Skip to main content

Breadcrumb

Weapons

Weapons

Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add either your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if applicable. 

Simple Weapons. All NPC humanoids are proficient with simple weapons, and adventurers are able to wield most of them (if not all). The list of simple melee weapons include the club, dagger, handaxe, greatclub, mace, quarterstaff, sickle, and spear, and simple ranged weapons include the blowgun, heavy crossbow, light crossbow, and sling.In addition to being noted in its properties, a simple weapon is also marked with S.

Martial Weapons. Martial weapons are more complicated to use and require training to be proficient with. You must be proficient with a weapon to gain your proficiency bonus on attack rolls made with it. Unless noted otherwise, the weapons in this chapter are considered martial weapons.

Rare Weapons. Unless a trait or feature grants it, you can only gain proficiency with a rare weapon by training during downtime. Depending on the campaign setting and at the Narrator’s discretion, some rare weapons may be considered martial weapons or they may not exist at all.


Weapon Attacks

All creatures are proficient with their natural weapons and unarmed strikes. Unless otherwise noted, an unarmed strike deals bludgeoning damage equal to 1 + Strength modifier. Attacks made with natural weapons and unarmed strikes are considered to be melee weapon attacks, and a thrown weapon is considered to be a ranged weapon attack. Creatures have a reach of 5 feet with their melee weapon attacks, though larger creatures may have greater reach.


Melee Weapons

Adventurers use a wide variety of weapons in hand-to-hand combat. The table below indicates some of the most common melee weaponry, though different cultures name weapons differently, and some weapons are completely unique (see Cultural Weapons). If you want to use a weapon not listed here, see the Customizing Armaments section later in this chapter. A melee weapon uses your Strength modifier for attack and damage rolls. Unless otherwise noted, melee weapon attacks have a reach of 5 feet. Creatures larger than Medium size may have greater reach.

Table: Melee Weapon

Damage Die

Cost

Weight

Properties

Damage Type

1d4

Brass knuckles

4 gp

½ lb.

Dual-wielding, hand-mounted

Bludgeoning

ClubS

1 sp

2 lbs.

Simple

Bludgeoning

DaggerS

2 gp

1 lb.

Dual-wielding, finesse, simple

Piercing

Dueling dagger

6 gp

1 lb.

Dual-wielding, finesse, parrying

Piercing

Light hammer

2 gp

2 lbs.

Dual-wielding, thrown (20/60)

Bludgeoning

Punching dagger

4 gp

1 lb.

Dual-wielding, hand-mounted

Piercing

SickleS

1 gp

2 lbs.

Dual-wielding, simple

Slashing 

Throwing dagger

3 gp

½ lb.

Dual-wielding, finesse, thrown (30/80)

Piercing

Whip

2 gp

3 lbs.

Finesse, parrying immunity, reach (15), trip

Slashing

1d6

HandaxeS

5 gp

2 lbs.

Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) 

Slashing

Javelin

5 sp

2 lbs.

Thrown (30/120)

Piercing

MaceS

5 gp

4 lbs.

Defensive (medium), simple

Bludgeoning

QuarterstaffS

2 sp

4 lbs.

Parrying, simple, two-handed

Bludgeoning

Scimitar

20 gp

3 lbs.

Defensive (light), dual-wielding, finesse

Slashing

Shortsword

10 gp

2 lbs.

Defensive (medium), finesse, parrying

Slashing

SpearS

1 gp

3 lbs.

Defensive (heavy), simple, thrown (20/60), versatile (1d8)

Piercing

Trident

10 gp

3 lbs.

Thrown (20/60), versatile (1d8), mounted

Piercing

1d8

Bastard sword

35 gp

5 lbs.

Parrying, versatile (1d10)

Slashing

Battleaxe

10 gp

6 lbs.

Breaker (wood), versatile (1d10)

Slashing

Flail

20 gp

3 lbs.

Parrying immunity, trip

Bludgeoning

GreatclubS

5 sp

10 lbs.

Simple, versatile (1d10)

Bludgeoning

Longsword

20 gp

3 lbs.

Defensive (medium)

Slashing

Morningstar

15 gp

4 lbs.

Defensive (medium)

Bludgeoning

Rapier

25 gp

2 lbs.

Defensive (light), finesse

Piercing

Saber

30 gp

3 lbs.

Defensive (light), finesse, mounted (1d10)

Slashing

Warhammer

15 gp

3 lbs.

Breaker, versatile (1d10)

Bludgeoning

Warpick

5 gp

2 lbs.

Breaker (stone)

Piercing

1d10

Glaive

12 gp

5 lbs.

Reach, two-handed

Slashing

Halberd

25 gp

7 lbs.

Heavy, reach, trip, two-handed

Piercing or slashing

Pike

5 gp

13 lbs.

Defensive (heavy), heavy, reach* 

Piercing

Scythe

1 gp

12 lbs.

Heavy, parrying, two-handed

Slashing

1d12

Greataxe

30 gp

9 lbs.

Breaker (wood), heavy, two-handed

Slashing

2d6

Greatsword

50 gp

7 lbs.

Heavy, parrying, two-handed

Slashing

Maul

20 gp

11 lbs.

Breaker, heavy, two-handed

Bludgeoning

* You have disadvantage when you use a pike to attack a target within 5 feet of you.


Ranged Weapons

Ranged weapons require ammunition to use. If you use a ranged weapon to make a melee attack, it is treated as an improvised weapon. A sling must be loaded to be used in this way. A ranged weapon uses your Dexterity modifier for attack and damage rolls.

Table: Ranged Weapons

Damage Die

Cost

Weight

Properties

Damage Type

1d4

BlowgunS

1 gp

½ lb.

Loading, range (25/100), simple

Piercing

Dart

5 sp

¼ lb.

Range (20/60)

Piercing

SlingS

2 sp

Range (30/120), simple

Bludgeoning

1d6

Hand crossbow

60 gp

3 lbs.

Dual-wielding, loading, range (30/120)

Piercing

Shortbow

25 gp

2 lbs.

Range (80/320), two-handed

Piercing

1d8

Composite bow 200 gp 2 lbs. Compounding, heavy, range (150/600), two-handed Piercing

Light crossbowS

45 gp

5 lbs.

Loading, range (80/320), simple, two-handed

Piercing

Longbow

50 gp

2 lbs.

Heavy, range (150/600), two-handed

Piercing

1d10

Heavy crossbowS

100 gp

15 lbs.

Heavy, loading, range (100/400), simple, two-handed

Piercing

 

Miscellaneous Weapons and Accessories

Some weapons have special properties unique to them.

Table: Miscellaneous Weapons and Accessories

Weapon

Cost

Weight

Properties

Damage

Special Properties

Garrotte

3 sp

Two-handed

None (see description)

When wielding a garrotte, you may make a melee weapon attack at disadvantage against a Large or smaller creature that requires air to breathe. On a hit, the creature is grappled and begins to suffocate

Lance

10 gp

6 lbs.

Defensive (medium), reach

Piercing (1d12)

You have disadvantage when you use a lance to attack a target within 5 feet of you. If you are not mounted, you must use two hands to wield the lance.

Net

1 gp

2 lbs.

Thrown (5/15)

None (see description)

A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage.

Spear-thrower

10 gp

4 lbs.

Loading, range (80/320)

Piercing (see description)

A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range.

 


Weapon Properties


Improvised Weapons

Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. At the Narrator’s discretion, an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon. For example, the leg of a table might be used as a club. An object that bears no resemblance to a weapon deals 1d4 damage of a type determined by the Narrator. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet. 


Ammunition

Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However at the Narrator’s discretion, special ammunition may be available.

Explosive. An attack made with explosive ammunition cannot benefit from expertise dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage. 

Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.

Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier. 

Table: Ammunition

Ammunition

Cost

Weight

Arrows (20)

1 gp

1 lb.

Blowgun needles (50)

1 gp

1 lb.

Crossbow bolts (20)

1 gp

1 ½ lbs.

Firearm bullets (10)

10 gp

1 ½ lbs.

Sling bullets (20)

4 cp

1 ½ lbs.

Explosive arrows (4)

80 gp

½ lb.

Flaming arrows (4)

60 gp

½ lb.

Punching arrows (4)

100 gp

1 lb.

 


Cultural Weapons

Many weapons have equivalents in various cultures, both in the real world and in fantasy campaign settings. Below is a selection of weapons from different cultures which you may choose to include in your game, along with notes on how they are represented in Level Up. Availability of these weapons is at the discretion of the Narrator.

Boomerang (Aboriginal, 5 silver). There are many forms of boomerang. This club has the thrown property (range 100/300), and cannot be used as a melee weapon. A boomerang designed to flush out or distract prey goes a shorter distance (range 50/150), but on a miss it returns to the location it was thrown from at the end of the turn.

Butterfly Sword (Chinese, 20 gold). These use the statistics of shortswords, and are usually wielded in pairs. They have the dual-wielding property.

Chakram (Indian, 2 gold). This circular, bladed throwing weapon uses the statistics of a ring blade.

Claymore (Scottish, 50 gold). This cross-hilted weapon uses the statistics of a greatsword.

Dao (Chinese, 20 gold). A curved broadsword that uses the statistics of a scimitar.

Hooked Hammer (Gnomish, 15 gold). This uses the statistics of a small warhammer which does 1d6 bludgeoning or piercing damage and has the trip property.

Katana (Japanese, 60 gold). This weapon uses the statistics of a fine bastard sword.

Khopesh (Egyptian, 1 gold). This sickle-shaped sword uses the statistics of a scimitar.

Kusarigama (Japanese, 10 gold). This is a sickle on a chain. It uses the statistics of a sickle that weighs 5 pounds and has the dual-wielding, parrying immunity, reach (10 ft.), and two-handed properties.

Labrys (Greek, 10 gold). This ornate weapon uses the statistics of a battleaxe. It has two blades, one on each side of the haft.

Machahuitl (Aztec, 30 gold). This club with embedded obsidian blades functions as a fine longsword.

Main-Gauche (European, 4 gold). This parrying dagger may be used as a dagger or as a light shield.

