
  • Spiritual Protector’s Set (Cost 90 gold): Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack

1st LevelCleric Archetype

Your holy vocation comes to the fore through your choice of a Cleric Archetype. Choose one of the following archetypes: Healer, Lightbringer, Oracle, or Warpriest. This choice represents how you wish to communicate your values and ideals to the world at large. Although some archetypes lend themselves to a given religion or ideology, each archetype is suitable for most any belief system—even if such a presentation is provocative. Your choice of archetype will likely help inform your character’s goals, desires, and even personality. 

At 1st level you gain archetype spells and other features. Your archetype grants you additional features at 2nd, 6th, 8th, and 17th level.

Archetype Spells

With your archetype you gain access to a list of archetype spells at the levels noted in your archetype description. Once you gain an archetype spell it is always prepared and doesn’t count against the spells you can prepare each day. 

If you gain an archetype spell that is not on the cleric spell list, it is considered a cleric spell for you. 


1st LevelDefensive Blessing

Starting at 1st level, the high powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.

Armor of Conviction

While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Also, in addition to the spells you normally prepare, you always have shield of faith prepared.

Sacred Archery 

You gain proficiency with light armor, medium armor, and ranged martial weapons.

Spirit Soldier

You gain proficiency with light armor, medium armor, and shields.


1st LevelSacred Call

Also at 1st level, your clerical vocation anoints you with certain graces for spreading your message to the people. Choose one of the following.

Clerical Charisma

Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.

Ordination

Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle.

Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.

Zeal of the Convert

You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead.


1st LevelSpellcasting

Sanctioned by the highest powers, you can cast spells to enact sacred miracles. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Level

Cantrips
Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

3

2

2nd

3

3

3rd

3

4

2

4th

4

4

3

5th

4

4

3

2

6th

4

4

3

3

7th

4

4

3

3

1

8th

4

4

3

3

2

9th

4

4

3

3

3

1

10th

5

4

3

3

3

2

11th

5

4

3

3

3

2

1

12th

5

4

3

3

3

2

1

13th

5

4

3

3

3

2

1

1

14th

5

4

3

3

3

2

1

1

15th

5

4

3

3

3

2

1

1

1

16th

5

4

3

3

3

2

1

1

1

17th

5

4

3

3

3

2

1

1

1

1

18th

5

4

3

3

3

3

1

1

1

1

19th

5

4

3

3

3

3

2

1

1

1

20th

5

4

3

3

3

3

2

2

1

1

 

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

In addition to these, you also know the thaumaturgy cantrip.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest .

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting spells doesn’t remove them from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can also cast the ceremony spell as a ritual whether you have the spell prepared or not.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.


Level 2Channel Divinity

At 2nd level, you are able to channel the energy of your greater entity directly, and use it for a variety of magical effects. You start with two of these effects: Turn Undead and an additional effect dependent on your chosen Cleric Archetype. Some archetypes provide additional uses of Channel Divinity as your cleric level increases, detailed under the heading of your chosen archetypes. 

You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.

Some Channel Divinity effects require saving throws . The DC for this is the same as your cleric spell save DC.

From 6th level you can use your Channel Divinity twice between rests , and beginning at 18th level you can use it three times between rests. Finishing a short or long rest regains your expended uses.

Channel Divinity: Turn Undead

As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw . If the creature fails it is turned for 1 minute or until it takes damage from any source. 

A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. 


Level 2Principles of Devotion

At 2nd level, after much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself.

Chaste

In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed . You also gain one skill specialty chosen from Insight, Persuasion, or Religion.

Destitute

In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inkeeps offer free lodging.

Devotional Integrity

You adhere to a strict code of morality and ethics. When an action you take is honest and non-violent, until the end of your turn you are immune to the rattled condition and you do not suffer disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that action.

Image of the Divine

You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain one skill specialty chosen from Insight, Intimidation, or Persuasion.

Merciful

In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws , you have advantage on death saving throws.

Rule of Ritual

You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it, and when you grant expertise dice with a spell of 1st-level or higher, the expertise die you grant increases by one step.

Secrecy

Your mission from your deity requires you to work undercover, concealing your true self with a secret identity. In exchange for forgoing the pleasure of true connection and friendship, you gain an expertise die on Deception checks.

Severity

In exchange for forgoing weaknesses such as helping or protecting others (except when it serves you), you add your Wisdom modifier to Perception checks made to find valuable objects, and on opposed checks made against the Persuasion check of another creature.

Silence

In exchange for speaking only to cast spells, you are able to compel other creatures to action with only a glance. When a creature within 10 feet of you makes a Persuasion check, you may add your Wisdom modifier to the result.


2nd LevelArchetype Feature

At 2nd level you gain another archetype feature.


Level 3Signs of Faith

At 3rd level, you gain a sign of faith of your choice. Signs of faith are detailed at the end of your class description. The Signs Known column of the Cleric table shows when you gain new signs. 


Level 4Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Level 4Sacred Office

Also at 4th level, your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following. 

Auspicious Collaborator

The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.

People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.

Divine Authority

Your connection to religious hierarchy opens many doors. Sermons you give and courtesy calls you make to different religious groups put you in contact with a local representative of your faith, who is happy to strongly recommend you to another local leader. You gain one specialty chosen from Culture, Insight, or Persuasion. In addition, you gain an expertise die on Culture, Insight, and Persuasion checks made against local leaders to whom you are recommended that would otherwise be indifferent towards you.

Engaging Proclaimer

Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain an expertise die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.

Reputation

Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight, and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to are one stage better than normal (the indifferent become friendly, the hostile become indifferent).

Symbol of Might

The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain one Intimidation specialty, and you gain an expertise die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you, if they were previously. 


5th LevelEmpowered Turning

At 5th level your greater entity grants you improved ways to turn undead or other abhorrent beings. You gain this feature again at 8th, 11th, 14th, and 17th level. Each time you gain Empowered Turning, choose one of the following:

Command Undead

If you choose, creatures you turn instead regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) which they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one.

Destroy Undead

Creatures turned by you of CR ½ or less are immediately destroyed, transformed into dust by a blinding flash of light. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option. 

Turn Ideology

Choose one of the following: Chaotic, Evil, Good, or Lawful. When you use Turn Undead, you can also choose to affect creatures with the chosen alignment trait. You can select this option multiple times.

Turn Supernatural

Choose a creature type from celestial, elemental, fey, or fiend. When you use Turn Undead, you can also choose to affect creatures of that type. You can select this option multiple times.


6th levelArchetype Feature

At 6th level you gain another archetype feature.


6th levelArchetype Feature

At 8th level you gain another archetype feature.


9th LevelSacred Presence

At 9th level, you bring the true presence of your ideals wherever you go. Choose one of the following.

Cosmic Idealist

Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You gain the chosen alignment trait or alignment traits. You can identify creatures that have the same alignment traits as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them.

Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.

Eyes of the Heart

You have a way of really seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information. 

Spiritual Salve

Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check or saving throw that they fail. If they do so, they must use the new roll. This feature cannot be used on saving throws made to maintain concentration on a spell. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a long rest .


10th LevelProvidence

At 10th level, the potency of your faith increases. Choose one of the following.

Divine Intervention 

Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The Narrator chooses the nature of the intervention; the effect of any cleric spell or cleric archetype spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest

After each failed divine intervention roll, add 1 to the number required to succeed until it is a success, at which point it resets to your cleric level or below.

At 20th level, your call for intervention succeeds automatically, no roll required.

Imminent Turning 

A powerful connection to the life force of your greater entity extends the range of your Turn Undead. You may now Turn Undead from up to 60 feet away.

Master Ritualist 

Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared. 

Prayer of Protection

After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest


17th LevelArchetype Feature

At 17th level you gain another archetype feature.


Level 20Avatar of Faith       

At 20th level, your secret inner divinity is finally revealed. You can use your Channel Divinity to become a conduit of the divine, flooding the world around you with the unfettered power of the Moral Planes. Once you have used either of these options, you cannot use that option again until you finish a long rest .

Channel Negative Energy

You can use an action to evoke baleful energy from the Lower Planes to harm creatures you are able to see. You choose the creatures. Each creature makes a Charisma saving throw or takes 5d10 force damage and 5d10 necrotic damage, or half damage on a success. 

When you use this feature, you also choose one of the following conditions: blinded , confused , deafened , frightened , poisoned , rattled , or slowed . A creature that failed its saving throw also gains the chosen condition. At the end of each of its turns, a creature can repeat the saving throw to end the effect on itself.

In addition, you can choose any number of creatures you can see that have the Evil alignment trait. Each regains 5d10 hit points.

Channel Positive Energy

You can use an action to evoke energy from the Upper Planes to heal creatures you are able to see. You choose the creatures and divide 200 hit points of healing among them.

A creature that regains hit points from this feature is also healed of one level of fatigue and one level of strife , and if it is blinded , charmed , confused , deafened , doomed , frightened , paralyzed , petrified , poisoned , rattled , slowed , or stunned those conditions end for it. This feature cannot be used on undead or constructs.


Signs of Faith

When you gain access to a new sign of faith, choose one of the following.

Ancestral Guidance

In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.

Compassionate Nurse

Your insight and sympathy more than make up for your lack of formal medical training. You gain an expertise die on Medicine checks. In addition, you may always choose to use Wisdom when making Medicine checks.

Faithful Historian

You have a deep relationship with religious history and art. You gain an expertise die on History checks. In addition, you may always choose to use Wisdom when making History checks.

Gentle Healer

During a short rest , you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended Hit Dice twice, taking the higher result. You may not expend your own Hit Dice while using this feature, since you use all of your energies to heal your companions.

Graceful Fall

Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction. 

Monastic Austerity

Your greater entity acts as a buffer to shield you from hardship or your religious self-discipline sustains you even during harsh times. Preventing the first level of fatigue you would take each day.

Numinous Awareness

When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.

Premonition

You have the ability to interpret messages sent to you in dreams or visions by your greater entity. After each long rest you know either:

- a piece of information that will help you in your endeavours before the end of your next long rest,

- or, how one action will play out before the end of your next long rest. Roll a d20. Before the end of your next long rest, you may choose to replace any roll made by a creature that you can see within 30 feet of you with the result of this d20 roll.

The Narrator lets you know which benefit is available whenever you finish a long rest.

Preservation

Your connection to a greater entity allows you to sense poison or disease in food, drink, or other consumables. You must have had direct contact with them or their container in order to sense this corruption.

Righteous Path

Divine intuition guides you through the tangled paths of constructed or inhabited areas without confusion. Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an action to sense if there are traps within 30 feet, but not the location or nature of the traps.

Soothing Words

Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest

Supernal Intuition

Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.

Theologian

Years of devoted learning have given you a deep understanding regarding the evolution of religion, theology, and the figures involved. You gain an expertise die on Religion checks. In addition, you may always choose to use Wisdom when making Religion checks.

Voice of Doom

Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Wisdom when making Intimidation checks.

Bard

Bard

BardIf there is any truly social role within the realm of medieval fantasy it is the bard.

An expert of music, stories, and trickery, no team of adventurers are complete without their trusty chronicler enshrining their legend with every step. Serving as their face when it comes to social interactions and also as their support when battle inevitably breaks out, bards can be molded to fit whatever group they choose to be a part of.

More Than Vocal

The most important part of playing a bard is knowing your party’s strengths and weaknesses. For the most part understanding what your team lacks is beneficial to someone who is an actual jack-of-all-trades. Bards offer fantastic support to all the other classes either as a backup healer, a secondary spell slinger, or a magician with great utility. However when on their own and in the right company, bards can easily outshine others in both magic, combat, and social interactions—but be warned for a jack-of-all-trades is a master of none, and not focusing on particular aspects of adventuring can spread a bard quite thin.

Music Makes the World Go Round

It is said that if one’s name is taken in song that they can never truly die, and so it is the bard’s purpose to immortalize in their art the adventures they experience. From a tossed coin to the symphony of the greatest goblin, bards across the land can influence the world around them with the power of their song. History is written by the winners, but rebellions can be sparked by the single twang of a lute.

Creating a Bard

Being a bard is more than just grabbing a musical instrument and strumming alongside the party. Your job—outside of basically being the lifeline of everyone’s livelihood—is to tell the tales of adventure and valor from the perspective of someone who lived them. Are you doing it so you can tell the specific tales of a specific person? Are you on the hunt for something grander than other people have found? Or have you foreseen the course of current events and noticed that a pivotal moment shall come with the actions of a few good adventurers, so you join them hoping to become something greater? 

Always remember however that of all things your reputation is what makes you stronger, be it good or bad. Not many can work wonders amongst the people of your world like you can.