Nine-Section Whip (Chinese, 15 gold). This whip deals 1d6 slashing damage.

Ninjatō (Japanese, 20 gold). This uses the statistics of a straight-bladed shortsword with the storage property (often used to contain poison).

Nunchaku (Okinawan, 1 gold). This weapon uses the statistics of a club, but is considered a double weapon.

Rungu (Zambian, 3 silver). This club has the thrown property (range 30/150).

Shuriken (Japanese, 3 silver). This weapon uses the statistics of a throwing dagger. It can only do 1 damage in melee. It has the quickdraw property.

Slingstaff (Halfling, 1 gold). This weapon can be used as a quarterstaff or as a sling.

Spiked Gauntlets (Any, 8 gold). Spiked gauntlets function as brass knuckles, but do piercing damage.

Stonebow (Dwarven, 25 gold). This weapon functions as a shortbow, but fires sling bullets which inflict bludgeoning damage.

Tessen (Japanese, 5 gold). This war fan can be used as a light shield and as a dagger, and has the flamboyant property.

Thinblade (Elven, 50 gold). This weapon uses the statistics of a rapier but is so sharp that it has the vicious property.

Tomahawk (Native American, 5 gold). A tomahawk uses the statistics of a handaxe.

Urgosh (Dwarven, 20 gold). This spear and axe double weapon can be used as either.

Wakizashi (Japanese, 15 gold). This blade uses the statistics of a shortsword.

Wooden Stake (Any, 0 gold). This simple weapon uses the statistics of a dagger, but any vampire reduced to 0 hit points with it is permanently destroyed. It is made of wood.


Rare Melee Weapons

Most rare melee weapons are secretive, meant to be concealed or utilize a hidden advantage to take foes by surprise. 

Assassin’s Gauntlet and Boot Dagger. At a glance this item seems to be perfectly typical, but it conceals a spring-loaded blade deployed by pressing a switch when it is used to make an attack. A creature observing it only realizes that the item is a weapon with a DC 15 Investigation check (made with disadvantage if the weapon is being worn at the time and not deployed). Once deployed, a bonus action is required to resheathe the blade. You gain an expertise die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it.

Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implement. Most double weapons are two-bladed swords or double-axes, but there have been gnome warriors known to wield hooked hammers and elvish clades specialized in swordspears. Double weapons use the statistics for whichever weapon is used to attack and are considered to have the dual-wielding and parrying properties.

Mercurial Maul. The liquid metal inside of the shaft and head of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2.

Ring Blade. This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. It costs only 1 exertion point to use the Ricochet combat maneuver with this weapon. In addition, when you throw this weapon, you may make the attack with disadvantage , and on a hit it returns to your hand. 

Shields. At the Narrator’s discretion, shields may be treated as rare weapons to gain proficiency with them for attack rolls.

Sword Pistol. When this weapon is used to hit a target with a melee weapon attack, you can use your reaction to fire the gun in the handle, gaining a 1d6 expertise die on an immediate ranged weapon attack against the same target.


Rare Ranged Weapons

Ranged rare weapons require ammunition to use, although some firearms can hold multiple bullets at a time.

Geared Slingshot. Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.

Ratcheting Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts or be constructed smaller (with statistics like a hand crossbow).

Revolver. A revolver can be used to make one ranged attack per bullet loaded into it and requires an action to reload.

Shotgun. When this weapon is used to make an attack roll with advantage , the attack becomes a critical hit if both d20 rolls would result in a hit. When this weapon is used to make an attack roll with disadvantage and only one attack roll would result in a hit, you instead deal 1d4 piercing damage (adding no bonuses to damage from ability score modifiers or enchantments)

 

Table: Rare Melee Weapons

Damage Die

Cost

Weight

Properties

Damage Type

1d4

Assassin’s gauntlet

50 gp

8 lbs.

Finesse, stealthy

Piercing

Boot dagger

75 gp

4 lbs.

Finesse, stealthy

Piercing

1d6

Ring blade

10 gp

6 lbs.

Thrown (30/90)

Slashing

1d8

Double weapon

150 gp

varies

Dual-wielding, parrying, two-handed

Two from bludgeoning, piercing, or slashing

Sword pistol

200 gp

5 lbs.

Finesse, loading, range (10/30)

Piercing

2d4

Spiked chain

35 gp

20 lbs.

Heavy, parrying immunity, reach (10 ft.), two-handed

Bludgeoning and slashing

2d6

Mercurial maul

150 gp

15 lbs.

Breaker, heavy, two-handed

Bludgeoning

 

Table: Rare Ranged Weapons

Damage Die

Cost

Weight

Properties

Damage Type

d6

Geared slingshot

110 gp

25 lbs.

Bulky, heavy, loading, range (60/180), two-handed

Bludgeoning

d10

Pistol

120 gp

3 lbs.

Loading, range (20/60)

Piercing

Shotgun

150 gp

6 lbs.

Loading, range (30/90)

Piercing

d12

Carbine

150 gp

5 lbs.

Loading, two-handed, range (50/150)

Piercing

Ratcheting crossbow

125 gp

20 lbs.

Heavy, loading, range (150/600), two-handed

Piercing

2d6

Revolver

300 gp

3 lbs.

Loading*, range (60/180)

Piercing

2d8

Musket

350 gp

10 lbs.

Heavy, loading, range (60/180), two-handed

Piercing

 

*Loading a revolver (which holds 6 bullets) requires an action. A revolver can be used to make one ranged attack per bullet loaded into it.

Materials

Materials

The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from. 

Material

Description

Weight

Cost

Properties

Repairability

Adamantine

As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as well as the most expensive. 

×1.5

×4

Hardy, low-maintenance (advantage), weighty (+2)

DC 25

smith’s tools, access to a forge

Bone

Bones can be shaped into points for arrows and spears or tied together, along with shells and scales, to form a durable but high-maintenance armor. Due to its brittleness, bone requires constant repairs and has a short lifespan.

×1/2

×1/4

Flaw, lightweight

DC 10

sewing kit

 

Weapons are not repairable

Bronze 

Bronze is durable but weighty, and tends to be weaker than steel. 

×1.5

×3/4

Weighty (+1)

DC 12

smith’s tools

Cloth

Cloth is the flimsiest of materials but also the lightest. Padded layers can be worn as independent armor, or underneath metal armors to increase comfort.

Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Cold iron

Alloys of iron and phosphorus are called cold iron. Cold iron is a semi-magical material which many fey creatures are vulnerable to.

×2

Feybane

DC 20

smith’s tools

Hide

Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. Leather that is left untreated or with the fur or scales still on is known as hide.

Comfortable, wild

DC 10

sewing kit

Iron

Iron is weighty and fragile, typically alloyed with carbon (to form steel).

×1.5

×1/2

Rust, weighty (+2)

DC 15

smith’s tools

Leather

Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows..

Flaw (piercing)

DC 10

sewing kit

Mithral

Lighter than steel, mithral is a prized material for its ability to be worked into light, comfortable, and beautiful armor or weapons.

×1/2

×3

High-quality, lightweight, low-maintenance (advantage)
 

DC 25

smith’s tools, access to a forge

Silver

Usually an iron-silver alloy rather than pure silver.

×2

Silvered

DC 20

smith’s tools

Steel

Steel is an alloy of iron and carbon that is lighter and sturdier than its counterparts, but requires skill and great heat to make. Steel is the basis of many sets of armor, including chain, plate, and the metalwork inside brigandine. 

 

Low-maintenance (expertise die)

DC 15

smith’s tools, access to a forge

Stone

Hard and heavy. Stone can be challenging to shape beyond a knapped short blade and quite brittle.

×2

Weapons ×1/2

 

Armor ×3

Fortified, weighty (+2)

Not repairable

Wood

Wood is widely accessible and typically used for weapons. Weapons made of wood tend to be fire-hardened with special oils to increase their durability. 

Flaw (armor only)

DC 15

woodworker’s tools

 


Material Properties

The materials a weapon or suit of armor is made from determines how best it protects the adventurer using it, as well as how it needs to be maintained.

Comfortable. Armor with this property is comfortable enough to sleep in without penalty.

Feybane. When using a feybane weapon you have advantage on attacks made against fey. While you are wearing feybane armor fey have disadvantage on attacks made against you.

Flaw. A weapon with the flaw property breaks when you roll a natural 1 on an attack roll made with it. Armors break when you take a critical hit or roll a natural 1 on a Dexterity saving throw . If a damage type is noted in parentheses, the armor only breaks on a critical hit from that damage type, or the weapon only breaks if it does damage of that damage type.

Fortified. Fortified armor increases the Armor Class it grants by 1.

Hardy. While wearing hardy armor, the first critical hit against you since your last short or long rest becomes a normal hit. You cannot use this feature again until you make adjustments to the armor during a short or long rest.

High-Quality. These weapons and armor are considered one quality level higher (standard becomes fine, and fine becomes masterwork).

Lightweight. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the lightweight version of the armor doesn’t.

Low-Maintenance. You gain advantage or an expertise die on maintenance checks made on low-maintenance gear.

Rust. When exposed to water and not maintained, this gear cannot be repaired.

Silvered. Weapons made from an alloy of silver are considered silvered for the purposes of damage resistances .

Underarmor. This armor can be worn under medium and heavy armors.

Weighty. The heaviness of some materials results in an increase to the armor’s Strength requirement, if the armor has one. The increase is noted in parentheses.

Wild. While wearing hide armor you cannot gain expertise dice on Deception and Persuasion checks made in urban environments.

Shields

Shields

Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. 

Table: Shields

Shield

Cost

Weight

AC Bonus

Light

10 gp

4 lbs.

+1

Medium

20 gp

8 lbs.

+2

Heavy

35 gp

20 lbs.

+2

Tower

75 gp

25 lbs

+2

 

Donning a shield grants no benefit to Armor Class if you are not proficient with shields, and you are unable to take cover behind it, plant it on the ground, or sacrifice it.

A creature one size category larger than the shield was designed for treats it as a shield that is one degree lighter, while a creature one size category smaller treats it as a shield that is one degree heavier. If that would make a light shield lighter or a heavy shield heavier, the shield cannot be used by that creature.

The costs and weights in Table: Shields are for shields made from steel. 

Light. Light shields increase your Armor Class by 1. You may throw this shield, treating it as an improvised weapon that deals 1d6 bludgeoning damage.

Medium. Medium shields increase your Armor Class by 2.

Heavy. Heavy shields increase your Armor Class by 2 and you gain an expertise die on Dexterity saving throws . When you take the Dodge action while wielding a heavy shield, you may instead take cover behind your shield, gaining an expertise die to your Armor Class until the start of your turn. You have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks while wielding a heavy shield, and you cannot squeeze through spaces smaller than your size category.

Tower. Tower shields share the properties of a heavy shield. These shields cover the entire body and reduce your Speed by 10 feet. On your turn, you may use an object interaction to plant it in the ground, gaining half cover (+2 bonus to AC, Dexterity saving throws , and ability checks made to hide) and advantage on saving throws made to resist being shoved or knocked prone and while you remain behind it. Unplanting a tower shield requires a bonus action.

Tower shields are bulky items, and count as such even when donned.

Improvised Shields

If you are proficient with shields, you can use an action to pick up a nearby object of your size category or larger to use as a shield. The size of the object determines the degree of shield it becomes: an object your size can be used as a light shield, or an object of one size category larger can be used as a medium shield.

An improvised shield is destroyed when you take a critical hit (it cannot be sacrificed), it cannot be repaired or customized, and it becomes useless after 10 rounds of combat.

Sacrifice Shield

When you take a critical hit, you can use your reaction to block it and sacrifice your shield, turning the critical hit into a regular hit. Afterwards your shield is broken, or if your shield is magical it instead becomes mundane for 1 hour.

Armor

Armor

The durability of your armor is a combination of the style of armor and its materials . Less durable materials, such as cloth and leather, are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily, but require more physical strength to wear and cost more coin. The different styles of armor are outlined below.

When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls , and saving throws using Strength or Dexterity, and you are unable to cast spells.


Type

Cost

Weight

AC

Properties

Strength

Dexterity (Stealth) Penalty

Repairability

Light

 

Padded cloth

5 gp

6 lbs.

11 + Dexterity modifier

Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Padded leather

15 gp

8 lbs.

12 + Dexterity modifier

Comfortable, Flaw (piercing)

DC 10

sewing kit

Medium

 

Cloth brigandine 

5 gp

7 lbs.

12 + Dexterity modifier

Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Leather brigandine 

20 gp

10 lbs.

13 + Dexterity modifier

Comfortable, flaw (piercing)

DC 10

sewing kit

Hide armor

10 gp

15 lbs.

13 + Dexterity modifier (maximum 2)

Comfortable, wild

DC 10

sewing kit

Chain shirt (steel)

50 gp

15 lbs.

13 + Dexterity modifier (maximum 2)

Low-maintenance (expertise die)

DC 15

smith’s tools, access to a forge

Chain shirt (mithral)*

150 gp

8 lbs.

13 + Dexterity modifier (maximum 2)

High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

Scale mail (steel)

50 gp

35 lbs.

14 + Dexterity modifier (maximum 2)

Low-maintenance (expertise die)

Str 14

Disadvantage

DC 15

smith’s tools, access to a forge

Breastplate (bone)*

100 gp

10 lbs.

14 + Dexterity modifier (maximum 2)

Flaw

DC 10

sewing kit

Breastplate or cuirass (steel)

400 gp

20 lbs.

14 + Dexterity modifier (maximum 2)

Low-maintenance (expertise die)

Str 11

Disadvantage

DC 15

smith’s tools, access to a forge

Breastplate or cuirass (bronze)*

300 gp

35 lbs.

14 + Dexterity modifier (maximum 2)

Weighty (+1)

Str 12

Disadvantage

DC 12

smith’s tools, access to a forge

Elven breastplate (mithral)*

1,200 gp

10 lbs.

14 + Dexterity modifier (maximum 2)

High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

Half plate (steel) 750 gp   15 + Dexterity modifier (maximum 2) Low-maintenance (expertise die) Str 13 Disadvantage

DC 15

smith’s tools, access to a forge

Heavy

 

Hauberk (steel)

150 gp

20 lbs.

16

Low-maintenance (expertise die)

Str 13

DC 15

smith’s tools, access to a forge

Splint (steel)

450 gp

30 lbs.

17

Low-maintenance (expertise die)

Str 15

Disadvantage

DC 15

smith’s tools, access to a forge

Full plate (steel)

1,500 gp

55 lbs.

18

Low-maintenance (expertise die)

Str 15

Disadvantage

DC 15

smith’s tools, access to a forge

Dwarven plate (stone)*

4,500 gp

110 lbs.

19

Fortified, weighty (+2)

Str 17

Disadvantage

Not repairable

Elven plate (mithral)*

4,500 gp

28 lbs.

18

High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

* Material modifiers already included.

For metal armor the default is considered to be steel.


Armor Types

Padded. Layers of cloth or supple leather are quilted together to create a lightweight tunic and pair of trousers. Padded cloth tunics are worn under breastplates and suits of mail for comfort, and are already counted in their AC.

Brigandine. A tunic made of cloth, leather, or hide which has small panels of metal, scale, or bone stitched to the interior for extra protection. When the panels are external and overlap closely, the brigandine is termed scale mail. 

Breastplate. A fitted bone, leather, or metal plate that covers the chest, stomach, and vital organs. 

Mail. A suit made entirely of metal, though styles can differ greatly. A chain shirt is a shirt woven from small metal rings, while a full set of chain mail (a hauberk) is longer and includes a coiff. Half plate covers most of the body in shaped metal plates, but offers minimal leg protection, while full plate covers the entire body and includes gauntlets, boots, and a helm. Splint mail is similar to half plate but covers the limbs in strips of mail bolted to leather, rather than shaped metal plates. 

Other Notes

Bulky Armor. Half plate and full plate are bulky, but while worn they do not count against the number of bulky items you can carry at once.

Strength Requirement. While wearing armor for which you do not have the minimum Strength score, your Speed is reduced by 10 feet.


Helms

Helms fit over your head to protect your skull, though in exchange they limit your vision and hearing. No proficiency is required to wear a helm.

Helm (12g, 4lbs). This hard leather or metal covering protects the head but not the face, with the exception of a strip over the nose. While wearing this helm you gain an expertise die on saving throws made to resist being stunned or rattled , and your passive Perception score is reduced by 2.

Visored Helm (25gp, 8 lbs). This helm covers the entirety of the head, including the face; the visor may be moved out of the way of the face as an object interaction, in which case the visored helm functions as a standard helm. While wearing a visored helm you gain an expertise die on saving throws made to resist being charmed , stunned , or rattled , and your passive Perception score is reduced by 5. Additionally, whenever you take damage from falling, you reduce that damage by 5.


Donning, Doffing, Sizing, and Sleeping in Armor

Armor is typically fitted to its wearer. When you first acquire a set of armor, if it is nonmagical you must make or pay for alterations. Making the alterations yourself requires tool proficiencies as if you were repairing the armor. If the armor is not appropriately sized to you but is of your size category, you must make a DC 12 Constitution saving throw at the end of each day, acquiring a level of fatigue on a failure. You may alter armor that is a size category larger than you are, but you cannot fit into armor that is too small—a Medium human could trim down an ogre’s breastplate, but could not resize a halfling’s full plate to fit their larger form. 

It is assumed that cloth armor is worn under breastplates and suits of mail. Aside from cloth, leather, and hide, armor is too rigid and uncomfortable for a restful night’s sleep. If you sleep in medium or heavy armor other than hide, you are roughing it, you regain half the usual number of Hit Dice, and if you have any levels of fatigue or strife neither is reduced upon finishing the long rest (see Chapter 7: Adventuring).  

The time it takes to don or doff armor depends on the armor’s category.

Don. This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor

Light Armor 1 minute/1 minute

Medium Armor 5 minutes/1 minute

Heavy Armor 10 minutes/5 minutes

Shield 1 action/1 action

Followers

Followers

As adventurers gain fame and experience they start to attract followers. Followers come from all walks of life, from minstrels and cooks to soldiers and sages.

The maximum number of followers you may have is equal to your Prestige rating, increased by any bonuses you might have from owning a stronghold, or as a reward by the Narrator for accomplishing great deeds.

Followers aren’t the same as the general staff which maintains your stronghold. Followers are loyal, dedicated to you and your cause, can accompany you on adventures, and provide benefits while out in the field. A cook can keep you well-nourished and healthy, and a sage can provide knowledge and advice.

Followers never participate directly in encounters. They fade into the background and come to the fore occasionally when their particular skill is needed. Each follower grants a specific ability or benefit.

Adventurers should take care to protect their followers. While they do not feature directly in combat encounters, they can be killed—indeed, a follower is usually killed by a single attack.


Recruiting Followers

When you recruit a follower, you need to spend gold. In exchange, you get the follower for life. 500 gold recruits an inexperienced follower, 2,000 gold recruits a seasoned follower, and 5,000 gold recruits an expert follower. You only need to pay this once per follower; it is assumed that the amount paid is enough to accommodate the follower for the duration of the campaign. If you dismiss the follower, the Narrator may permit you to reclaim some of that money. If the follower dies, you do not get any money back. Note that not all followers have seasoned or expert versions—carrying a torch isn’t the purview of only experts.

Inexperienced (500 gold). Inexperienced followers are little more than commoners foolish enough to follow adventurers into a dungeon.

Seasoned (2,000 gold). Seasoned followers have either prior employment with adventurers or other experience that prepared them for adventuring.

Expert (5,000 gold). Expert followers are consummate professionals, rare individuals who have had their share of adventures but are comfortable in their role as assistant. 


Apothecary

Known for assorted tonics and serums, apothecaries are sometimes mistaken for alchemists but their services are purely medicinal. 

Inexperienced. Once per day, an ally treated by the apothecary can make a new saving throw against a poison or disease.