Level

Proficiency
Bonus

Features

Battle
Hymns

Tricks
Known

1st

+2

Art Speciality, Bardic Inspiration, Battle Hymn, Spellcasting

1

2nd

+2

Adventuring Tricks, Jack-of-All-Trades, Varied Expertise

1

1

3rd

+2

Bard Archetype Feature

1

1

4th

+2

Ability Score Increase, Bardic Legend (1st), Battle Hymn Focus 

2

1

5th

+3

Bardic Inspiration (d8), Font of Inspiration, Key Change

2

1

6th

+3

Bard Archetype Feature, Prestigious, Varied Expertise

2

2

7th

+3

Bardic Legend (2nd), Maestro

3

2

8th

+3

Ability Score Increase, Battle Hymn Specialization

3

2

9th

+4

Bard Archetype Feature

3

3

10th

+4

Bardic Inspiration (d10), Varied Expertise

4

3

11th

+4

Art Mastery, Bardic Legend (3rd)

4

3

12th

+4

Ability Score Increase, Battle Hymn Specialization

4

3

13th

+5

Universal Trick

5

4

14th

+5

Bard Archetype Feature, Varied Expertise

5

4

15th

+5

Bardic Inspiration (d12) Bard Archetype Feature

5

4

16th

+5

Ability Score Increase, Universal Trick

6

5

17th

+6

Art Mastery, Grand Battle Hymn

6

5

18th

+6

Varied Expertise

6

5

19th

+6

Ability Score Increase, Universal Trick

7

5

20th

+6

Virtuoso

8

6

 


1st LevelCLASS FEATURES

As a bard, you gain the following class features.

Hit Points

Hit Dice: 1d8 per bard level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool

Saving Throws: Dexterity, Charisma

Skills: Choose any three

Equipment

You begin the game with 135 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Agitator Set (Cost 110 gold): Dagger, hand crossbow with 20 crossbow bolts, padded cloth, entertainer’s pack, flute
  • Ambassador Set (Cost 91 gold): Longsword, shortbow with 20 arrows, padded leather, diplomat’s pack, violin

1st LevelArt Speciality

No bard is complete without their instrument. Be it a flute, a lute, or even your own voice, starting at 1st level you learn how to make art your greatest weapon for influencing the battlefield. For the purposes of spellcasting, any musical instrument that you have proficiency with counts as a spell focus. Although spells can be cast without these instruments, only targets that are able to perceive your performance can benefit from this feature. Whenever you finish a short or long rest , choose one of the following to be your Art Specialty.

Percussion (Casabas, Castanets, Drums, Maracas). Any instrument played by being struck or scraped (either by other instruments or against each other) qualifies as a percussion instrument. When using this musical art as a spell focus, you double the ranges of bard spells from the sound school. A sound spell that has a range of touch increases its range to 30 feet.

String Instruments (Harp, Lute, Lyre, Violin, Dulcimer). String instruments are played by plucking and twanging strings. When using this musical art as a spell focus, whenever you cast a bard spell from the movement or teleportation school you can target an additional creature within 15 feet of you.

Visual (Calligraphy, Dance, Light Manipulation, Shapes). There are many ways to undertake a visual performance whether through illustration, illusion magic, or legerdemain. When using this art as a spell focus, whenever you cast a bard spell you may choose to make an ally able to see you the point of origin of that spell. You must be able to see any targets of the spell.

Voice (Humming, Insults, Oration, Singing). When using this musical art as a spell focus, you have advantage on checks made to maintain concentration on a bard spell.

Wind Instruments (Flute, Horn, Ocarina, Trombone, Bagpipes). Any instrument played by passing air through it qualifies as a wind instrument. When using this musical art as a spell focus, whenever you cast a bard spell you can make a Deception or Performance check. Any observers with a passive Insight score equal to or less than the result of your check do not see or hear you cast the spell. Once you have used this feature three times, you cannot do so again until you finish a long rest.


1st LevelBardic Inspiration

You have a preternatural ability to inspire those around you. You can use a bonus action to choose one creature other than yourself within 60 feet of you who can hear or see you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the Narrator says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses when you finish a long rest .

At 5th level your Bardic Inspiration die increases to d8, at 10th level it increases to d10, and at 15th level it increases to d12.


1st LevelBattle Hymn

Like music, battle can be wild and chaotic, and through the sensible use of formula and talent order can be brought with a dedicated change of tune. At 1st level, you learn a battle hymn. It can be expressed in any way you like—a special leitmotif in your music, a change in pitch, or even a more advanced version of your favorite art.

Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn.

The number of battle hymns you know are listed in the Battle Hymns Known column of the Bard table. Whenever you gain a bard level, you may swap one battle hymn you know for a new battle hymn.

Audience. Unless stated otherwise a battle hymn does not have a target until you choose one, and each targets a single creature within 30 feet. You may choose to target a creature at any point, but after targeting a battle hymn its target cannot be changed.

Sustained Song. When you have an activated battle hymn but have not chosen a creature to benefit from it yet, at the start of your turn when it would end you can instead choose to sustain the battle hymn until the start of your next turn without expending a use of Bardic Inspiration.


Table: Battle Hymns

Bard Level

Battle Hymn

1st–4th

Harmony of Pain. The creature gains a number of temporary hit points equal to your Bardic Inspiration die.
Overbearing Rhythm. An attacker targeting the creature has disadvantage on its attack roll.
Song of Clarity. At the start of the creature’s turn, if it is not at 0 hit points the creature may expend and roll one of its hit dice to regain hit points.

5th–8th

Bastions of Justice. The creature gains a bonus to saving throws equal to your Charisma modifier (minimum +1).
Call to Arms. The creature can roll one additional weapon damage die on its weapon attacks. If the creature makes weapon attacks on its next turn and misses, you can sustain this battle hymn without expending a use of Bardic Inspiration.
Placid Tones. The creature gains an expertise die on Intelligence, Wisdom, and Charisma checks.

9th–12th

Heaven’s Blessing. When the creature benefits from your Bardic Inspiration, it rolls the Bardic Inspiration die twice and uses the higher result.
Ode of Blood. If the creature is dying, it continues making death saving throws but stops being incapacitated for up to 3 rounds. The creature becomes incapacitated if it takes any damage, and it dies if it fails its last death saving throw. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a short or long rest.
Willful Serenade.  Until the end of the combat, the creature ignores up to 4 levels of fatigue or strife it is suffering from (how much of each to ignore is determined by the creature).

13th–16th

Doomsayer. The creature takes a –1d8 penalty on attack rolls.
Onward to Battle. The creature gains a 40 foot increase to Speed.
Rise and Fight. A dying creature regains hit points equal to your Bardic Inspiration die. Once a creature has benefited from this battle hymn, it can’t benefit from it again until it finishes a long rest .

17th–20th

Bring Low the Foe. The creature takes a –1d8 penalty on saving throws. In addition, it is rattled for 1d4 rounds after the battle hymn ends.
Carry the Spirit. The creature gains advantage on saving throws .
Inspiring Crescendo. The creature gains a 1d6 expertise die on ability checks. Unlike normal, this expertise die can be as high as a d12.

 


1st LevelSpellcasting

You have developed a talent for creating magic through artistic expression, whether that be a melody made enchanted or a dance that unlocks power from beyond the mortal realms. 

Level

Cantrips
Known

Spells
Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

2

4

2

2nd

2

5

3

3rd

2

6

4

2

4th

3

7

4

3

5th

3

8

4

3

2

6th

3

9

4

3

3

7th

3

10

4

3

3

1

8th

3

11

4

3

3

2

9th

3

12

4

3

3

3

1

10th

4

13

4

3

3

3

2

11th

4

14

4

3

3

3

2

1

12th

4

15

4

3

3

3

2

1

13th

4

16

4

3

3

3

2

1

1

14th

4

17

4

3

3

3

2

1

1

15th

4

18

4

3

3

3

2

1

1

1

16th

4

19

4

3

3

3

2

1

1

1

17th

4

20

4

3

3

3

2

1

1

1

1

18th

4

21

4

3

3

3

3

1

1

1

1

19th

4

22

4

3

3

3

3

2

1

1

1

20th

4

23

4

3

3

3

3

2

2

1

1

 

Cantrips

At 1st level, you know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these bard spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Ritual Casting

You can cast any bard spell you know as a ritual if it has the ritual tag.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, as your magic is fueled by how you express your inner self upon the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier 

Spellcasting Focus

You can use an arcane focus or Art Speciality as a spellcasting focus for your bard spells.


2nd LevelAdventuring Tricks

Even when abroad you are most at home when surrounded by those who love you—or at least tolerate you. At 2nd level you learn one adventuring trick of your choice. Adventuring tricks are detailed at the end of the class description. The Adventuring Tricks Known column of the Bard table shows when you learn more adventuring tricks.


2nd LevelJack-of-All-Trades

Starting at 2nd Level, whenever you make an ability check with a skill or tool you are not proficient with, you add half your proficiency bonus (rounded down).


2nd LevelVaried Expertise

Also at 2nd level, choose one skill or tool you are proficient with. You gain an expertise die on checks made using the chosen skill or tool. At 6th level, and again at 10th, 14th, and 18th level, choose an additional skill or tool.


3rd LevelBard Archetype

At 3rd level you choose exactly what kind of bard you want to be: a loremaster, minstrel, mountebank, or warchanter. Your choice grants you features at 3rd level and again at 6th and 14th level.


4th LevelAbility Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


4th LevelBardic Legend

No one is a true artist until others appreciate their work. Through the course of your career as a bard your talent can attract to your doorstep both the most curious of fans and also the vilest of enemies. 

At 4th level you write a bardic tale of your adventures. Your bardic legend takes whatever form you like. When you enter a settlement and spend a day playing or recounting the tale, the reputation of you and your allies starts to grow. In addition to receiving local quests suited to the exploits detailed in your bardic legend, when you rest in a settlement that knows your bardic legend you and your allies regain all spent Hit Dice over the course of a long rest . In addition, you gain an expertise die on Prestige checks made in the settlement.

Starting at 7th level, you craft a second bardic legend. Commoners are either more amenable or afraid of you depending on the type of bardic legend you create. Choose one of the following skills: Deception, Insight, Intimidation, or Persuasion. You gain advantage on checks made using the chosen skill against any commoner that has heard your bardic legend.

Beginning at 11th level, you craft a third bardic legend that is able to spawn other tales. Whenever you enter a settlement, you can name a new bardic legend of your choice. Allies that are part of the tale gain inspiration when they finish a long rest in that settlement. Any other creatures that are part of that tale have their reputations ruined—either they confront you directly to stop the rumor, or they are unable to hide or deal in that town for the length of time you are in it. Once you have used this feature in a settlement, you cannot do so again until you finish a long rest .


4th LevelBattle Hymn Focus

Also at 4th level, as soon as battle commences your mind focuses on inspiring your allies. At the end of another creature’s turn, you can use your reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet.

In addition, choose one of the following.

  • Your battle hymns no longer require concentration .
  • Your battle hymns can affect a number of additional creatures equal to your Charisma modifier (minimum 1).
  • You learn an additional battle hymn that does not count against the number of battle hymns you can know. When choosing this battle hymn, you are treated as having 4 more bard levels for the purpose of meeting its prerequisites. If you change this Battle Hymn Focus, you forget the additional battle hymn.

Whenever you gain a bard level, you may change your Battle Hymn Focus.


5th LevelFont of Inspiration

Starting at 5th level, you regain all expended uses of Bardic Inspiration whenever you finish a short rest .


5th LevelKey Change

Also at 5th level, you can use a bonus action to switch instruments and change your Art Speciality. Once you have used this feature, you cannot do so again until you finish a short or long rest .


6th LevelPrestigious

Beginning at 6th level, you cannot help but draw attention and spread your reputation. Your Prestige rating increases by an amount equal to half your proficiency bonus. When you reach 11th level, your Prestige rating instead increases by an amount equal to your proficiency bonus.


Level 6Archetype Feature

At 6th level you gain another archetype feature.


7th LevelMaestro

At 7th level you become so perfect in your craft that your style begins to bleed over into all your other workings. Choose one type of Art Speciality. You always gain the benefits of that Art Speciality no matter what instrument or art you are using.


8th LevelBattle Hymn Specialization

At 8th level, the energy and focus you bring to battle make your presence in combat a crucial factor for victory. The range of your battle hymns increases to 60 feet. 

In addition, choose one of the following.

  • You can expend 2 uses of Bardic Inspiration to activate two Battle Hymns at the same time. Losing concentration or changing battle hymns deactivates both.
  • Pick three spells of 4th-level or lower that have only vocalized components. These spells may be from any class spell list. You may spend 2 uses of Bardic Inspiration to cast one of the chosen spells at the start of your turn with no action required (instead of activating a battle hymn).
  • When you expend a use of Bardic Inspiration to activate a battle hymn, you may also grant a Bardic Inspiration die to a creature within 60 feet.

Whenever you gain a bard level, you may change your Battle Hymn Specialization.

At 12th level, you gain a second Battle Hymn Specialization.


11th LevelArt Mastery

At 11th level, the use of your art specialty has transcended into something beyond majestic. You gain one of the following art masteries. At 17th level, you gain an additional art mastery.

Percussion: Rolling Rhythm. You can throw a spell’s magic, rebounding it from one place to another. When using this musical art as a spell focus, if you cast a spell that targets only one creature, you can target an additional creature within range of the first (as if it were casting the spell). Once you have used this feature a number of times equal to half your proficiency bonus, you can’t do so again until you finish a short rest .