Seasoned. Once per day, the apothecary can use an antidote to automatically end the poisoned condition on an ally.

Expert. Once per week, the apothecary provides one medicinal of your choosing worth no more than 100 gold. The medicinal must be used within 24 hours or it loses potency.


Bodyguard

A bodyguard is tasked with keeping you alive. 

Inexperienced. Once only, when you would be reduced to 0 hit points, the bodyguard takes the damage instead. The bodyguard is killed in the process. 

Seasoned. Once per day, when you would take damage from an attack the bodyguard takes the damage instead. 

Expert. Once per day, the bodyguard leaps in front of you to take all damage that would be dealt to you that round.


Cook

Preparing meals over a campfire is an entirely different skill set than cooking in a kitchen. Warm meals are a luxury many adventurers forgo, but consuming only preserved rations can lead to ill health.

Inexperienced. Once per day, when you take a short rest and expend Hit Dice, you heal 1 additional Hit Die.

Seasoned. Once per day, when you and up to 4 allies take a short rest and expend Hit Dice, you heal 1 additional Hit Die.


Diviner

Whether drawn to adventurers by fate and prophecy, unusual circumstance, or coin for promoting their faith a diviner brings a touch of the beyond with them.

Inexperienced. Once per day, the diviner casts a cantrip or 1st-level spell from the cleric spell list on you or an ally of your choosing.

Seasoned. Once per day, the diviner receives a helpful vision and you gain an expertise die on your next ability check.

Expert. Once per week, the diviner channels a supernatural voice that reveals an event in the near future that grants you advantage on one ability check, attack roll , or saving throw .


Footpad

A footpad is a low-level thief. 

Inexperienced. Once per day, when in a crowded area, you are able to gain 5 gold per footpad as they mingle with the crowd. 

Seasoned. Your footpad can search a town or other settlement in order to gain valuable information or to locate people or objects. 

Expert. Once per week, you can direct your footpad to shadow a person. They report back to you after 7 days with detailed notes on every location the person visited, the people the person interacted with, and any purchases the person made.


Healer

A healer is able to tend wounds. 

Inexperienced. Once per day, the healer restores 1d8+2 hit points.

Seasoned. As inexperienced. In addition, once per day, the healer restores 2d8+4 hit points.

Expert. As seasoned. In addition, once per day, the healer restores 4d8+8 hit points.


Interpreter

Occasionally called translators, interpreters are polyglots who are not only able to speak multiple languages but also quick to learn new tongues. 

All. Once per day, when encountering an unknown language, you have advantage on Intelligence checks to comprehend that language.

Inexperienced. Choose two languages. Your interpreter is proficient in these languages.

Seasoned. Your interpreter can translate all languages currently spoken on the Material Plane.

Expert. Your interpreter can translate all languages whether alien, current, or dead.


Minstrel

Equally adept at performing songs and telling tales, minstrels entertain during long travels and recount adventurers’ heroic deeds. 

Inexperienced. Once per day, you gain advantage on a Charisma check.

Seasoned. Once per day, you gain an expertise die on an attack roll using a weapon you are proficient with, saving throw that you are proficient in, or ability check using a skill you are proficient with.

Expert. The ballads, poems, songs, and tales that your minstrel has composed about your deeds spread far and wide.You gain a bonus to your Prestige rating equal to half your proficiency bonus. 


Porter

Alternatively known as bearers, adventurers employ porters to carry supplies . Porters are used by most expeditions to transport gear over terrain that pack animals can’t easily traverse, such as across mountains or into dungeons.

Inexperienced. Your porter can carry 10 Supply.

Seasoned. Your porter can carry 20 Supply.

Expert. Your porter can carry 30 Supply.


Sage

Sages are specialists frequently consulted by those in search of obscure information. They rarely leave civilization, but sometimes accompany adventures who need their expertise to examine ruins or immovable relics. A sage is very knowledgeable about a single skill. For each sage, choose a skill. 

Inexperienced. Once per day, the sage may make a skill check for you as though you were proficient in that skill. In addition, you gain an expertise die on the check.

Seasoned. As inexperienced. In addition, once per day you have advantage on an Intelligence check made to learn or recall a piece of knowledge.

Expert. As seasoned, except that expert sages only grant the following ability when they are proficient in Arcana, Engineering, Nature, or Religion: once per week when the sage is able to see a creature they can learn information about from a Legends and Lore check using a skill they are proficient with, you gain advantage on your first attack roll against it.


Smith

A smith keeps your weapons and armor in top condition. 

Inexperienced. While you have a smith in your employ, any weapon you wield does +1 damage after your smith has fine-tuned it over the course of a short rest .

Experienced. As inexperienced, and your smith takes particularly good care of some of your equipment. At the end of each week choose a number of items equal to your proficiency bonus. The chosen items do not require any maintenance checks as your smith makes sure to keep them in excellent condition.

Seasoned. As experienced, and any armor you wear gains a +1 AC bonus after your smith has fine-tuned it over the course of a long rest. In addition, any armor or weapons you have that are normal quality are treated as fine quality instead, and any fine quality armor or weapons are treated as masterwork quality instead.


Squire

Trained to assist warriors with their gear, squires are typically youths of noble blood apprenticing to be knights. However, lowborn adventurers occasionally feign nobility and employ squires of their own. Squires remain close to their master, holding extra weapons and equipment, picking up dropped gear, or carrying their liege’s banner. 

Inexperienced. A squire hastens donning and doffing armor, reducing the required time to 1 round for light armor, 1d4 rounds for medium armor, or 2d4 rounds for heavy armor. A squire can also assist in equipping a shield or other weapon, reducing the time required to a bonus action.

Seasoned. As inexperienced. In addition, your squire can identify other warriors and their squires, as well as where they are from and if they are knighted.

Expert. As seasoned. In addition, your squire can announce you in royal courts. You gain advantage and a +5 bonus to your first Charisma check made in a royal court after your squire has introduced you.


Teamster

Sometimes called “pack handlers,” teamsters load and unload beasts of burden, drive wagons, and manage the feeding and grooming of pack animals.

Inexperienced. Up to 4 mounts and other animals require half the normal Supply.

Seasoned. Up to 4 mounts or animals can carry twice the normal amount of Supply.

Expert. Up to 4 mounts can gallop for 2 hours a day instead of 1.


Torchbearer

Also known as a lantern bearer or linkboy, torchbearers provide light during expeditions to dark places, freeing their employers’ hands for other purposes.

Inexperienced. The torchbearer provides bright light in a 40-foot radius and dim light for an additional 20 feet.


Follower Personalities and Backgrounds

Followers should be memorable and have personality, but should also have some reason for agreeing to such dangerous work. You should name and describe each of your followers. The following tables are provided for inspiration to aid in the quick creation of a follower, but you should not feel restricted by them.

Personality (d8)

1 Eager. Always strives to please their employer.

2 Fatalistic. Believes they are helpless to enact real change.

3 Stoic. Impassive and difficult to provoke.

4 Sarcastic. Prone to wisecracks and mocking criticism.

5 Excitable. Thrilled by new sights and experiences.

6 Optimistic. Possesses a happy-go-lucky attitude regardless of the situation.

7 Dull-witted. Slow to react or process new information.

8 Aggressive. Always first to act or suggest a response.

Quirk (d20)

1 Constantly fiddles with a brass coin.

2 Whittles during free moments.

3 Clumsily fumbles fragile objects.

4 Speaks in a higher pitch when excited.

5 Constantly reads small chapbooks.

6 Stutters during periods of stress.

7 Loves to recite folksy sayings and proverbs.

8 Whistles when nervous.

9 Drinks heavily when stressed.

10 Has terrible eyesight.

11 Loves to taste new foods.

12 Taps their fingers on walls and furniture.

13 Superstitiously avoids things that cause bad luck.

14 Possesses an inexplicable knowledge of fine wine.

15 Collects commonly found items (rocks, feathers, bones, and so on).

16 Plays dangerous games with a small knife when bored.

17 Hums random songs without realizing.

18 Loves gazing at the stars.

19 Doodles with charcoal on spare parchment.

20 Has a lucky charm they kiss for good fortune.

Background Motivation (d8)

1 Owes money to the wrong people.

2 Has always wanted to be a real adventurer.

3 A loved family member died and now they have nothing to live for.

4 Loves gold and sees adventuring as a quick way to make money.

5 Angered a local authority figure and fears they might seek revenge.

6 A relationship ended spectacularly and now they want to leave town.

7 Is a massive fan of yours.

8 Firmly believes that a folktale or other myth demands that they venture across the world.

Spending Gold

Spending Gold

There are many motivations for beginning an adventuring career. Fame, glory, a dark and twisted backstory, to name a few. There are also those who are in it for the money. Even if payment is not an adventurer’s primary goal, it can be an extremely lucrative way of life. Now the question is, what are you going to do with all that extra coin?

The following sections provide three distinct ways to spend gold: shopping for material items, seeking out NPC services, and donating funds for city projects or factions an adventurer may be involved with. 


Downtime or Shopping Sequence?

The biggest decision a Narrator needs to make is whether gold will be spent during a session or during downtime. Both options have advantages and drawbacks, and ultimately it comes down to the Narrator’s preference and the tone of the campaign. In episodic campaigns where there’s a clear beginning and end to a quest before the story returns to a sort of status quo between adventures, Narrators may decide that coin will be spent between adventures. This might be over a conversation immediately at the end of a session or between games by reaching out between sessions instead. For more on downtime see Between Adventures .

In a more cinematic campaign where the emphasis is more on character development and story progression, downtime might be rare. In this case, it may be best to run a scene for adventurers that wish to spend their coin in town.

In either case it is imperative that the players know what the standard is for spending their coin. Discussing this in session zero, when the Narrator starts to see how the campaign is coming together, is a good time to get everyone on the same page. More information on session zero see Safety Tools .


Shopping

When you have a heavy purse and want to lighten the load your first instinct will likely be to hit the shops. Just what kind of suppliers and the breadth of their selection will depend on the size of the settlement. 

There are three primary types of establishments where an adventurer may purchase goods: adventuring outfitters, magic item suppliers, and smithies.

Adventuring Outfitters

In every village, town, or city you are bound to find a storefront claiming to be your number one source for adventuring gear. While in smaller settlements these may be simple general stores with a limited stock, in larger settlements you are likely to find one or more well stocked adventuring outfitters.

You can find a detailed list of adventuring gear elsewhere in Chapter 4: Equipment .

Magic Item Suppliers

At a certain point in an adventurer’s career they might find challenges that seem insurmountable without the aid of magic. Magic items are typically found as loot in complex dungeons or are given as rewards for completing dangerous quests. If you are in a large city or metropolis—or you find yourself in a world where magic is the norm—you may just be able to go shopping for magic items.

Most magic item shops have a limited supply of uncommon and common magic items of significant power. Utility magic items are far more common in shops such as these. You can use the Magic Items For Sale table to give you an idea of the typical stock of magic item suppliers, and find more magic items and their prices in Chapter 13: Enchanted Gear

Magic item suppliers are also useful locations narratively, as they may be frequented by notable adventurers, politicians, healers, and villains. Additionally, these shops sometimes have spellcasters on their staff that can perform spellcasting services for a fee as described in the next section.


Table: Magic Items For Sale

Bag of holding 500 gp

Bracers of archery 500 gp

Cloak of protection 500 gp

Eversmoking bottle 250 gp

Eyes of the eagle 250 gp

Gem of brightness 900 gp

Goggles of night 500 gp

Helm of comprehending languages 250 gp

Basic healing potion 50 gp

Greater healing potion 150 gp

Superior healing potion 550 gp

Spell scroll (cantrip) 10 gp


Smithies

Smithies are found in more developed settlements of at least a few dozen people, with more and more experienced smiths living in more highly populated areas. Here, adventurers can purchase any simple weapons. At the Narrator’s discretion you might find martial weapons and regionally specific weapons when applicable. Smithies also have a selection of medium and heavy armors. Light armor can be found at a leatherworker's shop.

Smithies can also take custom orders. See the pricing guide for crafting items below for more details.
 


NPC Services

There comes a point in every adventuring party’s life cycle where there is not enough time or resources to do everything on their own. Thanks to kind Narrators, this time is usually when said adventurers have become flush with coin. You know what they say: “If you can’t afford the time to do it, at least you can afford to pay someone else.”

Listed below are descriptions of various services NPCs can provide throughout your adventures as well as their associated fees. 


Ordering Crafted Items

Adventurers can be a picky sort and sometimes it is harder to find the exact item they need on the rack of a smithy or the shelf of a magic item supplier. When this happens crafting the desired items from scratch is the solution—and why craft something yourself if you have the money to pay an expert?

To determine the cost of having an item crafted, you must add the cost of materials and the crafter’s fee to the standard price for the item, although when rare materials are involved you may have to provide them instead of just pay for them. At the Narrator’s discretion the crafter’s fee may vary slightly based upon the crafter’s experience, settlement population, or some other variable. Refer to the Crafting Prices table to find the standard prices for crafter’s and material’s fees. Use the storefront column to determine what kind of storefront said crafter is usually found in.

For more on the item crafting process refer to Between Adventures .


Table: Crafting Prices

Item Type

Crafter’s Fee

Storefront

Common or uncommon potion

5%

Apothecary, magic item supplier

Rare potion

10%

Apothecary, magic item supplier

Wondrous item

10%

Magic item supplier

Ammunition

5%

Smithy

Simple weapon

5%

Smithy

Martial weapon

10%

Smithy

Light armor

5%

Leatherworker

Medium armor

5%

Smithy

Heavy armor

10%

Smithy

 


Enchanting Gear

You can also pay someone to enchant your weapons, armor, clothing, or jewelry. The price for an enchanted item such as this is the combined total of the crafter’s fee for a wondrous item and the cost of the mundane item without enchantment. 

Additionally, for a fee of a third of a magic item’s cost, you can have an enchanter transfer the enchantment from one magic item to a mundane item.


Spellcasting

The further you adventure the more you’ll need certain spells cast—but you may not yet be powerful enough to cast them. The first time this is likely to come up is after the untimely death of a party member. When this happens, to return them to life allies must seek out a spellcaster of some renown to hire for the task.

Powerful mages who advertise their services are only likely to be found in a magical metropolis. 

Refer to the Spellcasting Services table for a list of commonly performed spells and associated prices.

 

Table: Spellcasting Services

Spell

Material Fee

Casting Fee

Class

Arcane lock

25 gp

50 gp

Wizard

Augury

25 gp

50 gp

Cleric

Awaken

1,000 gp

1,000 gp

Bard, druid

Clone

3,000 gp

1,500 gp

Wizard

Contingency

1,500 gp

1,000 gp

Wizard

Divination

25 gp

200 gp

Cleric

Forbiddance

1,000 gp

2,000 gp

Cleric

Foresight

2,000 gp

Bard, druid, warlock, wizard

Gate

5,000 gp

2,000 gp

Cleric, sorcerer, wizard

Greater restoration

100 gp

1,000 gp

Bard, cleric, druid

Guards and wards

10 gp

1,000 gp

Bard, wizard

Identify

100 gp

200 gp

Bard, wizard

Imprisonment

500 gp+

2,000 gp

Warlock, wizard

Instant summons

1,000 gp

1,000 gp

Wizard

Legend lore

450 gp

1,000 gp

Bard, cleric, wizard

Programmed illusion

25 gp

1,000 gp

Bard, wizard

Raise dead

500 gp

1,000 gp

Bard, cleric, herald

Regenerate

1,000 gp

Bard, cleric, druid

Reincarnate

1,000 gp

1,000 gp

Druid

Remove curse

500 gp

Cleric, herald, warlock, wizard

Resurrection

2,500 gp

1,000 gp

Bard, cleric

Scrying

1,000 gp

1,000 gp

Bard, cleric, druid, warlock, wizard

Seeming

500 gp

Bard, sorcerer, wizard

Sequester

5,000 gp

1,000 gp

Wizard

Speak with dead

300 gp

Bard, cleric

True resurrection

25,000 gp

5,000 gp

Cleric, druid


Renting a Demiplane

Occasionally you might find an eccentric wizard advertising the rental of a demiplane. These pocket dimensions are incredibly customizable and highly sought after.

Most starting rates for such spaces are 1,200 gold a tenday or 3,000 gold a month. However it may not be all it is cracked up to be—you’ll be hard pressed to find a wizard who is a reasonable landlord or obeys rent-control laws.
 


Donations

For one reason or another an adventurer may be moved to donate to charity or invest to the betterment of a settlement. There are boons and rewards available to sponsoring a city project or helping develop a charitable organization. In order to benefit from a donation, you must contribute at least 1,000 gold.

Infrastructure Rewards

Stone Bridge (1,500 gold)

Donating the money for the bridge gives you the privilege of naming it. If it is a toll bridge, you never have to pay toll at this bridge or any other toll collector in the settlement. Additionally, you gain advantage on Charisma checks when interacting with common citizens of the settlement.

Improved Sewer System (4,000 gold)

When you donate money for a new or improved sewer system you gain exclusive access to the sewer blueprints, and you can order secret tunnels to be made between the sewers and any 3 buildings in the city of your choosing. Additionally, for an extra 3,000 gold, a small underground facility can be built inside the sewers. This facility does not count towards the other 3 buildings that have tunnel access.

City Buildings (2,500 gold)

When you fund the building of a city institution, such as a town hall or police facility, you never have to make an appointment to see a city official. Additionally, you gain advantage on Insight and Intimidation checks when interacting with city officials.

Philanthropic Rewards

Public Library (3,000 gold)

When you fund the building of a public library you gain advantage on Investigation checks made to research using the library so long as relevant information can be found there. Additionally, you may ask the scholar in residence to perform a research project over the course of one week on a specific topic. How useful the information provided after this research is complete is left to the Narrator’s discretion.

Hospital (4,000 gold)

When you contribute to the building of a hospital you gain free treatment by the medical staff. Medical staff immediately work to stabilize any dying character, regardless of whether they donated to the hospital. Common diseases can be treated in a week’s time. Treatment of rarer diseases and ailments are left to the Narrator’s discretion, and hospitals cannot treat magical ailments.

Orphanage (2,500 gold)

Characters who contribute to the building of an orphanage gain the trust of the youngsters of the street. You have advantage on Charisma checks made against orphans from this settlement. Additionally, at the Narrator’s discretion the staff of the orphanage are willing to provide useful information to you. Such information could include local gangs recruiting orphans or the identity of an orphan’s parents.

School (3,000 gold)

If a school is built there is a higher chance of literacy amongst children, teenagers, and young adults in the town. Additionally, characters can recruit recent graduates of the settlement’s school as hirelings. 

Community Botanical Garden (3,000 gold)

A community garden gives the settlement access to plants used for medicinal and magical purposes—as well as good old-fashioned cooking. After you build a botanical garden you have access to herbs and plants required for spell components, the brewing of potions, and the crafting of magical items. Additionally, you receive a 10% discount on all potions and food sold in this settlement.

Animal Sanctuary (10,000 gold)

An animal sanctuary is a great investment for any adventuring party, especially rangers and druids. Animal sanctuaries provide a location to learn about more animals that you may not interact with every day. These institutions sell their creatures only to those they know who will care for them, and when you invest in the building of such a property you receive a 50% discount on the animals found there.


Pets

While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your party’s new furry (or scaly) friend.