String Instruments: Melody for All. The melodies you pluck spread like gusts of wind. You gain a number of melody charges equal to your Charisma modifier, which you regain whenever you finish a long rest . When using this musical art as a spell focus, if you cast a spell that targets only one creature you can spend a melody charge to target an additional creature within the spell’s range. 

Visual: Dual Masterpiece. Your magic resonates through the air. When using this musical art as a spell focus, after casting a bard spell that used an ally as its point of origin on your last turn, if you cast the same spell normally its spell level increases by 2. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest.

Voice: Everlasting Song. The spells you cast resound upon themselves. When concentrating on a bard spell, you automatically succeed on checks made to maintain concentration while you are using this musical art as a spell focus.

Wind Instruments: Perfect Pitch. While using this musical art as a spell focus, you gain advantage on Deception and Performance checks to conceal the casting of bard spells.


13th LevelUniversal Trick

Whether from watching your fellow adventurers work, from tales of your predecessors, or simply because you are just that talented, you have taken to adopting the techniques of your peers. 

At 13th level, and again at 16th and 19th level, you learn a developed talent from the berserker class, a sign of faith from the cleric class, a soldiering knack from the fighter class, or an elective study from the wizard class. You may only learn one Universal Trick from any individual class.


Level 14Archetype Feature

At 14th level you gain another archetype feature.


17th LevelGrand Battle Hymns

At 17th level, you master one of three grand battle hymns that can shake the firmament with arcane power. Choose one of the following grand battle hymns. Once you have used your grand battle hymn, you can’t do so again until you finish a long rest .

Beyond the Grave. All allies within 60 feet of you that are bloodied or unconscious are restored to half their maximum hit points. In addition, each is healed of up to 3 levels of fatigue

Magic Never Dies. Allies within 30 feet of you regain up to 5 levels of spell slots, or if they have no spell slots, gain 30 temporary hit points.

Taste of Victory. Allies within 30 feet of you gain a blessing of victory that remains for up to 24 hours or until it is expended. A blessing of victory can be expended while rolling a d20 to gain advantage on an attack roll or opposed ability check. 


20th LevelVirtuoso

At 20th level, your capacity for drawing a crowd reaches dizzying new heights. As an action, you can expend a use of Bardic Inspiration to start an epic performance that lasts for 1d4 rounds. During that time, you can choose up to 50 creatures that are within 120 feet of you. Each creature able to hear or see your Epic Performance makes a Charisma saving throw against your bard spell save DC. If a creature fails its saving throw, it is charmed by you for the duration plus 6 days, or until you or your companions do anything harmful to it. A charmed creature regards you as a friendly acquaintance. 

The performance ends early if you are incapacitated or silenced , or if you voluntarily end it (no action required). At the end of the duration, you can expend an additional use of Bardic Inspiration to extend the duration by 1d4 rounds. 

When your Epic Performance lasts at least 1 minute, at the end of the duration you can target each charmed creature as if using the mass suggestion spell cast at 9th-level. Creatures do not make saving throws to resist this effect. The commands you give a charmed creature are not obvious, and other creatures must make a Wisdom (Insight) check opposed by your Charisma (Performance) check to understand that you are doing anything more than giving a performance. You can give each creature its own set of commands, but can only give out 6 different sets of commands.

Once you use this feature, you can’t use it again until you finish a long rest .


Adventuring Tricks

When you gain access to a new adventuring trick, choose one of the following.

Bewitching Companion

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill. 

In addition, you gain an expertise die on checks made to influence anyone accompanying you on a journey.

Brutish Confrontation

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill. 

In addition, you gain advantage on ability checks made to prepare an ambush.

Improvised Engineering

You gain proficiency with Engineering. If you are already proficient with Engineering, you instead gain an expertise die . In addition, you gain advantage on Engineering checks made to build a temporary construction (such as a bridge or ladder) and shore up existing structures (like the wall of a collapsing building).

Marching Song

You know how to inspire and motivate your companions as they travel. Allies within 30 feet of you travel 1 mile per hour faster than normal. Your party cannot use Stealth while traveling in this manner.

Profitable

You gain proficiency with Performance. If you are already proficient with Performance, you instead gain an expertise die . Whenever you make a Performance check to earn coins, you gain twice as much as normal.

Resonance

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill.

In addition, when either you or a companion casts a ritual spell, its duration is doubled and it affects twice the usual number of targets.

Sly Confidant

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill. 

In addition, when you succeed on an opposed Intelligence, Wisdom, or Charisma check, you gain advantage on your next opposed Intelligence, Wisdom, or Charisma check against the same creature.

Song of Rest

Any creatures able to perceive you performing your art while taking a short rest and rolling Hit Dice regain an additional 1d8 hit points.

Showoff

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill. 

In addition, when you succeed on an Acrobatics or Athletics check to climb, balance, leap over danger, or otherwise physically overcome an obstacle, a number of allies equal to your proficiency bonus gain advantage on the same check made to overcome the same obstacle.

Townie

Choose one skill you are proficient with. You gain an expertise die on checks made using the chosen skill. As long as you have a positive reputation in a town or city, all basic goods and spellcasting components cost 1/3rd less (rounded down).

Widely Known

You do not have disadvantage on Prestige checks made outside the area described by your Prestige rating.

Adept

Adept

Adept

Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self.

Every adept has a different reason for striving towards ever greater heights of personal achievement, but all can be incredibly deadly.

Be they rough pugilists used to life in the pits, religious dancers whose prayer is battle, or covert assassins from secret societies adepts all learn amazing supernatural abilities that set them apart from common warriors. 

 

Power of Discipline

Adepts harness mental and physical power through training, an energy they call focus. While this can be fuel for supernatural feats, in essence it is nothing more than the innate potential every living being has. Adepts channel this power within themselves to accomplish the impossible and surpass the limitations of their bodies, allowing them to be as deadly unarmed as a trained warrior is with sharp blades. As they grow more powerful, they learn several new ways of using their focus.

Masters and Students

The art of the adept is old and personal, often taught by one master to a single student, and though the path to perfection is always long, each chooses their own different way to reach it. However they are all united by the generations of adepts that came before them, the ones who discovered these secrets and passed them forward. Adepts are always ready to learn, both when it comes to their own abilities and about the world around them. They are also always ready to teach, for they know their craft will never survive unless more adepts are trained like they were.

Creating an Adept

When creating an adept, ask yourself the following questions. Where did you meet your master? Why did they choose to train you? How was your relationship while you were training? Is your master still alive? Do they have enemies that might know about you? How ingrained are you with the adept community? Are you familiar with other adepts? Have you visited other masters, maybe even trained under them? Do you have any friends or rivals in other schools? Do you have any scars, whether physical or emotional, from engaging in battle with your peers?

Why have you chosen to walk the path to perfection? Have you suffered a crushing defeat due to your lack of martial prowess, or lost a loved one because you were not able to defend them? Did you witness a true master in action and hoped you could be like them? Are you the reincarnation of a legendary martial arts prodigy?

>Level

Proficiency Bonus

Martial Arts

Features

Techniques
Known

Focus
Features

Bonus
Exertion

Maneuvers
Known

Maneuver
Degree

1st

+2

1d4

Adroit Defense, Martial Arts

2nd

+2

1d4

Combat Maneuvers, Exertion Focus, Practiced Techniques

1

2

1st

3rd

+2

1d4

Adept Archetype, Battlefield Etiquette

1

1

2

1st

4th

+2

1d4

Ability Score Improvement

2

2

1

3

2nd

5th

+3

1d6

Extra Attack

2

3

1

3

2nd

6th

+3

1d6

Tradition Feature

3

4

2

4

2nd

7th

+3

1d6

Empty Mind

3

5

3

4

2nd

8th

+3

1d6

Ability Score Improvement

4

6

3

5

3rd

9th

+4

1d6

4

7

4

5

3rd

10th

+4

1d6

5

8

4

6

3rd

11th

+4

1d8

Tradition Feature

5

9

5

6

3rd

12th

+4

1d8

Ability Score Improvement

6

10

5

6

3rd

13th

+5

1d8

Acquired Knowledge

6

11

6

7

4th

14th

+5

1d8

7

12

7

7

4th

15th

+5

1d8

Great Reputation

7

13

7

8

4th

16th

+5

1d10

Ability Score Improvement

8

14

8

8

4th

17th

+6

1d10

Tradition Feature

8

15

8

9

5th

18th

+6

1d10

9

16

9

9

5th

19th

+6

1d10

Ability Score Improvement

9

17

9

10

5th

20th

+6

1d10

Grandmaster

10

18

10

10

5th

 


1st LevelCLASS FEATURES

As an adept, you gain the following class features.

Hit Points

Hit Dice: 1d8 per adept level 

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per adept level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, punching daggers, shortswords, throwing daggers

Tools: Choose one type of artisan’s tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Religion and Stealth

Equipment

You begin the game with 30 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Dungeoneer's Set (Cost 18 gold): Quarterstaff, 10 darts, dungeoneer’s pack
  • Explorer’s Set (Cost 25 gold): Shortsword, 10 darts, explorer’s pack

Level 1Adroit Defense

At 1st level, you learn special defensive techniques. Choose one of the following options.

Agile Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Brutal Defense

You are proficient with light armor. While you are wearing light armor, you replace your Dexterity modifier with your Strength modifier for AC. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor.


Level 1Martial Arts

At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
  • When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Level 2Combat Maneuvers

Starting at 2nd level, you gain the ability to use combat maneuvers . You gain proficiency in two combat traditions from the following list: Mirror’s Glint, Rapid Current, Razor’s Edge, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Adept table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

As an adept, you gain +1 to your maneuver DC.


Level 2Exertion Focus

At 2nd level, your training allows you to harness your mental energy into a supernatural state of focus. Some cultures refer to this energy as axé, prana, pneuma, or ki. Your access to this energy is represented by your exertion pool. 

You can spend exertion points to fuel various focus features. You start knowing three such features: Flurry of Blows, Long Step, and Patient Defense. You learn more focus features as you gain levels in this class.

Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: 

Focus save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 exertion to make two unarmed strikes as a bonus action.

Long Step

You can spend 1 exertion to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Patient Defense

You can spend 1 exertion to take the Dodge action as a bonus action on your turn.


Level 2Practiced Techniques

You have picked up a number of tricks in your path towards perfection. At 2nd level you gain a practiced technique of your choice. Your practiced techniques are detailed at the end of the class description. The Techniques Known column of the Adept table shows when you learn more practiced techniques. Unless otherwise noted, you can gain each technique only once.


Level 3Adept Archetype

When you reach 3rd level, you commit yourself to an adept archetype: a specialization that defines how you train your body to perfection. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.


Level 3Focus Feature

Focus features stem from the mastery of your internal energies. At 3rd level, and again every level after that, choose one option from the list below. Some features have requirements, such as minimum adept level or another focus feature. You must meet those requirements before you choose that focus feature.

Additional Attack

Requirement: 11th level

You can attack three times, instead of twice, when you take the Attack action.

Adept Weaponry

Requirement: 5th level

Choose two weapons or one rare weapon. If you are not proficient with them, you become proficient with them. They count as adept weapons for you.

Battering Shield

Requirement: 11th level

Your weapon attacks blend together so aggressively that your assault acts almost as a shield. When you hit a creature with two or more melee attacks in the same round, you gain a +2 bonus to AC against it until the beginning of your next turn.

Battle Dance

You gain proficiency in the Performance skill. As a bonus action, you can spend 2 exertion to bob and sway, starting a battle dance. Until the end of your turn, your Speed increases by 20 feet and opportunity attacks against you are made with disadvantage . When an opportunity attack misses you, you can use your reaction to retaliate with an unarmed strike.

Battle Meditation

As an action, you can spend 1 Hit Die to regain 1d4 exertion. You can’t use this feature again until you finish a short or long rest .

Beyond Size

Requirement: 11th level

You have learned to use your opponents’ size against them. You can use basic maneuvers against creatures of any size. If a creature is larger than you, when it saves against your basic maneuver you can use your reaction to give it disadvantage .

Closed Soul

Requirement: 9th level

When you make a saving throw , you can use your reaction and spend 2 exertion to gain advantage on saving throws against spells and other magical effects until the beginning of your next turn.

Dancing Maneuver

Requirement: 11th level, any dance

When you use a bonus action to activate a combat maneuver , you can spend 2 exertion to start one of your dances as part of the same bonus action.

Deflect Missiles

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your adept level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 exertion to make a ranged weapon attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as an adept weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Deflect Spells

Requirement: Deflect Missiles, 9th level

When you are hit by a ranged spell attack that deals damage, you can use your reaction and spend 2 exertion to deflect the magic. When you do so, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your adept level.

If you reduce the damage to 0, you can spend 1 exertion to redirect the spell to another target within 30 feet of you as part of the same reaction. You make this attack with proficiency using your Wisdom modifier.

Distant Death Dance

Requirement: 5th level

As a bonus action, you can inhale air slowly and spend 2 exertion to start the distant death dance. Until the end of your turn, your reach with unarmed strikes increases to 60 feet. You have disadvantage on melee attacks against creatures more than 20 feet away from you. 

Dual Stance

Requirement: 11th level, know at least 2 stance combat maneuvers

Your martial stances don’t end when you start another stance. You can have two stances active at the same time. If you are knocked unconscious , stunned , or begin a long rest both stances end.

Eye for Detail

Requirement: Proficiency with the Insight skill

You notice patterns others cannot. As an action, you can spend 1 exertion to study a creature you have watched speak for at least 1 minute. You can ask the Narrator one of these questions:

Is the creature hiding any strong emotions?

Does the creature have a secret agenda?

Did the creature lie in the last minute?

Is the creature hiding their true heritage and/or culture? 

  The Narrator must give you a truthful answer.  

Focused Strikes

Requirement: 5th level

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Forbidden Strike

Requirement: 7th level

When you hit an opponent with at least one attack from a Flurry of Blows, you can spend 1 exertion to deal additional damage equal to your martial arts die.

Hooked Swords Dance

When you are fighting with a shortsword in each hand, you use a bonus action and spend 2 exertion to hook them together to start a hooked swords dance. Until the end of your next turn, your shortswords gain the reach property. If you hit a target with both swords in the same turn, the target takes an additional 1d10 slashing damage.

Last Dance

Requirement: any dance

When the duration of one of your dances ends, you can spend 2 exertion to make the effect last until the end of your next turn.
In addition, if you know two or more dance focus features you can spend 3 additional exertion to activate two dances using the same bonus action.

Magic Resistance

Requirement: 15th level, Closed Soul

You have advantage on saving throws made against spells and other magical effects.

Maneuver Rush

Requirement: 7th level

When you hit with a maneuver that requires 2 attacks from your Attack action, you can use another maneuver that requires 1 or 2 attacks from your Attack action as part of the same Attack action. You can’t use this feature again until you finish a short or long rest .

Mind Over Body

You can use a bonus action and spend 2 exertion to gain temporary hit points equal to your martial arts die plus your adept level. 

Mirage Dance

Requirement: 5th level

As a bonus action, you can spend 2 exertion to swiftly start a mirage dance. Until the end of your next turn, you are under the effect of the mirror image spell. 

Paralyzing Strike

Requirement: 9th level

You can deal paralyzing blows. When you hit another creature with a melee weapon attack, you can spend 2 exertion to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.

Powerful Blow

Requirement: 5th level

As a bonus action, you prepare a crushing blow. If you hit a creature with a melee weapon attack before the end of your next turn, you can spend 1 exertion to deal additional damage equal to your martial arts die.

Pressure Point Secrets

Requirements: Stunning Strike or Paralyzing Strike

When you use one of the focus features required, you can spend 2 additional exertion. If you do, your target has disadvantage on its first saving throw made against the focus feature.

Purity of Body

Requirement: 7th level

You can use your action to end one effect on yourself that is causing you to be poisoned or diseased .

Share Focus

Requirement: 11th level

As an action, you can share your spiritual fortitude with others. Choose a creature. That creature can add your martial arts die to its next saving throw . You can’t use this feature again until you finish a short or long rest .

Shockwave

Requirement: 5th level

You can use an action and spend 3 exertion to hit the ground so hard it sends a shockwave in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw . A creature takes 4d6 bludgeoning damage and falls prone on a failed save, or half as much damage on a successful one.

Stillness of Mind

Requirement: 7th level

You can use your action to end one effect on yourself that is causing you to be charmed or frightened .

Stunning Strike

Requirement: 5th level

You can deal incapacitating blows. When you hit another creature with a melee weapon attack, you can spend 1 exertion to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Total Combat

Requirement: 11th level

When you deal basic melee damage from using a basic maneuver, you deal additional damage equal to your martial arts die.

Undefeated

Requirement: 11th level

When a creature would drop you to 0 hit points, you can use your reaction to make an unarmed strike against any enemy within your reach. On a hit, you can spend 1 exertion to roll your martial arts die and gain that many temporary hit points. You can’t use this feature again until you finish a short or long rest .

Unlikely Wield

Requirement: 11th level

You can wield three weapons with the dual-wielding property at once. Typically this is done with a dagger wielded between toes, but it has been known to be done with the mouth (or even a tail for combatants that have one). When you engage in two weapon fighting, you can use the third weapon to make an additional weapon attack. 

Vengeful Spirit

Requirement: 15th level

When you make a death saving throw, you can choose to set your own spirit loose as a vengeful ghost to stalk your prey. The spirit acts on your initiative, has your statistics, ethereal copies of your equipment, full hit points, and half your exertion pool. Your vengeful spirit is resistant to piercing, bludgeoning, and slashing damage from nonmagical weapons. It can move through other creatures and objects as if they were difficult terrain , but it takes 1d10 force damage if it ends its turn inside an object. 

The vengeful spirit targets only the creature who reduced you to 0 hit points. When the creature is defeated, the spirit returns to your body. While the vengeful spirit is active, you don’t need to make death saving throws, but you still suffer automatic failures if you are hit. You can’t use this feature again until you finish a long rest .

Warding Dance

Requirement: 5th level

When you are fighting unarmed or with one weapon in one hand and nothing in the other, you can use a bonus action and spend 2 exertion to start a warding dance. Until the end of your next turn, you have resistance against bludgeoning, piercing and slashing damage.

Weapon Skill

Choose a martial weapon that does not have the Heavy or Special properties. You become proficient with that weapon and it counts as an adept weapon for you.


Level 3Battlefield Etiquette

Also at 3rd level, you learn the unwritten rules of the battlefield. After you have fought beside (or against) a martial artist for one encounter, you have advantage on Charisma checks against it. Any creature that has a martial arts die, proficiency with a combat tradition, or an exertion pool is considered to be a martial artist.


Level 4Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Level 4Bonus Exertion

Also at 4th level, your self-awareness and discipline allow you to draw upon deeper reserves of willpower than other warriors. Your exertion pool increases by the amount listed in the Bonus Exertion column of Table: Adept. For example, at 4th level your exertion pool increases to 5, at 5th level when your proficiency bonus increases your exertion pool becomes 7, at 6th level your exertion pool becomes 8, and so on.


Level 5Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


6th levelArchetype Feature

At 6th level you gain another archetype feature.


Level 7Empty Mind

Starting at 7th level, you can empty your mind and easily disguise your emotions. As an action, you can spend 1 exertion to enter a meditative empty mind state. This lasts for 1 hour. While in this state, Insight checks against you have disadvantage .

In addition, you gain advantage on saving throws made against enchantment spells and resistance to psychic damage.  


11th LevelArchetype Feature

At 11th level you gain another archetype feature.


Level 13Acquired Knowledge

Starting at 13th level, your study of different martial arts traditions and foreign cultures pays off in unexpected ways. Choose a language and a tool you are not proficient with. You become proficient with both.


Level 15Great Reputation

Starting at 15th level, your reputation spreads and you become famous (or infamous) among the adept community. When you interact with martial artists, their initial attitude towards you is friendly.


17th LevelArchetype Feature

At 17th level you gain another archetype feature.


Level 20Grandmaster

At 20th level, you finally achieve true mastery and become more than adept—you are a grandmaster. You gain the following features.

Death Blow

You learn how to strike with incredible force at your target’s very life force. When you hit with a melee weapon attack, you can choose to make your attack a critical hit that deals maximum damage. In addition, if the target is a creature it makes a Constitution saving throw or it is reduced to 0 hit points. You can’t use this feature again until you finish a short or long rest .

Perfection Achieved

At 20th level, you finally achieve true mastery. Any time you roll your martial arts die, you can spend 1 exertion to roll a d12 instead. If you roll a 12 on this die, you can roll another d12 and add it to the result.


Practiced Techniques

When you gain access to a new practiced technique, choose one of the following. Some techniques have requirements, such as minimum adept level or another technique. You must meet those requirements before you choose that technique.

Adept Speed

Your Speed increases by 10 feet while you are not wearing armor or wielding a shield. You can choose this technique more than once. Its effects stack.

Focus Speech

Requirement: 15th level

A combination of your knowledge of body language and your spiritual awareness allows you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Gale Walk

Requirement: Adept Speed, proficiency with Athletics

You have advantage on Athletics checks made to jump. On your turn, you can spend 1 exertion to triple your jump distances until the start of your next turn.

Hurricane Walk

Requirement: Gale Walk

Your step is so light you seem to float in the air. You can use a bonus action and spend 1 exertion to cast fly on yourself. You also have advantage on Stealth checks related to noise. The effect lasts until the start of your next turn.

Instant Step

Requirement: Adept Speed, 11th level

You can move so fast you seem to teleport. You can use an action to spend 4 exertion and choose an unoccupied space you can see within 500 feet. You teleport and arrive at exactly the spot desired. You can bring along your gear, carried items smaller than your arm, and a single creature of your size category or smaller. In addition, you become invisible until the beginning of your next turn.

Marathon Runner

You are used to running long distances. When you move at a fast pace, you don’t suffer a penalty to your passive Perception. In addition, you add your martial arts die when making a Constitution saving throw for a forced march.

Nimble Athlete

You can always choose to use your Dexterity modifier for Athletics checks.

Power Tumble

You can always choose to use your Strength modifier for Acrobatics checks.

Religious Training

You are proficient with the Religion skill. When you are in contact with a holy relic, religious artifact, or any kind of similar object or structure, you can spend 2 exertion to learn something about it. You receive a correct answer from the Narrator for a question about the object that can be answered with a yes or no.

Shadow Walk

Requirement: 11th level, proficiency with Stealth

You can step into a shadow and come out of another. When you are in dim light or darkness , as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You have advantage on Stealth checks until the beginning of your next turn.

Sixth Sense

Requirement: 11th level

You have advantage on initiative checks. In addition, you can always choose to use your Wisdom for Arcana, History, Investigation, Nature, and Religion checks.

Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your adept level.

Wall Walk

Requirement: Adept Speed, proficiency with Acrobatics

You gain the ability to move along vertical surfaces on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast spider climb on yourself. The effect lasts until the start of your next turn.

Warrior’s Awareness

Requirement: Proficiency with Survival

Your honed battlefield awareness is unmatched even in the wilderness. When you make a Survival check to avoid being lost, you ignore penalties for moving at a fast pace and gain a bonus to the check equal to your martial arts die.

Water Walk

Requirement: Adept Speed

You gain the ability to move across liquids on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast water walk on yourself. The effect lasts until the start of your next turn.

Wilderness Training

You are proficient with the Survival skill. For the purposes of adept class features, you consider beasts to be martial artists.

Mythological Figures and Maleficent Monsters

Mythological Figures and Maleficent Monsters

Achilles. Lancelot. Robin Hood. Thor. Heroes, all.

The world is full of myths and legends which inspired those in our modern fiction and games. Iconic warriors and wizards, vampires and things from the deep, these legends are universally known.

Mythological Figures & Maleficent Monsters delves into these paragons of literature, fable, and folklore. From Ancient Greece to the Outer Realms, deepest Transylvania to the High Seas, you’ll meet champions and thieves, pirates and knights, demigods and fey queens, ancient evils and urban legends. Archetypal heroes meet exemplars of villainy like Blackbeard, Rasputin, Dracula, and Baba Yaga.

From Mike Myler’s popular column, this epic compilation of legendary heroes, villains, and monsters brings these characters to life for the 5th Edition of the world’s oldest roleplaying game.

  • A gorgeous hardcover tome with 235 beautifully illustrated full-colour pages. 
  • Nearly 100 mythical figures and maleficent monsters ranging from CR 1 all the way up to CR 35. Each is between 2 and 4 pages, and comes with description and design notes.
  •  33 magical items, including Excalibur, Mjölnir, the Nautilus, and many more.

Mythological Figures Magic Items

Journey Activities

Journey Activities

Adventurers have the option to participate in activities while traveling in order to pick up some extra resources, improve the conditions of their journey, or learn more about the world around them. 

Difficulty Class. The DC of a journey activity is based on the region’s tier: tier 0—DC 10, tier 1—DC 12, tier 2—DC 14, tier 3—DC 16, tier 4—DC 18. Depending on the region, some journey activities are made with either advantage or disadvantage. For example, the Scout journey activity in a tier 2 Blasted Badlands is DC 14 and the check is made with advantage. 

Experienced Travelers. The Busk and Rob journey activities are most profitable for novice adventurers, but experienced travelers can sometimes pick out a mark carrying confidential materials instead of gold, and nobles seek out performers of note wherever they might be. Additionally, when an adventurer is attempting to gather a specific component of 100 gold or less with Gather Components, they can roll with disadvantage, finding it on a success.

Modifying DC. The Narrator can raise the DC on a journey activity based on extenuating circumstances. Here are some suggestions for how to modify a journey activity’s difficulty class:

  • Inclement Weather (+2) may impede an adventurer’s ability to search for things with the Scout activity, or lead to fewer people on the road (making the Busk and Rob activities more difficult). 
  • Multitasking (+3), such as attempting a journey activity while trying not to be discovered, may make it harder to attempt the check.
  • Hostile Territory (+4) may make it difficult to interact with the locals, impeding a check made to Busk or Gossip. It may be dangerous to stop, so taking the Pray activity or using Scout is harder to do.