Table: Common Pets

Bat 5 gp

Boar 5 gp

Camel 50 gp

Cat 5 sp

Crab 5 gp

Draft horse 50 gp

Eagle 50 gp

Frog 2 gp

Goat 3 gp

Hawk 25 gp

Lizard 1 gp

Mastiff 25 gp

Mule 8 gp

Owl 10 gp

Pony 30 gp

Rat 1 sp

Raven 30 gp

Riding horse 75 gp

Scorpion 1 gp

Spider 1 gp

Weasel 2 gp

 

Table: Uncommon Pets

Pet Price

Axe beak 75 gp

Black bear 250 gp

Brown bear 300 gp

Constrictor snake 75 gp

Crocodile 50 gp

Elephant 200 gp

Flying snake 150 gp

Giant bat 50 gp

Giant boar 200 gp

Giant crab 50 gp

Giant crocodile 300 gp

Giant eagle 200 gp

Giant frog 25 gp

Giant goat 75 gp

Giant lizard 30 gp

Giant owl 50 gp

Giant rat 25 gp

Giant scorpion 400 gp

Giant spider 300 gp

Giant toad 150 gp

Giant weasel 30 gp

Lion 300 gp

Owlbear 500 gp

Panther 100 gp

Tiger 300 gp

Warhorse 400 gp

Wolf 50 gp

 

Table: Rare Pets

Pet                      Price

Blink dog         2,500 gp

Cockatrice       1,000 gp

Griffon             10,000 gp

Hippogriff         7,000 gp

Mammoth         40,000 gp

Pegasus           25,000 gp

Pseudodragon 6,000 gp

Triceratops       30,000 gp

Tyrannosaurus rex 65,000 gp

Unicorn            15,000 gp


Eggs

There are some creatures that are easier to train from birth and some that must be trained from birth, such as dragons. Refer to this list of egg pricing when you are looking to raise dragons and similarly difficult to domesticate creatures. Note that none of these creatures can be acquired in a common market and are almost always handled by auctioneers and auction houses, or the occasional private collector of eccentricities.

Table: Egg Prices

Black dragon   25,000 gp

Blue dragon     35,000 gp

Brass dragon   10,000 gp

Bronze dragon 20,000 gp

Copper dragon 10,000 gp

Couatl               20,000 gp

Gold dragon     30,000 gp

Griffon             3,000 gp

Green dragon   25,000 gp

Hippogriff         2,000 gp

Pseudodragon 5,000 gp

Red dragon     45,000 gp

Salamander     50,000 gp

Silver dragon   20,000 gp

Triceratops       5,000 gp

Tyrannosaurus rex 10,000 gp

White dragon   25,000 gp

Wyvern             7,000 gp

Adventuring Gear

Adventuring Gear

Not all battles are won with sword or sorcery, and life or death can often hinge on adequate rations, the light of a torch, or a well-timed smoke bomb. The following section describes the many common items and special gear useful when adventuring.

Equipment

Equipment


Your character’s beginnings determine the supplies they have access to at the start of your adventure. Choices made during character creation provide a list of default gear, but there is also the option to forgo this standard list and select items that you feel better fit your character. Simply choose your class from the table below and spend the allotted amount of gold on the equipment detailed in this chapter.

How your character came by your starting equipment is up to you. Perhaps they pickpocketed gold until they could afford the shiniest axe, or excelled in transmutation class and were given a beautiful crystal spell focus as a reward. An herbalism kit may be passed down through generations of village healers, or a holy text may be a treasured inheritance from a devout relative. These items are not simply useful implements for your adventuring—they are opportunities to flesh out your character.


Starting Gold Per Class

Adept 30 gp

Bard 135 gp

Berserker 120 gp

Cleric 125 gp

Druid 115 gp

Fighter 140 gp

Herald 200 gp

Marshal 200 gp

Ranger 150 gp

Rogue 125 gp

Sorcerer 100 gp

Warlock 110 gp

Wizard 100 gp


Trading

While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to barter day-to-day, and many local governments accept taxes in valuable items that meet the amount due—whether that be poultry or fine wines. The wealthy may trade in the same way albeit on a grander scale such as with deeds, parcels of land, or full bars of precious metal.


Currency

Coinage varies widely in appearance across realms and sometimes even between cities. Coins are minted with the faces of different rulers and in different shapes or patterns. Sometimes these designs represent their originating culture, and sometimes simply to make a forger’s job harder and rightly so—despite best efforts to thwart them, forgeries are common. Merchants and vendors may be suspicious if your character’s spending power is incongruous with their appearance, and may test coins (either openly or surreptitiously).

Most coins from across the world are made from the same weight of their respective metal, ensuring easy trade across continents and oceans. A gold piece is the usual standard unit of wealth, and when discussing deals and trade merchants will often refer to value in gold pieces even if the final trade involves gems, metal bars, or services.

The average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer is a single gold piece. 

One gold piece is equivalent to 10 silver pieces. A silver piece is half a day’s wages for an unskilled laborer. 

One silver piece is equivalent to 10 copper pieces, the most common coinage amongst the lower-paid working class. 

Other coins of less common metals may be found while traveling. Electrum and platinum are not unheard of, but may not spend easily. Cautious merchants may avoid unfamiliar currency to avoid being duped by a forgery.

On average, 50 coins of any value weigh 1 pound.

Table: Exchange Rates and Relative Value

Currency

Copper Piece

Silver Piece

Electrum Piece

Gold Piece

Platinum Piece

Copper

1

1/10

1/50

1/100

1/1,000

Silver

10

1

1/5

1/10

1/100

Electrum

50

5

1

1/5

1/20

Gold

100

10

2

1

1/10

Platinum

1,000

100

20

10

1

Common Goods

Soap

One sheet of parchment

One day of rations (1 Supply)

Bedroll

A bottle of ink

 


Trading Valuables and Treasure

It’s likely that on your adventures you’ll come across an immense variety of valuables ranging from unusual trinkets to weapons and armor of every make, shape, and size. While common items can be sold in almost any town, some more unique items may be difficult to sell without locating a specialist or a sufficiently wealthy collector.

Used Weapons Armor and Equipment

Used equipment in good working order will usually sell, but it may be worth half (or even less) than a new item. This is not a hard and fast situation and vendors may be swayed into giving more—how your character persuades someone to do that is up to them.

Magic Items

The ease of selling magic items differs from place to place. If in a region where magic is commonplace—perhaps an arcane academy is nearby—selling these items is relatively straightforward and can be highly profitable. In regions where magic is rare, vendors may not believe the item is genuine let alone be willing to buy it. If they can be sold, magic items are valuable and often cost more gold than the average person would see in a year or even a lifetime.

Treasure and Art

Items such as gems, precious metals, jewelry, and art are valuable because they are sought after across the world. For this reason they rarely diminish in price and may even gain value as time goes by. Lost relics or pieces by master crafters are especially likely to bring in vast amounts of gold despite their lack of magical or practical utility.

Basic Trade Goods

Trade goods such as grain, salt, and domesticated beasts are sought after everywhere and so are unlikely to diminish much in value from place to place. Because of their almost universal usefulness, these are the items most commonly used to barter for the average person.

Wizard

Wizard

Wizard

Wizards work in all manners of occupations, applying their unique understanding of magic to various kinds of work.

Each pride themselves in their discoveries and they are always on the lookout for more spells to add to their repertoire. Some are quiet about their findings while others eagerly debate peers in a library over the perfect material components for spells, the most suitable for certain situations, and clever uses of common arcana.

Studious wizards spend years upon years (often under strict teachers and buried in books) learning the basis and workings of the omnipresent force of magic. These mages commonly see magic as a means to power or as a way to enrich their mind. Whether they seek magical power for combat, utility, or both, for them understanding the world is the same as further mastering their control over supernatural forces. 

 

Spellcraft Experts

While schools and instructors can bestow knowledge about the nature of magic and its applications, no one can quite teach how to use magic for it is a unique experience for each individual. Wizards might see magic as mathematical formulas, or describe the process as being more related to their muscle-memory where practice makes perfect. Some see it as a tool to help them achieve more mundane goals, though those who pursue it as a field of study and dedicate their lives to understanding its nuances are no less practical in the application of the arcane. 

Due to the infinite array of spells in existence most wizards specialize in schools of magic which they think are most pertinent to their work. However the idea that all fortune-tellers focus upon divination magic and magicians towards illusions are stereotypes, as arcane magic has greater flexibility than what their books detail. A spellcaster working in a quarry can easily adapt spells of flame to be used for controlled detonation, chemists often have a few necromantic tricks to heal burns, and many hedge wizards conjure helpers during the harvest season. For a spontaneous wizard, having a large selection in their spellbook means they may just find the odd but perfect solution to an unexpected problem.

Academic Minds

A wizard’s understanding of magic and subjects related to magic is as much an arsenal as the spells they wield. In their pursuit of arcane knowledge wizards hone their researching skill such that few adventurers can match them—a wizard can be akin to a walking library from which others can easily obtain necessary esoteric knowledge. Other times, their observational talents and striking logic can piece together theories that others have never considered before. The same applies to searches in libraries and ruins, or carousing for the right information. A wizard’s intellect can work in the most unexpected of ways to obtain the information or boon their companions need.

Creating a Wizard

When creating your wizard, it is paramount to consider what types of arcana they have studied. Are they amazed at the kinds of magic used to keep enemies at bay, or do they wish to unlock secrets that might revolutionize the world that they live in? Is tricking enemies with illusions or clever traps something you are fascinated by, or do you wish to study magical creatures or phenomena to find their purpose in the ecology of the world?

There’s no shortage of those who fear or hate the people that seek to control magic, and just as many keen to employ (perhaps by force) a wizard for their own means. Do you bear any ill will for those who might harm you for your pursuit of the arcane? Is there anything you would not do to attain greater magical power, or places you dare not tread, or secrets you feel must remain unknown?

Table: Wizard 

Level

Proficiency
Bonus

Features

Studies
Known

1st

+2

Spellcasting, Arcane Recovery

2nd

+2

Wizard Archetype

3rd

+2

Scholarly Excellence

4th

+2

Ability Score Increase, Elective Studies

1

5th

+3

Signature Spell (1st level)

1

6th

+3

Wizard Archetype Feature

1

7th

+3

Spell Study

1

8th

+3

Ability Score Increase

2

9th

+4

Wizard’s Flair

2

10th

+4

Wizard Archetype Feature

2

11th

+4

Signature Spell (2nd level)

2

12th

+4

Ability Score Increase

3

13th

+5

Bestow Magics

3

14th

+5

Wizard Archetype Feature

3

15th

+5

Arcane Defenses

3

16th

+5

Ability Score Increase

4

17th

+6

Signature Spell (3rd level)

4

18th

+6

Spell Intensity

4

19th

+6

Ability Score Increase

4

20th

+6

Archmage

5

 


1st LevelCLASS FEATURES

As a wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per wizard level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

Armor: None

Weapons: Daggers, darts, slings, and quarterstaffs

Tools: One artisan’s tool of your choice from alchemist’s supplies, calligrapher’s supplies, or cartographer’s tools

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You begin the game with 100 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.