Adventurers usually choose one journey activity for the entire region, and many activities grant additional rewards based on the time spent doing them. For example, when using the Busk activity, a PC gains gold for each day they perform that activity. The number of days spent is determined by the size of the region and the party's travel speed.

When making an ability check for a journey activity, the check is made at the start of the region. An adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome which applies while the party remains in that region.


Befriend Animal

An adventurer can make friends with a wild animal (a beast with a challenge rating equal to or less than 1/3rd the party’s total level) by succeeding on an Animal Handling check. 

Critical Failure. The adventurer scares or angers the animal, which attacks them.

Failure. The adventurer is unable to befriend the animal.

Success. The adventurer befriends one animal. The animal follows the party through the region until it spots danger. Adventurers can assume that when the animal runs off that something dangerous is following them or hidden nearby. The adventurer who befriended the creature can then make a Perception check contested by the hidden creature’s Stealth check in order to spot the danger.

Critical Success. As a success, but the animal also leads the adventurer to a Boon or Discovery . Additionally, the adventurer gains advantage on their Perception check to spot a hidden danger. Only one such boon can be gained per region.


Busk

Adventurers can entertain passersby with a successful Acrobatics, Athletics, or Performance check. 

Note: To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or an Urban Township.

Critical Failure. Passersby steal 3d4 gold from the adventurer.

Failure. The adventurer earns no money.

Success. The adventurer gains 1 gold per day of travel plus 1 gold for each point they beat the DC by.

Critical Success. The adventurer gains 2 gold per day of travel plus 1 gold for each point they beat the DC by, and one passerby gifts them with a random magical item worth 50 gold or less. Only one such gift can be earned per region.


Chronicle

An adventurer that spends their time writing down observations of local landmarks, recording various customs, or charting a map can make a History check. The adventurer must spend the entire region undertaking this activity

Critical Failure. The adventurer slips, falls, or otherwise bumbles during the journey, destroying their journaling scrolls or the book they were writing in.

Failure. The adventurer fails to record anything of note or value.

Success. The adventurer gains an expertise die on current or future History or Survival checks made within or about the region.

Critical Success. As a success, and the adventurer discovers a Boon or Discovery about the region. Only one such boon can be gained per region.


Cook

By acting as the party’s cook and quartermaster, with a cook’s utensils or Survival check an adventurer can help ensure that everybody remains fed. 

Critical Failure. For every two creatures being fed, the Supply requirement to feed them is increased by 1 Supply.

Failure. The cooking is adequate, but has no special effects.

Success. The daily Supply requirement to feed the party is reduced by one-quarter (round down to a minimum of 1 Supply) up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus. 

Critical Success. As a success, and each creature being fed gains one additional Hit Die to spend on each day they are fed by the adventurer.


Cover Tracks

While moving at a slow pace, an adventurer can cover the party’s tracks with a Survival check so that it is harder for pursuers to follow. The adventurer’s Survival check result is the DC for any pursuer’s Survival check to track them. 

Critical Failure. The party leaves an obvious trail, and their pursuers gain a day’s worth of travel covering the distance between them for each day spent doing this journey activity.

Failure. The party leaves a trail, and their pursuers continue to harass them.

Success. The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity.

Critical Success. The party lose their pursuers.


Entertain

With a successful Performance check an adventurer can help keep the party’s spirits high. Each party member can only benefit from this journey activity once per week.

Critical Failure. The adventurer’s performance is so bad that the party gains a level of strife .

Failure. The party is not entertained.

Success. The first time the adventurer or an ally, up to a number of creatures equal to the adventurer's proficiency bonus, would suffer a level of strife, they do not. When there is more than one member of the party that can benefit from this journey activity (like when the entire party makes saving throws against strife at the same time), the adventurer that performed it chooses who benefits.

Critical Success. The adventurer and any allies each recover one level of fatigue or strife . This benefit can only be gained by each adventurer once per week.


Gather Components

Adventurers that gather supplies useful for the material components of spellcasting can make an Arcana or Nature check.

Critical Failure. The adventurer accidentally picks components about to decay or rot, destroying 1d4 gold worth of their own material components before realizing it.

Failure. The adventurer finds no components.

Success. The adventurer finds 1d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.

Critical Success. The adventurer finds 2d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.


Gossip

Success on an Investigation or Persuasion check tells an adventurer the local news and rumors. 

Critical Failure. The party learns a false rumor.

Failure. The party gains no rumor.

Success.  For each day spent doing this journey activity, the Narrator reveals an engaging rumor or tidbit that could lead the party on a new sidequest or support the main plot of the campaign.

Critical Success. As a success, and local gossip leads the party to a Boon or Discovery .


Harvest

An adventurer that succeeds on a Medicine or Nature check finds plants to refill a healer’s satchel. 

Critical Failure. The adventurer accidentally picks plants about to decay or rot, destroying 1 use of their healer’s satchel before realizing it.

Failure. The adventurer finds no plants.

Success. The adventurer finds plants to refill 1 use of a healer’s satchel for each day spent doing this journey activity. 

Critical Success. As a success, and the adventurer finds plants which duplicate the effects of a potion of healing . This benefit can only be gained once per week.

  Alternatively, an adventurer can choose to make an herbalism kit check or poisoner’s kit check.


Hunt and Gather

It’s often fruitful for an adventurer to track and kill game, or forage for food and water, along the road with a Survival check.

Critical Failure. The adventurer gains toxic Supply, and the entire party suffers a level of fatigue .

Failure. The adventurer gains no Supply.

Success. The adventurer gains 1 Supply per day spent doing this journey activity.

Critical Success. The adventurer gains double the Supply.


Pray

While traveling many choose to connect with deities and spirits. An adventurer makes a Religion check.

Critical Failure. The gods are displeased. Each party member discovers that 1 Supply has spoiled.

Failure. The gods do not listen.

Success. The entire party gains advantage to one ability check or attack made while within this region, and the gods lead the adventurer to a Boon or Discovery. 

Critical Success. The entire party gains an expertise die on their next ability checks made in this region, and the gods lead the adventurer to a Boon or Discovery .


Rob

Adventurers can force others into handing over their coins with a successful Intimidation check, or pickpocket travelers with a successful Sleight of Hand check. To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or Urban Township. This journey activity usually takes a week to complete.

Critical Failure. A potential victim turns out to be a rival adventuring party of similar capabilities and a fight ensues.

Failure. No gold is gained.

Success. The adventurer gains 1d8 gold per week of travel. When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).

Critical Success. As a success, and the adventurer gains a magic item worth 100 gold or less. This benefit can only be gained once per region.


Scout

An adventurer roams at a distance from the party, making a Perception check seeking vantage points to look ahead. 

Note: This journey activity may only be performed once per region.

Critical Failure. The adventurer gets lost and suffers a level of fatigue before returning to the party.

Failure. The adventurer learns nothing useful.

Success. The party automatically learns which regions adjoin the current region. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them while journeying through this region.

Critical Success. As a success, and the adventurer finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.


Track

A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not.

Critical Failure. The party loses their prey.

Failure. The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.

Success. The party continues to follow their prey.

Critical Success. The adventurer finds an obvious trail, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity.
 

Journeys

Journeys

At the heart of exploration is the journey, or the story that happens while the adventurers travel from origin to destination—surviving the elements, discovering new places, and overcoming the obstacles presented by the environment. This section provides the rules and resources for running a journey from start to finish.

Before a journey, the party sets their travel pace, or how fast they’d like to go. The Narrator determines the difficulty of the journey itself and the number of encounters the adventurers have on the journey. Some encounters might be a fight against one or more monsters or happening across other travelers, but they’ll also have to contend with the world itself in exploration challenges.


Navigation

When the adventurers have a map (see Survival Gear ) there is little chance of them getting lost. The mystery lies in the time it takes them to reach their destination, and the challenges that they face along the way. Without a map, adventurers always know which region (see below) they are in, but are not usually aware of adjacent regions (unless one of them takes the Scout journey activity). They can journey from region to region, making choices along the way—for example, the party might be in Rolling Grasslands, and need to decide between hiking Lofty Mountains or chancing a Feywood as their next step before finally reaching some safe Open Roads leading to their destination.


Travel Pace

Adventurers can travel at a normal, fast, or slow pace, which determines the distance they cover in a day of travel (see Table: Travel Pace). While a fast pace might shorten the time required for a journey, moving so quickly makes travelers less aware of the dangers around them. Likewise, a steadier slow pace prolongs a journey but adventurers can stay alert, cover their tracks, and move more stealthily. The effects from traveling faster than a slow pace are cumulative.

Fatigue. Creatures suffering from two or more levels of fatigue cannot travel faster than at a normal pace. Creatures suffering from three or more levels of fatigue cannot travel faster than at a slow pace. Creatures suffering from four or more levels of fatigue cannot travel faster than a crawl.

Table: Travel Pace

Pace

Minute Hour Day Effect

Crawl

50 feet 1/2 mile 4 miles Advantage on Survival checks to cover tracks

Slow/wagon

200 feet 2 miles 16 miles -

Normal

300 feet 3 miles 24 miles Unable to use Stealth
Fast/mounted 400 feet 4 miles 32 miles

–5 penalty to passive Perception and disadvantage on Perception checks

Gallop

800 feet 8 miles* - Disadvantage on Survival checks to track

* A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.


Forced March

Adventurers on a journey can travel for up to 8 hours in a day before requiring a long rest to reinvigorate themselves and continue—any further and they may exhaust themselves. For every additional hour of travel past 8 hours, an adventurer makes a Constitution saving throw at the end of the hour (DC 10 + the number of additional hours of travel), suffering a level of fatigue on a failure. The party can set the pace, increasing the DC of the saving throw for a normal pace (+1) or fast/mounted pace (+2).

For example, after traveling for 8 hours a party decides to push themselves and continue the day’s journey for 1 additional hour at a normal pace. At the end of the hour they’ve traveled another 3 miles, but each adventurer makes a DC 12 Constitution saving throw (10 + 1 additional hour + 1 for normal pace), suffering a level of fatigue on a failure.


Mounts and Pack Animals

Mounts such as riding horses can only travel for about an hour a day at the gallop pace listed in Table: Travel Pace. While mounts and pack animals may be useful on a journey, they are also a responsibility—each mount requires its own Supply, may have difficulty traveling in different kinds of environments, and can become a liability during certain exploration challenges. For example, it may be difficult to lead a mount through a swampy area or have it traverse a landslide. 


Resting and Havens

While on a journey, adventurers are only able to recover from the second level and beyond of fatigue or strife on a long rest when they have access to a haven. A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. Some spells and class features may create havens.


Tracking Supply

Mundane consumable items like food and water are simplified into a single item called Supply. When an adventurer gains access to food and water, they can add Supply to their inventory.

  • 1 Supply consists of enough combined food and water to sustain a Small- or Medium-sized creature for a day.
  • Large-sized creatures require 2 Supply each day. Creatures of Huge size or larger require an amount of Supply determined by the Narrator.
  • A creature can carry a number of Supply equal to its Strength score in addition to the rest of its gear. A Large-sized creature can carry Supply equal to twice its Strength score.
  • Whenever a creature takes a long rest, it must consume Supply. If it does not, it gains a level of fatigue.
  • At the Narrator’s discretion a beast can hunt, forage, or graze before taking a long rest, only requiring Supply if the region is not plentiful enough for it to do so.
  • Supply consumed while in another form (like while under the effects of a polymorphing spell or a druid’s wild shape) is wasted and provides no nourishment when a creature returns to its normal form.

When adventurers run out of Supply while journeying, they can access more in a few ways. Some journey activities allow adventurers to forage for more food and water. Boons and discoveries, which are common rewards for exploration challenges, may lead to more Supply. As a last resort, the party may need to take a detour to the nearest town, find a wandering merchant, or even abandon the journey and head home.

In some campaigns the wilderness is just the gap between dungeons and plot points, and in others battling against the elements and nature is a major focus. Consider the following two alternate methods of supply tracking to better fit the campaign:

Casual Supplies. These rules are best used in adventures where surviving the elements is not a major theme.
• A creature is assumed to eat and care for itself as needed and rations are not tracked.
• As long as a creature has access to its gear, it’s assumed to have packed enough food and water to sustain itself during any journey.

Desperate Supplies. Adventures where wilderness survival is the primary theme are best served with these rules.
• All mundane consumable items must be tracked separately and must be stored in proper containers (see Containers ).
• Throughout the course of a day, Medium-sized creatures must consume at least 1 pound of food and 1 gallon (8 pounds) of water (or half as much if Small-sized, or twice
as much if Large-sized). When a creature completes a long rest without having consumed its required food and water, it gains a level of fatigue .


Vehicles

Not all travel is done by foot or hoof. Vehicles are used by many adventurers to help travel the vast distances of the world. 

Land Vehicles. Wagons and carts are unable to go faster than a slow pace, but some land vehicles can choose at which pace to move. Stealth cannot be used while journeying in a land vehicle, and they require a DC 13 land vehicle check every day spent traveling at a fast pace. On a failure, the vehicle suffers a malfunction. 

Water Vehicles. Water vehicles are restricted by the speed of the vehicle and gain no benefits from a slow pace, but have no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day. 


Regions

A region is an area of the world, defined geographically by its physical features. It might be a vast forest or a sandy desert; or it might be a snow-tipped mountain range or a stretch of underground caverns. Regions are often—but not always—named areas on the map. Regions are important building blocks of the world, and each region has its own properties and encounter tables. Later in this chapter are some common regions for Narrators to use.

Combined Regions. Sometimes an area on the map might fit the description of more than one region. The Narrator may choose either region, combine both, or create a new region.

Terrains. A region can have more than one kind of terrain and those listed are suggestions for the most common types to be found there" and similar

Regions and Tiers. Each region on the map is designated with a tier (from 0–4) which corresponds with the adventuring tiers of play. Any region can be any tier, but some regions lend themselves towards certain ends of the scale; for example, a tier 3 Country Shire would be highly unusual, but a tier 2 Feywood would not.

The combination of region and tier allows for a wide array of building blocks with which to build the game world. A tier 1 Feywood might be a small forest on the edge of a village where it is rumored that satyrs play in the moonlight, while a tier 4 Feywood could be home to powerful and capricious fey beings, or ruled by an ancient green dragon.

A region’s tier determines the difficulty of the challenges encountered within. Exploration and monster encounter tables are all categorized by tier, making it easy to select tier-relevant encounters. Of course, exceptions can and do exist, and a powerful monster can wander into that tier 1 Country Shire, or a cruel necromancer might make their lair on the outskirts, but such an occurrence is not typical of that region and is usually used as the subject of an adventure rather than a random encounter.

It should be noted that it is possible for a low-level party to wander into a region too dangerous for them. The Narrator should provide clues to the danger level and—where appropriate—allow for some means of escape should the adventurers find themselves in over their heads.

Party-Appropriate Challenges. In some games the Narrator may prefer not to designate regions with a default tier, and instead present the adventurers with encounters and challenges appropriate for their level.   


Weather

Each region contains a short list of randomly generated weather options. These are generally limited to non-extreme weather conditions, including clear, overcast, mist, rain, and snow, and are purely descriptive tools to help the Narrator set the scene—they do not affect the adventurers. More extreme weather events are treated as exploration challenges and include phenomena like blizzards, dense fogs, hail storms, sandstorms, tornados, thunderstorms, and more.

Roll a d20 for weather once for each region. In the winter season, add 5 to the roll. 


Encounters

Each region the adventurers travel through will include one or more encounters. The Narrator decides how many encounters the party has. 

Encounters include four categories: exploration challenges , monsters, social encounters , and travel scenery . It is important that the players do not know which type of encounter they’ve stumbled into—it should be introduced to them narratively. That chill feeling might be mere scenery, but it might be the sign of some kind of undead spirit, or it might foreshadow a weather event. 

Each region presents encounter tables which include all four encounter types. The Narrator can roll on these tables, choose an option, or introduce something new.

Along a journey the Narrator should employ a mix of combat encounters, social encounters, exploration challenges, and scenery. Exploration challenges, which are detailed later in this chapter, have assigned tiers and challenge ratings that correspond to adventurers’ levels. It is assumed that high-level adventurers are able to pass tier 1 exploration challenges without much effort, but a tier 4 exploration challenge poses a major threat.

Ultimately how many encounters adventurers have while traveling is at the discretion of the Narrator, but in general it’s recommended that the party has at least one encounter (combat, exploration, or social) in every region they journey through to make it memorable. Some regions are going to have more encounters than other regions—either because they are tumultuous, the area plays an important part in the campaign, or they are large in size—and the types of encounters the party might have in a given region are listed in its Exploring table. Depending on the needs of the game and campaign setting, the types of encounters, frequency of encounters, and difficulty of certain journey activities might be different.

Artifacts

Artifacts

In a world of flaming swords and cursed axes, some magical items are on a level above and beyond what can be found in a wizard's tower or a demon’s lair. These potent relics are the stuff of bard tales and cultural epics, unique and powerful items that leave marks upon history and spawn legends in their wake—when one of them is found, it can easily signal major changes felt far and wide. 

Artifacts List

The appearance of an artifact in a campaign is not to be taken lightly. Artifacts are not typically found by everyday adventurers and are as much plot points as they are equipment. The search for an artifact can be the goal of an entire adventure or long term quest: to reclaim it from a villain, to traverse the dangerous demiplane of a demigod and acquire it, or even keeping it from two factions in a stalemate war. 


Recognizing Artifacts

Due to their eminent place in history and the countless tales told about them, artifacts can often be recognized even without anyone realizing everything about the item. Success on an ability check to recognize an artifact reveals something from its Legends and Lore, but not anything a typical check to identify a magic item would reveal.

Artifact Clues

When an adventurer succeeds on a check to recognize an artifact, they might instead learn one of the following, either chosen by the Narrator or determined randomly by rolling 1d6: 1—where the artifact was last seen, 2—when the artifact was last seen, 3—a story about an adventurer that used the artifact, 4—name of a book regarding the artifact or a sage known to be an expert on matters regarding the artifact, 5—who created the artifact or how it came into being, 6—one of the artifact’s magic properties.


Artifact Properties 

Artifacts have properties like other magical items, but these are of a greater magnitude than what the average adventurer will come across in their lifetime. In addition to their inherent abilities, artifacts may have other properties that can be either beneficial or detrimental, either chosen by the Narrator from the following tables or randomly determined. Properties such as these often shift each time an artifact appears and are not permanent. Narrators are also encouraged to create new properties. 

Artifact properties are either benefits or detriments and have one of two intensities (lesser or greater). An artifact can only have a maximum of four lesser benefits and two greater benefits, and no more than four lesser detriments and two greater detriments. 

Unless otherwise noted, the following properties apply when you have attuned to an artifact and are wielding it or have it on your person. Any cantrips or spells granted by an artifact are chosen by the Narrator.

Lesser Artifact Benefits

1–20    Sage. The artifact lends you knowledge. You gain one skill proficiency (chosen by the Narrator). 

21–30  Panacea. The artifact’s presence is a panacea to the body and soul. You gain immunity to diseases .  

31–40  Mind’s Bastion. The artifact strengthens your mind against fear and manipulation. You gain immunity to the charmed and frightened conditions. 

41–50  Bulwark. The artifact prevents certain types of damage. You gain resistance to one damage type (chosen by the Narrator). 

51–60  Minor Magic. The power of a single minor manifestation of magic radiates within the artifact. You can use an action to cast a cantrip from the artifact. 

61–70   Spell Weaver (Basic). The artifact allows you to cast a simple spell. You can use an action to cast one 1st-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

71–80   Spell Weaver (Advanced). The artifact allows you to cast a spell of light complexity. You can use an action to cast one 2nd-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

81–90   Spell Weaver (Mastery). The artifact allows you to cast a spell of moderate complexity. You can use an action to cast one 3rd-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

91–100 Aegis. The artifact shields you from harm, granting you a +1 bonus to Armor Class. 

Greater Artifact Benefits

1–20    Perfectionist. The artifact seeks to enhance and elevate its user to greater heights. One of your ability scores (chosen by the Narrator) increases by 2, to a max of 24. 

21–30  Healer. The artifact continually reinforces your lifeforce. As long as you have at least 1 hit point, you regain 1d6 hit points at the start of each of your turns. 

31–40  Warrior. The artifact thrives in battle. When you hit with a weapon attack, the target takes an extra 1d6 damage of the same weapon type. 

41–50  Strider. The artifact makes your movement lighter and easier. Your Speed increases by 10 feet.

51–60  Magus Magic (Basic). The artifact allows you to cast a spell of some power. You can use an action to cast one 4th-level spell from the artifact. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

61–70  Magus Magic (Advanced). The artifact allows you to cast an impressive spell. You can use an action to cast one 5th-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

71–80  Magus Magic (Mastery). The artifact allows you to cast a spell of considerable complexity and power. You can use an action to cast one 6th-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

81–90  Magus Magic (Epic). The artifact allows you to cast an impressively potent spell. You can use an action to cast one 7th-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.

91–100 Pure Body. The artifact protects against most afflictions of the body. You gain immunity to the blinded , deafened , petrified , and stunned conditions. 

Lesser Artifact Detriments

1–5      Magic Magnet. You’re highly susceptible to magic and have disadvantage on saving throws against spells.

6–10    Ruin. You ruin gems and jewelry, reducing the value of any gem or jewel you touch by half. A gem or jewel can only be ruined in this way once.

11–15   Obscured Sight. When you are separated from the artifact by more than 10 feet you become blinded .

16–20  Bad Reaction. You have disadvantage on saving throws made to resist poison. 

21–30  Foul. Your scent becomes nearly unbearable and is noticeable from 10 feet away. 

31–35  Desecrate. You contaminate holy water within 10 feet of you, instantly destroying it. 

36–40  Unwell. You become physically sick. You have disadvantage on Strength and Constitution ability checks and saving throws

41–45  Swollen. You gain 1d4 × 10 pounds in weight. 

46–50  Shapeshift. Your appearance changes. The Narrator determines details of your new appearance. 

51–55  Stolen Sound. When you are separated from the artifact by more than 10 feet, you are deafened. 

56–60  Malnourished. Your weight drops 1d4 × 10 pounds.

61–65  Anosmia. You lose your sense of smell. 

66–70  Ill Wind. Nonmagical flames within 30 feet of you are snuffed out.

71–80  Insomnia. Creatures within 300 feet of you cannot take short or long rests.

81–85  Flora Bane. Plants that aren’t creatures take 1d6 necrotic damage from your touch. 

86–90  Unnatural Presence. Your presence causes animals within 30 feet to become hostile towards you. 

91–95  Gluttony. Each day you must consume 6 times your normal needs of food and drink. 

96–100 Flawed. Your flaws are exacerbated. The Narrator determines how this manifests.

Greater Artifact Detriments

1–5      Atrophic Affliction. Your body slowly rots. At the end of the first day, you lose your hair. By the end of the second day you lose your finger and toe tips. On the third day’s end your lips and nose are lost. Finally your ears rot away at the end of the fourth day, and the rotting finally stops. You may restore your lost body parts through the use of the regenerate spell. 

6–10    Wandering Worldview. You gain a different alignment trait each dawn. Roll a 1d4: 1—chaotic, 2—evil, 3—good, 4—lawful.

11–15   Quest Giver. You are given a quest determined by the Narrator, which you must complete as if you were under the effects of the geas spell. This effect occurs the first time you attune to the artifact and once the quest is completed, you are no longer affected by this property. 

16–20  Possessive. A formless entity is imprisoned within the artifact. When you use an action to utilize an artifact’s properties, there’s a 50% chance the entity tries to possess you instead of the item. Make a DC 20 Charisma saving throw. On a failure, the entity claims your body as its own. You become an NPC under the Narrator’s control. The entity can be banished through the use of the dispel evil and good spell.

21–25  Deadly Aura. Plants and creatures of Challenge Rating 0 drop to 0 hit points when they are within 10 feet of the artifact. 

26–30  Eldritch Prison. A forgotten god is imprisoned within the artifact and struggles for freedom. When you use an action to activate one of the artifact’s properties there’s a 10% chance it breaks free, appearing within 15 feet of you and attacking you.

31–35  Bearer of Hatred. The Narrator chooses a creature type (other than humanoid). Creatures of that type have an unnatural aggression towards you and are always hostile towards you.  

36–40  Potion Thinner. Magical potions within 10 feet of the artifact are instantly diluted and lose their magical properties. 

41–45  Ink Eater. Magic scrolls within 10 feet of the artifact are instantly erased. 

46–50  Vampiric Desire. In order to use an action and activate one of this artifact’s properties, you must first satiate its bloodlust by using a bonus action to draw blood from yourself, a willing supplicant, or an incapacitated victim. To do so the creature must be within your reach and you must use a slashing or piercing weapon to draw blood (dealing 1d4 damage).

51–60  Overwhelming. The power of the artifact is too great to easily contain and it strains your mind. You gain a long-term mental stress effect.

61–65  Psychic Scream. The mental feedback from this artifact deals 4d10 psychic damage after you attune to it. 

66–70  Path of Filth. Slime collects in a trail behind you. Creatures have advantage on checks made to track you. 

71–75  Fickle Fate. The first time you attune to this item, an enemy of the Narrator’s choice experiences a substantial stroke of good fortune. This can be the recruitment of a new unexpected ally, an upgrade of their forces, or even the surprise advancement of one of their goals. The Narrator is encouraged to let you know exactly how your attunement has advanced the goals of your enemy.  

76–80  Ability Drain. One of your ability scores is reduced by 2. Roll 1d6 to determine the ability score: 1—Strength, 2—Dexterity, 3—Constitution, 4—Intelligence, 5—Wisdom, 6—Charisma. This decrease to your ability score can be restored through the use of a greater restoration spell. 