  • Arcane Investigator’s Set (Cost 81 gold): Dagger, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials
  • Mage Scholar’s Set (Cost 89 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook
  • Traveling Mage’s Set (Cost 86 gold): Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook

1st LevelSpellcasting

At 1st level you have a spellbook containing the written spells you study. You use your spellbook to cast your spells.

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 wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Additionally, you know the prestidigitation cantrip.

Spellbook

At 1st level, your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells. To cast one of these wizard 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 wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells written in your spellbook equal to your Intelligence modifier + your wizard 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 studying your spellbook for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st-Level and higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the wizard table.

Your Spellbook

As you research magic and spells, you will add new spells to your spellbook. You might find spells during your adventures, such as spells from other spellcasters’ spellbooks, or spells recorded on scrolls .

Copying a Spell into the Book. When you find a wizard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level that you can prepare, and if you take the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the wizard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with.

For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook.

Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook.

Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells.

If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook.

The Spellbook’s Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.


1st LevelArcane Recovery

Once per day when you finish a short rest , you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.


Level 2Wizard Archetype

At 2nd level, you choose an arcane tradition that you have dedicated your studies to. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


Level 3Scholarly Excellence

At 3rd level, you have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:

Academic

You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s expertise die to 1d6).

In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check.

Ritual Efficiency

When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).

Rote Memorization

Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest , and can switch the cantrip associated with this feature each time you gain a wizard level.


Level 4Elective Studies

Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one elective study of your choice. Elective studies are detailed at the end of the class description. The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.


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 5Signature Spells

At 5th level, you have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spells.

Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again. 

At higher levels, you gain additional Signature Spells, each of which you can cast once between rests. At 11th level, you can choose one 2nd-level Signature Spell. At 17th level, you can choose one 3rd-level Signature Spell. Each time you gain a level in this class, you can replace one of your Signature Spells with another of the same level.


6th LevelArchetype Feature

At 6th level you gain another archetype feature.


Level 7Spell Study

At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to. 

Arcane Objects

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared. 

In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Detective Spell Study

You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you. 

In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic , the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts , the range of creatures that you can read thoughts from is increased to 60 feet.

Fauna and Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage .


9th LevelWizard’s Flair

At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest , you may replace your flair with another.

Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.

Awe and Wonder

Choose one creature affected by the spell. It must succeed on a Wisdom saving throw or be charmed by you until the end of its next turn. While charmed in this way, it is incapacitated , has a Speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.

Terror

Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn. While frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.

Brilliance

Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Warding

After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Wisdom saving throw . On a failure, it must choose a new target or waste its attack.


10th LevelArchetype Feature

At 10th level you gain another archetype feature.


13th LevelBestow Magics

At 13th level, your understanding of magic is so thorough that you can even grant it to others. You can spend 1 minute touching a willing creature and concentrating, spending a spell slot of 3rd-level or lower. When you do, choose a spell you have prepared of that level or lower. The creature can cast the spell using the slot you expended, following its normal rules for casting time, spell components, range, and concentration, but using your spellcasting ability modifier, spell attack modifier, and spell save DC. You can only have one spell imbued at a time, and if you bestow a spell upon a different creature the previous spell dissipates, its magic unspent and the spell slot used to imbue it expended.


14th LevelArchetype Feature

At 14th level you gain another archetype feature.


Level 15Arcane Defenses

At 15th level, your training has granted you certain protections against magic. Choose one of the following:

Mental Discipline

Your mind is sheltered from intrusion. When you fail an Intelligence, Wisdom, or Charisma saving throw , you can choose to succeed instead. You can’t do so again until you finish a short or long rest .

Mystic Mantle

Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.

Superior Countermagic

When you make an ability check as part of casting counterspell or dispel magic , you add your proficiency bonus to the roll. 

In addition, when you cast one of these spells, treat the spell slot level of the spell as one level higher than the actual slot you spent. The slot you use to cast the spell must still be at least 3rd-level.


18th LevelSpell Intensity

At 18th level, you gain new ways to intensify the power of your spells, sometimes at cost to yourself. Choose one of the following features, which can be used to augment your wizard spells of 5th-level or lower. You must choose whether or not to augment the spell when you declare you’re casting it, before any rolls are made.

The first time you use this feature to augment a spell, you suffer no adverse effect. If you use this feature again before finishing a long rest , your current and maximum hit points are both reduced by 1d12 per level of the spell augmented (cantrips count as 1st-level spells for this purpose). This reduction lasts until you finish a long rest.

Binding

After you have affected a creature with a spell that has a duration and it is able to end the spell’s effect on itself with a successful saving throw , it must succeed on that saving throw twice to end the effect.

Burn

Any creature that takes damage from the spell takes that damage again at the start of your next turn, unless a dispel magic spell of any level is cast on it before then or it’s in an antimagic field at the time.

Chain

When you cast a spell that can normally only target a single creature, it can also target up to 2 more creatures within 15 feet of the initial target.

Duality

When you cast a spell that requires concentration while already concentrating on another spell, you can maintain concentration on both spells simultaneously. If you’re forced to make a Constitution saving throw to maintain concentration, the minimum DC is 10 + the combined levels of the two spells. On a failure, both spells end.

Overchannel

When you would roll damage for a spell, you instead deal maximum damage with that spell.


19th LevelSwift Signature

At 19th level, you’re especially efficient with your Signature Spells. When you cast a spell that has a casting time of 1 action using your Signature Spell feature, you can cast it as a bonus action instead.


Level 20Archmage

At 20th level, you have achieved a rare level of achievement and prestige, gaining the following features.

Magesight

Your eyes become attuned to the supernatural. You cannot be blinded , and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

When you can see a creature use Spellcasting to cast a spell you instinctively know what spell is being cast before the casting is complete. This does not tell you what level spell slot is being used to cast the spell.

True Magician

When you have a 1st-level wizard spell prepared, you are able to cast it as a 1st-level spell without expending a spell slot.


Elective Studies

When you gain access to a new elective study, choose one of the following. Some studies have requirements, such as minimum wizard level, or another study. You must meet those requirements before you can choose that study.

Air Lift

You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.

Detect Magic Savant

Prerequisite: Able to cast detect magic

Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.

Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.

Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.

Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.

Eidetic Memory

Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.

Illusion Detective

Prerequisite: At least one illusion spell in your spellbook.

You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.

Loremaster of Creatures

You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it. 

Loremaster of Travel

You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The Narrator will give you a useful fact about that subject. You can take an expertise die on ability checks related to that subject in this settlement.

Persistent Mending

Prerequisite: The ability to cast mending

When you finish a long rest , choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.

Coat. Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.

Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.

Shoes. The creature gains an expertise die on Constitution saving throws made to undertake a forced march.

Presto, Prestidigitation!

Prerequisite: The ability to cast prestidigitation

If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.

The following effects are added to the list of options you can choose from when you cast prestidigitation.

  • You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
  • Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
  • A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
  • On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.

Warlock

Warlock

Warlock

Warlocks meddle with forbidden powers, forces which wiser (or less courageous) folk would leave well enough alone. When fairy tales, ghost stories, and religious narratives strike fear into the masses, you instead sense an opportunity for growth.

Following the breadcrumbs to the front door of destiny, you knocked and were forever changed by the power you found on the other side. The bond forged between the seeker and their supernatural patron is called a pact—which can have any number of terms and stipulations, most commonly arcane power in return for work-in-kind. Some pacts are more like curses and afflictions, making unwitting victims of the generations to come. 

 

Arcane Patronage

Every warlock gains their magic from a powerful being, typically an otherworldly or supernatural entity. 

The arrangement and relationship between warlock and patron can vary greatly. Many warlocks love power for its own sake and will break any taboo in exchange for arcane supremacy. Some warlocks are, in effect, revivalists of elder magical and religious traditions which have fallen to the wayside or become maligned in the present era (often for good reason). Other warlocks still are mere hapless nobodies entangled in magical arrangements beyond their ken.

Warlock patrons are equally diverse. To speak of a warlock patron conventionally pins the patron as a powerful demon lord, eladrin monarch, or alien intelligence. Although this is often true, the power of such beings often trickles along innumerable tendrils of influence, including powerful envoys, mentor warlocks, intergenerational curses or blessings, relics and rites, corpses of long-dead gods, and extraplanar life forms who find home in the human body. Each vector is enough for the patron to whisper to the warlock the sordid secrets of the multiverse.

Wedged Between Worlds

There is only a small bubble in the multiverse where mortals can safely inhabit, which means any seeker can find a path to eldritch power if they are willing to uncover that which rational society would keep hidden. As a would-be warlock tears at the seams and stitches of sanity (or unwittingly falls through the gaps), there are social and ontological prices to pay. They come to question the state of their soul, mind, and physiology—all of which are subject to contamination by extraplanar forces.

Warlocks are lords over the edges of society, safety, and sanity. They take their name from an ancient word meaning “oathbreaker,” because their arts appear to blaspheme against their own lives. Shunned from polite company, warlock collectives are rare and frequently unstable so to find genuine community they must become more than mere mortals—which is precisely the warlock ethos.

Creating a Warlock

Whether you be an unassuming villager, a cunning scoundrel, a seeker of arcane power, or a victim of supernatural circumstance—you have a pact forged with an otherworldly patron, the terms of which set the tone for your entire adventure. 

What circumstances drew you into an eldritch pact? The allure of power? Love, fear, and sheer happenstance? Did forming your pact involve anybody else, like someone you know or love? Does your pact have noteworthy conditions and consequences, or is that all a secret? Does your pact leave any outward mark on your person—such as a tattoo or scar—or are the signs of your pact more ephemeral? 