81–85  Double Trouble. A nearly perfect duplicate of you appears within 90 feet. Your duplicate has the singular goal of killing you to permanently claim your existence in the world. The Narrator uses your statistics for the duplicate (as well as any tricks or tactics you commonly employ), though it may take days or weeks for it to gather the resources to attack.  

86–90  Stolen Voice. You lose the ability to speak.

91–95  Weakness. The artifact weakens your body and mind. You become vulnerable to all types of damage.

96–100 Divine Reclamation. When you attune to this artifact there is a 10% chance that you attract the attention of a divine authority who sends an avatar to take it from you. The avatar vanishes with the artifact if it is successful in reclaiming it. 


Destroying an Artifact 

The very heart of legends rests in the hands of the adventurers, yet they could well seek to destroy it—such a task might not be folly but absolutely necessary. The destruction of such a powerful magical item is a matter of a campaign’s plot, and otherwise artifacts are indestructible. Despite the enormous power they wield however, every artifact has its own weakness (though finding and utilizing such a vulnerability may be a quest in itself, as can stopping a villain from destroying an artifact). 

  While the Narrator decides how a particular artifact can be destroyed, here are some suggestions: 

  • Fulfill an ancient prophecy—or defy one.
  • Return it to its place of origin or creator to make it vulnerable to damage.
  • Ritual that takes place at a sacred site in an opposite aligned plane.
  • Thrown into a specific volcano tied to its power.
  • If sentient, it may desire an appropriate ritual or location to create a body of its own, leaving the artifact to dissipate into dust.

Starting Gear Past First Level

Starting Gear Past First Level

When starting at a higher level, adventurers may spend their starting gold on the following equipment packages, organized by tier (tier 2: 5th–10th level, tier 3: 11th–16th level, tier 4: 17th–20th level). These packages represent popular and common choices for characters of a given class and level, intended to present an easy-to-use index. Characters with unique builds might prefer to swap out items or buy entirely different items. 

Starting gear packages for tier 0 and tier 1 characters are available in their class and background information.

The higher tier gear packages presented here are based on the starting gold of that tier’s lowest level, which are 5th, 11th, and 17th levels respectively. If the characters begin at a level other than these, subtract the value of the suggested starting packages from their starting gold for that level, and grant the player the difference. Note that sometimes leftover gold from your tier’s suggested package is enough to also buy a lower level equipment package.


Starting Wealth Past 1st Level

If you are creating a character of higher than 1st level, your starting wealth changes as shown below.

 
Level Starting Wealth
1st By character class
2nd By character class + 25 gp
3rd 225 gp
4th 400 gp
5th 700 gp
6th 1,000 gp
7th 1,500 gp
8th 2,000 gp
9th 3,000 gp
10th 5,000 gp
11th 7,000 gp
12th 9,000 gp
13th 12,000 gp
14th 16,000 gp
15th 20,000 gp
16th 30,000 gp
17th 40,000 gp
18th 50,000 gp
19th 70,000 gp
20th 100,000 gp

 


Starting Packs

1st-level characters may choose one of the suggested packs below, or one of the sets suggested in their class description.

Assassin's Pack (175 gp). Includes a chest, a vial of advanced poison, 3 vials of basic poison, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, a costume, and a flash bomb.

Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Demolitions Pack (250 gp). Includes a backpack, a vial of unstable arcanum, 10 feet of string, a bell, 5 candles, 3 black powder charges, a hooded lantern, 3 flasks of oil, a tinderbox, and 10 sand bags. 

Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Pirate's Pack (70 gp). Includes a backpack, a bedroll, an eyepatch, a compass, a distant map, 10 days of rations, and a waterskin. 

Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.


Adept 

You begin the game with 30 gold.

Dungeoneer's Set (30 gold): Quarterstaff, 10 darts, dungeoneer’s pack, plus 12 gold.

Explorer’s Set (30 gold): Shortsword, 10 darts, explorer’s pack, plus 5 gold.

Tier 2 (700 gold):  periapt of health (350 gold), ring of swimming (200 gold), plus 150 gold.

Tier 3 (7,000 gold):  ring of protection (1,000 gold), spirit lantern (1,000 gold); either dust of disappearance or oil of slipperiness (500 gold); boots of speed (3,000 gold), plus 1,500 gold.

Tier 4 (40,000 gold): staff of striking (20,000 gold), Ioun stone (either agility, fortitude, insight, or strength) (15,000 gold), plus 5,000 gold.

Other Favorites:  Amulet of health (5,000 gold), bead of force (3,000 gold), boots of elvenkind (500 gold), bracers of defense (2,000 gold), cloak of displacement (5,000 gold), cloak of elvenkind (500 gold), cunning tools (250 gold), elemental gem (250 gold), ioun stone (reserve; 600 gold), ring of free action (2,500 gold), ring of telekinesis (12,000 gold), ring of water walking (500 gold), slippers of spider climbing (500 gold), tyrant’s teeth (7,000 gold), vicious weapon (400 gold). 


Bard

You begin the game with 135 gold.

Agitator Set (135 gold): Dagger, hand crossbow with 20 crossbow bolts, padded cloth, entertainer’s pack, flute, plus 25 gold.

Ambassador Set (135 gold): Longsword, shortbow with 20 arrows, padded leather, diplomat’s pack, violin, plus 44 gold.

Tier 2 (700 gold):  hat of disguise (250 gold), message whistle (95 gold), portraiture gremlin (200 gold), plus 155 gold.

Tier 3 (7,000 gold):  horn of blasting (4,000 gold), instrument of irresistible symphonies or spellcasting symphony (harp of harmony) (500 gold), box of party tricks with 4 uses remaining (500 gold), glamoured padded leather (500 gold), plus 1,500 gold.

Tier 4 (40,000 gold):  spellcasting symphony (flute of the wind) (10,000 gold), echo force (5,000 gold), figurine of wondrous power (any rare) (5,000 gold), marvelous pigments (8,000 gold), magic mirror (hand) (3,000 gold), three superior potions of healing (1,650 gold), plus 7,350 gold.

Other Favorites:  atlas to libation (35 gold), flask of inebriation (90 gold), hat of grand entrances (35 gold), paramour’s daisy (130 gold), perfume vile (120 gold), philter of love (250 gold), pipes of haunting (500 gold), pipes of the sewers (350 gold), prismatic gown (90 gold), spellcasting symphony (defending drum, triangle of terror, lute of legends; 1,500 gold, 4,500 gold, 95,000 gold), wand of the scribe (75 gold).


Berserker

You begin the game with 120 gold.

Rugged Explorer’s Set (120 gold): Greatsword, 4 javelins, spear, hide, medium shield, climbing gear, explorer’s pack, plus 2 gold.

Tracker’s Set (120 gold): Greataxe, shortbow and 20 arrows, chain shirt, explorer’s pack, plus 4 gold.

Tier 2 (700 gold): scale mail (50 gold), 1 greataxe or javelin of lightning (500 gold), security gremlin (100 gold), plus 50 gold.

Tier 3 (7,000 gold): 1 greataxe (500 gold), cloth brigandine +2 (500 gold), javelin of lightning (500 gold), belt of giant strength (hill) (4,000 gold), plus 1,500 gold.

Tier 4 (40,000 gold):  dragon scale mail (red or blue) (15,000 gold), belt of giant strength (fire) (20,000 gold), plus 5,000 gold.

Other Favorites:  armor +1, +2, or +3 (cost varies by type), armor of invulnerability (70,000 gold), bag of cheese (5 gold), belt of dwarvenkind (5,000 gold), flame tongue (5,000 gold), frost brand (8,000 gold), gauntlets of ogre power (400 gold), glove of swift return (200 gold), hammer of thunderbolts (60,000 gold), infernal carapace (17,500 gold), plate armor of etherealness (55,000 gold), ring of mind shielding (500 gold), vorpal sword (55,000 gold), winged boots (1,500 gold).


Cleric

You begin the game with 125 gold.

Holy Warrior’s Set (125 gold): Longbow and 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol), plus 4 gold.

Righteous Combat Set (125 gold): 4 javelin, warhammer, 5 wooden stakes, chain shirt, medium shield, emblem divine focus (holy symbol), explorer’s pack, plus 38 gold.

Spiritual Protector’s Set (125 gold): Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack, plus 35 gold.

Tier 2 (700 gold): 3 potions of healing (basic) (150 gold), periapt of wound closure (400 gold), plus 150 gold.

Tier 3 (7,000 gold): mace of smiting , mace of disruption , or staff of healing (5,000 gold), cloak of protection (500 gold), plus 1,500 gold.

Tier 4 (40,000 gold):  elven chain (5,000 gold), necklace of prayer beads (3,000 gold), ring of shooting stars (20,000 gold), pouch of emergency healing (4,000 gold), plus 8,000 gold.

Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), angel eyes (4,500 gold), candle of invocation (50,000 gold), crystal ball (50,000 or 150,000), death’s essence pendant (500 gold), staff of the python (500 gold), staff of swarming insects (5,000 gold), robe of stars (25,000 gold), talisman of pure good (75,000 gold), talisman of ultimate evil (75,000 gold).


Druid

You begin the game with 115 gold.

Hermit’s Set (115 gold): Quarterstaff, hide, light shield, herbalism kit, priest’s pack, focus tattoo nature focus, tent (one person), healer’s satchel, plus 8 gold.

Forager’s Set (115 gold): Blowgun with 50 needles, sickle, padded leather, explorer’s pack, healer’s satchel, herbalism kit, ironwood acorn, poisoner’s kit, staff nature focus, plus 17 gold.

Survivor’s Set (115 gold): 4 javelins, spear, bone breastplate, medium shield, explorer’s pack, hunting trap, totem nature focus, plus 1 gold.

Tier 2 (700 gold): pearl of power (300 gold), 1 hide armor (150 gold), mourning medallion (135 gold), plus 115 gold.

Tier 3 (7,000 gold): either staff of the web-tender , staff of the woodlands , or staff of withering (5,000 gold); seeds of necessity (500 gold), plus 1,500 gold.

Tier 4 (40,000 gold): either staff of fire or staff of frost (15,000 gold), dragon scale mail (green or white) (15,000 gold), survivor’s cloak (3,000 gold), plus 7,000 gold.

Other Favorites: bag of beans (5,000 gold), bag of tricks (300–800 gold), cloak of arachnida (10,000 gold), cloak of the bat (5,000 gold), cloak of the manta ray (400 gold), mask of the white stag (4,950 gold), pumpkin bomb (570 gold), ring of animal influence (2,500 gold), scimitar of speed (6,000 gold), staff of swarming insects (5,000 gold), staff of the python (500 gold), wand of web (500 gold).


Fighter

You begin the game with 140 gold.

Brigand’s Set (140 gold): 2 dueling daggers, garrotte, rapier, 5 throwing daggers, leather brigandine, burglar’s pack, vial of basic poison, plus 26 gold.

Guard’s Set (140 gold): Longbow and 20 arrows, pike, shortsword, medium shield, padded leather, backpack, bell, lantern (standard), manacles, signal whistle, plus 27 gold.

Scout’s Set (140 gold): Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack, plus 23 gold.

Squire’s Set (140 gold): Shortbow and 20 arrows, shortsword, leather brigandine, pony with padded cloth barding, sewing kit, smith’s tools, plus 12 gold.

Tier 2 (700 gold): splint armor (450 gold), bastard sword (35 gold), 2 potions of healing (basic) (100 gold), plus 115 gold.

Tier 3 (7,000 gold):  full plate armor (1500 gold), schooled weapon (2,500 gold), 1 heavy shield or helm of telepathy (1,000 gold), 3 potions of healing (greater) (450 gold), warhorse (400 gold), bag of holding (500 gold), plus 650 gold. 

Tier 4 (40,000 gold): dwarven plate (20,000 gold), figurine of wondrous power (obsidian steed) (10,000 gold), sword of life stealing (2,000 gold), plus 8,000 gold.

Other Favorites: armor +1, +2, or +3 (cost varies by type), weapon +1 (500 gold), weapon +2 (3,500 gold), weapon +3 (8,000 gold), animated shield (6,000 gold), armor of invulnerability (70,000 gold), armor of resistance (1,250 gold), arrow-catching shield (5,000 gold), assembling armor (2,500 gold), composite bow (200 gold), dancing sword (8,000 gold), emperor’s blade (9,000 gold), gloves of swimming and climbing (300 gold), ironweed rope (200 gold per 50 feet), mirror shield (50,000 gold), necklace of adaptation (250 gold), plate armor of etherealness (55,000 gold), ring of mind shielding (500 gold), rope of climbing (500 gold), sun blade (5,000 gold), sword of sharpness (7,000 gold), sword of wounding (5,000 gold), Vekeshi blade (15,750 gold), vicious weapon (400 gold), vorpal sword (55,000 gold), wind fan (450 gold).


Herald 

You begin the game with 200 gold.

Blessed Explorer’s Set (200 gold): Handaxe (4), hauberk, priest’s pack.

Divine Warrior’s Set (200 gold): Longsword, hauberk, medium shield, explorer’s pack.

Tier 2 (700 gold): 2 potions of healing (basic) (100 gold), halberd (25 gold), splint armor (450 gold), plus 125 gold.

Tier 3 (7,000 gold):  full plate armor (1,500 gold), flame tongue (greatsword) (5000 gold), plus 500 gold. 

Tier 4 (40,000 gold):  celestial aegis or infernal carapace (17,500 gold), ioun stone (absorption) (10,000 gold), pouch of emergency healing (4000 gold), plus 8,500 gold.

Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), armor of invulnerability (70,000 gold), composite bow (200 gold), frost brand (8,000 gold), helm of telepathy (1,000 gold), holy avenger (100,000 gold), mirror shield (50,000 gold), plate armor of etherealness (55,000 gold), ring of spell storing (4,000 gold), rod of absorption (30,000 gold), scarab of protection (80,000 gold), schooled weapon (2,500 gold), spellguard shield (20,000 gold), sun blade (5,000 gold), Vekeshi blade (15,750 gold), vorpal sword (55,000 gold).


Marshal 

You begin the game with 200 gold.

Skirmisher’s Set (200 gold): 6 javelins, longsword, hauberk, light shield, explorer’s pack, plus 7 gold.

Soldier’s Set (200 gold): Battleaxe, scimitar, 2 spears, longbow and 20 arrows, padded leather, dungeoneer’s pack, plus 90 gold.

Tier 2 (700 gold):  splint armor (450 gold), longsword (20 gold), medium shield (20 gold),  3 potions of healing (basic) (150 gold), plus 100 gold.

Tier 3 (7,000 gold):  full plate armor (1,500 gold), 2 longsword (3,500 gold), 1 medium shield (1,000 gold), warhorse (400 gold), bag of holding (500 gold), plus 1,600 gold. 

Tier 4 (40,000 gold):  adamantine full plate (6,000 gold), spellguard shield (20,000 gold), horn of valhalla (bronze) (10,000 gold), 2 longsword (3,500 gold), plus 500 gold.

Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), armor of invulnerability (70,000 gold), assembling armor (2,500 gold), composite bow (200 gold), defender (60,000), emperor’s blade (9,000 gold), helm of telepathy (1,000 gold), horn of valhalla (silver, brass, bronze, iron; 1,000 gold, 5,000 gold, 10,000 gold, 75,000 gold), mirror shield (50,000 gold), plate armor of etherealness (55,000 gold), schooled weapon (2,500 gold), sword of life stealing (2,000 gold), Vekeshi blade (15,750 gold), vorpal sword (55,000 gold), wand of elocution (500 gold).


Ranger

You begin the game with 150 gold.

Deep Delver’s Set (150 gold): Longbow and 20 arrows, scimitar, shortsword, scale mail, dungeoneer’s pack, plus 7 gold.

Marksman’s Set (150 gold): Battleaxe, longbow and 20 arrows, scimitar, padded leather, explorer’s pack, plus 44 gold.

Tier 2 (700 gold): boots of elvenkind (300 gold), bead of tracking (200 gold), plus 200 gold.

Tier 3 (7,000 gold):  lantern of revealing (3,500 gold), cloak of protection (500 gold), two 1 scimitars (1,000 gold), message stones (450 gold), quiver of the hunt (300 gold), plus 1,250 gold.

Tier 4 (40,000 gold):  oathbow (6,000 gold), scimitar of speed (6,000 gold), dragon scale mail (green or black) (15,000 gold), quiver of the hunt (rare version) (4,000 gold), helm of telepathy (1,000 gold), plus 8,000 gold.

Other Favorites: ammunition +1 (10 pieces; 500 gold), ammunition +2 (10 pieces; 2,000 gold), ammunition +3 (10 pieces; 8,000 gold), armor +1, +2, or +3 (cost varies by type), amulet of the planes (50,000 gold), arrow of slaying (8,000 gold), bag of tricks (300–800 gold), composite bow (200 gold), gauntlets of summer (2,500 gold), gloves of swimming and climbing (300 gold), grappling gun (25,000 gold), helm of telepathy (1,000 gold), long fang of the moon (29,700 gold), ring of animal influence (2,500 gold), ring of water walking (500 gold), rope of climbing (500 gold), survivor’s cloak (3,000 gold), trident of fish command (500 gold).


Rogue 

You begin the game with 125 gold.

Skulker’s Set (125 gold): 2 daggers, shortbow and 20 arrows, shortsword, padded leather, explorer’s pack, thieves’ tools, plus 35 gold.

Swashbuckler’s Set (125 gold): Saber, sling and 20 sling bullets, 2 throwing daggers, padded leather, burglar’s pack, thieves’ tools, plus 33 gold.

Tier 2 (700 gold):  box of bees (110 gold), message stones (450 gold), plus 140 gold.

Tier 3 (7,000 gold):  winged boots (1,500 gold), dagger of venom (2,500 gold), goggles of night (500 gold), glamoured padded leather (500 gold), message stones (450), plus 1,550 gold.

Tier 4 (40,000 gold):  nine lives stealer (10,000 gold), grappling gun (25,000 gold), plus 5,000 gold.

Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of proof against detection and location (5,000 gold), assassin’s ring (2,500 gold), bag of tricks (300–800 gold), book of storing (350 gold), candle of the surreptitious scholar (150 gold), elven chain (5,000 gold), hat of disguise (250 gold), immovable rod (400 gold), luck blade (150,000 gold), medallion of thoughts (450 gold), mindrazor (100,000 gold), oil of etherealness (3,500 gold), ring of water walking (500 gold), ring of x-ray vision (2,500 gold), robe of useful items (400 gold), slippers of spider climbing (500 gold), tools of the hidden hand (30 gold), wand of cobwebs (150 gold), wand of enemy detection (3,500 gold), wand of magic detection (250 gold), wand of secrets (250 gold), warpblade (150,000 gold).


Sorcerer

You begin the game with 100 gold.

Light Traveler’s Set (100 gold): Quarterstaff, sling and 20 sling bullets, component pouch, explorer’s pack, plus 64 gold,

Troublemaker’s Set (100 gold): 2 daggers, light crossbow and 20 bolts, explorer’s pack, wand arcane focus, plus 30 gold.

Tier 2 (700 gold):  robe of useful items (400 gold), organizer gremlin (90 gold), plus 210 gold.

Tier 3 (7,000 gold): either wand of fireballs or wand of lightning bolts (5,000 gold), ring of water walking (500 gold), plus 1,500 gold.

Tier 4 (40,000 gold): rose of the enchantress (3,875 gold), robe of stars (25,000 gold); either bowl of commanding water elementals , brazier of commanding fire elementals , censer of controlling air elementals , or stone of controlling earth elementals (3,000 gold); plus 8,125 gold.

Other Favorites: cantrip wand (500 gold), elven chain (5,000 gold), eyes of charming (250 gold), orb of elsewhere (55,000 gold), ring of spell storing (4,000 gold), robe of scintillating colors (8,000 gold), robe of the archmagi (70,000 gold), sonic staff (9,000 gold), staff of gravity bending (5,000 gold), staff of power (50,000 gold), staff of the magi (250,000 gold), steelsilk mantle (5,000 gold), wand of magic missile (500 gold), wand of wonder (5,000 gold).


Warlock

You begin the game with 110 gold.

Heretical Scholar’s Set (110 gold): Dagger, sickle, padded cloth, grimoire arcane focus, scholar’s pack, plus 37 gold.

Inconspicuous Civilian’s Set (110 gold): Quarterstaff, padded cloth, crystal arcane focus, dice set, explorer’s pack, laudanum, plus 49 gold.

Shadowy Scoundrel’s Set (110 gold): 2 daggers, light crossbow and 20 bolts, padded leather, component pouch, dungeoneer’s pack, plus 8 gold.

Tier 2 (700 gold):  contract of indentured service (150 gold), scrap of forbidden text (20 gold), wand of the war mage +1 (250 gold); either badge of seasons , barbed devil’s bracelet , or focusing eye (150 gold); plus 130 gold.

Tier 3 (7,000 gold): cape of the mountebank or broom of flying (2,500 gold), wand of the war mage +2 (2,500 gold), slippers of spider climbing (500 gold), plus 1,500 gold.

Tier 4 (40,000 gold):  wand of the war mage +3 (7,500 gold), subtle mage gloves (5,000 gold); either tome of clear thought , tome of leadership and influence , or tome of understanding (20,000 gold); plus 7,500 gold.

Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), candle of the surreptitious scholar (150 gold), cloak of arachnida (10,000 gold), cloak of the bat (5,000 gold), cloak of the manta ray (400 gold), cloak of the shadowcaster (5,000 gold), death’s essence pendant (500 gold), elven chain (5,000 gold), faerie love letter (150 gold), How to Make Fiends and Influence People (60,000 gold), jarred brain (75 gold), magic mirror (pocket, handheld; 300 gold, 3,000 gold), ring of spell storing (4,000 gold), robe of eyes (3,500 gold), robe of the archmagi (70,000 gold), satyr boots (110 gold), seven-sided coin (250 gold), skeleton key (145), skull liqueur (370 gold), staff of swarming insects (5,000 gold), staff of the magi (250,000 gold), wand of fear (5,000 gold).


Wizard 

You begin the game with 100 gold.

Arcane Investigator’s Set (100 gold): Dagger, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials, plus 19 gold.

Mage Scholar’s Set (100 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook, plus 11 gold.

Traveling Mage’s Set (100 gold): Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook, plus 14 gold.

Tier 2 (700 gold):  spell scroll of find familiar (125 gold), 3 2nd-level spell scrolls (225 gold), organizer gremlin (90 gold), dreamscrying bowl (100 gold), plus 160 gold.

Tier 3 (7,000 gold): 3 4th-level spell scrolls (1,500 gold), 1 5th-level spell scroll (1,250 gold), headband of intellect (500 gold); either bowl of commanding water elementals , brazier of commanding fire elementals , censer of controlling air elementals , or stone of controlling earth elementals (3,000 gold); plus 750 gold.

Tier 4 (40,000 gold): staff of thunder and lightning (12,000 gold), ring of telekinesis (12,000 gold), a 7th-level spell scroll , plus 8,000 gold.

Other Favorites:  candle of the surreptitious scholar (150 gold), crystal ball (50,000 or 150,000 gold), death’s essence pendant (500 gold), eyes of charming (250 gold), listening quills (150 gold), ring of the ram (8,000 gold), ring of spell storing (4,000 gold), robe of the archmagi (70,000 gold), spell scrolls (cost varies), sphere of annihilation (100,000 gold), staff of charming (4,500 gold), staff of power (50,000 gold), staff of the magi (250,000 gold), talisman of the sphere (85,000 gold), wand of erudition (500 gold), wand of magic missile (500 gold), wand of paralysis (3,500 gold).


Miscellaneous Items

The following items are popular with all types of adventurers.

Tier 1:  barrow bread (2 gold), canoe (25 gold), carriage (100 gold), potions of healing (basic, greater, superior, supreme; 50 gold, 150 gold, 550 gold, 1,500 gold), rowboat (50 gold), tailored suit of armor (80 gold), wagon (35 gold).

Tier 2:  bag of holding (500 gold), deck of illusions (500 gold), potion of heroism (550 gold), potion of mind reading (700 gold), potion of resistance (250 gold), potion of water breathing (150 gold), quick canoe paddle (75 gold), riding horse (75 gold), ring of warmth (500 gold), stone of good luck (luckstone) (350 gold), warhorse (400 gold).

Tier 3:  elephant (500 gold), folding boat (4,500 gold), handy haversack (1,250 gold), horseshoes of speed (4,500 gold), portable hole (5,000 gold), potion of invisibility (5,000 gold).

Tier 4:  absurdist web (11,250 gold), apparatus of the crab (60,000 gold), deck of many things (100,000 gold), horseshoes of a zephyr (17,000 gold), instant fortress (15,000 gold), ioun stone (mastery; 50,000 gold), liquid luck (55,000 gold), potion of speed (7,000 gold), ring of regeneration (35,000 gold), ring of three wishes (200,000 gold), rod of lordly might (80,000 gold), sailing ship (10,000 gold), sky skiff (12,000 gold), the traveling chest (52,000 gold), warship (25,000 gold).

Templates

Templates

This book includes several templates which can be applied to a wide variety of monsters. For instance, the skeleton template can be applied to any beast, humanoid, giant, or monstrosity, allowing you to create skeleton bears, berserkers, and bulettes, among other horrors.

Elite Template

Elite monsters are more powerful versions of regular monsters. Any creature can have an elite version, which usually refers to champions or leaders An elite creature retains all its stats except as noted below.

Hit points. The elite creature has double its normal hit point total.

Attacks. The elite creature does 50% more damage than the normal version, double damage once it is bloodied, or has a special attack it can use while bloodied.

Elite recovery. An elite creature has has a trait (which takes effect at the start or end of the creature's turn) or bonus action to end a condition or negative effect it is suffering such as:

The creature ends one negative effect currently affecting it as a bonus action. It can use this bonus action as long as it has at least 1 hit point, even while  unconscious  or incapacitated.

At the end of each of its turns, the creature can end one condition or effect on itself. It can do this even when unconscious or incapacitated.

XP. An elite creature is worth double the XP reward.

Pagination