Is your patron close at hand or chillingly distant? How did you select your patron? Or is it that your patron chose you? How do you maintain contact with your patron? Or is it that you think you can run away?

Table: Warlock

Level

Proficiency
Bonus

Features

Cantrips
Known

Spells
Known

Spell
Points

Spell
Level

Secrets
Known

Invocations
Known

1st

+2

Warlock Archetype, Pact Magic, Eldritch Blast

2

2

2

1st

2nd

+2

Eldritch Invocations, Secrets of Arcana

2

3

4

1st

1

1

3rd

+2

Pact Boon

2

4

6

2nd

1

2

4th

+2

Ability Score Increase, Invocation of the Courts (1)

3

5

8

2nd

1

2

5th

+3

Extra Blast

3

6

10

3rd

1

3

6th

+3

Archetype Feature, Eldritch Evolution (1)

3

7

11

3rd

1

3

7th

+3

3

8

12

4th

1

4

8th

+3

Ability Score Increase

3

9

13

4th

2

4

9th

+4

3

10

14

5th

2

5

10th

+4

Invocation of the Courts (2), Archetype Feature

4

11

17

5th

2

5

11th

+4

4

11

21

5th

2

5

12th

+4

Ability Score Increase, Eldritch Evolution (2)

4

12

22

5th

2

6

13th

+5

4

12

24

5th

2

6

14th

+5

Archetype Feature

4

13

25

5th

3

6

15th

+5

4

13

26

5th

3

7

16th

+5

Ability Score Increase, Invocation of the Courts (3)

4

14

27

5th

3

7

17th

+6

4

14

28

5th

3

7

18th

+6

Eldritch Evolution (3)

4

15

29

5th

3

8

19th

+6

Ability Score Increase

4

15

30

5th

3

8

20th

+6

Dread Thaumaturge

4

16

31

5th

3

8

 


1st LevelCLASS FEATURES

As a warlock you gain the following class features.

Hit Points

Hit Dice: 1d8 per warlock level

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

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

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: Gaming set (any)

Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You begin the game with 110 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. 

  • Heretical Scholar’s Set (Cost 73 gold): Dagger, sickle, padded cloth, grimoire arcane focus, scholar’s pack
  • Inconspicuous Civilian’s Set (Cost 61 gold): Quarterstaff, padded cloth, crystal arcane focus, dice set, explorer’s pack, laudanum
  • Shadowy Scoundrel’s Set (Cost 102 gold): 2 daggers, light crossbow and 20 bolts, padded leather, component pouch, dungeoneer’s pack

1st LevelWarlock Archetype

At 1st level, you have reached out to, stumbled upon, or otherwise crossed paths with a powerful entity beyond the ken of mortals, an otherworldly patron who sets you on the path of a Warlock Archetype. Whether you were willing, coerced, tricked—or if you exploited elder magical laws—a bargain was struck and you gained great power in exchange. Your choice of archetype grants you an expanded spell list and features at 1st level and again at 6th, 10th, and 14th level.

Expanded Spell List

When you choose an archetype, you also choose an expanded spell list your patron grants you access to. Choose one patron expanded spell list. These spells count as warlock spells for you. 

The enigmatic and often horrifying patrons of the Alienist convey the secrets of psionics and the stars. Some also teach about the darkness between stars. 

The patrons of the Diabolist—often portrayed as demons, devils, and the shadow of the inner self—often grant spells of darkness and fire. 

Faeries instruct their Spellbound on capricious spells related to bewilderment and mobility. The spiteful fey of the Unseelie Court also adore spells of darkness, and fairies who guard natural landforms might specialize in a given element like fire.

Bewilderment Expanded Spells

1st color spray , sleep

2nd levitate , seed bomb

3rd glyph of warding , wind wall

4th confusion , polymorph

5th insect plague , mislead

Darkness Expanded Spells

1st detect poison and disease , inflict wounds

2nd acid arrow , blindness/deafness

3rd bestow curse , phantom steed

4th black tentacles , blight

5th cloudkill , contagion

Fire Expanded Spells

1st burning hands , fog cloud (appears as smoke)

2nd flaming sphere , scorching ray

3rd darklight , fireball

4th fire shield , wall of fire

5th conjure elemental (fire only), flame strike

Mobility Expanded Spells

1st feather fall , thunderwave

2nd blur , deadweight

3rd blink , whirlwind kick

4th freedom of movement , greater invisibility

5th storm kick , tree stride

Psionics Expanded Spells

1st command , dramatic sting

2nd detect thoughts , enthrall

3rd nondetection , sending

4th dominate beast , resilient sphere

5th dominate person , modify memory

Stars Expanded Spells

1st bane , guiding bolt

2nd moonbeam , silence

3rd aspect of the moon , daylight

4th accelerando , locate creature

5th antilife shell , wall of force


1st LevelPact Magic

With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron. 

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Points

The Warlock table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Warlock table. You regain all expended spell points when you finish a short or long rest.

Table: Spell Points

Spell Level Spell Points
1st 2
2nd 3
3rd 5
4th 6
5th 7

 

Spells Known of 1st-Level and Higher

You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. 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 warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level of which you can cast.

Spellcasting Ability

The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier

Spell attack modifier = your proficiency bonus + your chosen ability modifier 

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


1st LevelEldritch Blast

At 1st level you learn to use your patron’s power as a weapon, blasting enemies with an eldritch force that defies even the laws of magic. Choose one of the following features:

Eldritch Disturbance

You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw , taking 1d10 force damage on a failure, or half damage on a success.

Eldritch Ray

You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.

Eldritch Scythe

Once per turn when you would make a melee weapon attack as part of the Attack action or an opportunity attack, you can instead make a melee spell attack, lashing out with an ephemeral and unearthly blade. On hit, the target takes 1d8 force damage. In addition, you can choose a different creature that you can see and that is within your reach. It takes half as much damage.

Eldritch Whip

You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit.

At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt with Eldritch Whip this turn (minimum 1), which last until the end of your next turn. When you hit a creature with your Eldritch Whip and you already have temporary hit points, you can end the temporary hit points early to gain a bonus to the Eldritch Whip’s damage roll equal to half the number of temporary hit points you ended early.


Level 2Eldritch Invocations

The gifts of your patron are manyfold—not only can you channel their magic to work spells, but you can also siphon away talents, tricks, and reality-defying essence to perform other impressive magical feats.

At 2nd level, you gain an eldritch invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If you should gain a bonus invocation, they do not count against your Invocations known.

Extra Secrets of Arcana. When you are able to learn a new invocation in this way, you may instead choose to learn a secret of arcana.


Level 2Secrets of Arcana

Also at 2nd level, you realize that there is power to be taken that your patron may never have meant for you to have. You gain a secret of arcana of your choice. Your secrets are detailed at the end of the class description. The Secrets Known column of the Warlock table shows when you learn more secrets of arcana.


Level 3Pact Boon

At 3rd level, the entity to which you are beholden provides a more durable and lasting blessing. Choose one of the following features.

Pact of the Blade 

You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. 

By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space. 

Pact of the Chain 

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp , pseudodragon , quasit , sprite , or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.

When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Additionally, when you use Eldritch Scythe, you can choose to deliver the attack through your familiar as though you had cast a spell with a range of touch.

Pact of the Tome 

Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.

 

Pact Boons   Source
  Pact of the Censer Gate Pass Gazette 20
  Pact of the Cauldron Gate Pass Gazette 20

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 4Invocation of the Courts

Also at 4th level, you gain a bonus invocation—one to help you traffic in courts both otherworldly and mortal. Choose one invocation from the following list: Beguiling Influence, Courts of the Outer Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces, Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the Chain Master, Whispers of the Grave. 

You gain another bonus invocation in this way at 10th level and again at 16th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.


Level 5Extra Blast

Beginning at 5th level, your Eldritch Blast becomes more vicious. When you use Eldritch Ray, Eldritch Scythe, or Eldritch Whip as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once. At 11th level you can make three attacks, and at 17th level you can make four attacks. 

In addition, your Eldritch Disturbance’s damage increases by 1d10 at 5th level, and again at 11th level and 17th level (to a maximum of 4d10).

These improvements are based on your warlock level, not your character level. This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).


6th LevelEldritch Evolution

At 6th level, you gain a bonus invocation—one which represents your growth in the lethal lore behind Eldritch Blast. Choose one invocation from the following list: Agonizing Blast, Eldritch Bind, Eldritch Elementalism, Eldritch Grasp, Eldritch Prism, Eldritch Riposte, Eldritch Severance, Eldritch Spear, Eldritch Squall, Eldritch Tentacle, Repelling Blast, Versatile Blast. 

You gain another bonus invocation in this way at 12th level and again at 18th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.


6th LevelArchetype Feature

At 6th level you gain another archetype feature.


10th LevelArchetype Feature

At 10th level you gain another archetype feature.


10th LevelArchetype Feature

At 14th level you gain another archetype feature.


Level 20Dread Thaumaturge

At 20th level, you have learned all you can from your patron. You gain the following abilities.

Aura of Anathema

Hostile creatures within 120 feet gain vulnerability to necrotic damage. A creature with resistance to necrotic damage instead loses its resistance, and a creature immune to necrotic damage instead replaces that immunity with resistance.

Whenever you finish a long rest, you can choose a different damage type for your aura.

Highest Arcanum

You learn an ultimate exploit in the laws of magic. Choose one of the following:

  • You can cast plane shift without material components once between short rests .
  • You are under the constant effects of the foresight spell. This effect cannot be detected or dispelled by any means short of a wish spell.
  • Once per day, you can spend 1 minute in arcane contemplation to regain your spent spell points.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your warlock level.

Agonizing Blast 

When you use your Eldritch Blast, you deal extra damage equal to your spellcasting ability modifier.

Arcane Appropriation

Prerequisite: 5th level

When you use a magic item, you ignore any requirements related to class, culture, heritage, or level.

Armor of Shadows

You are under the constant effects of the mage armor spell. This effect does not emit a magical aura.

Beguiling Influence 

You gain proficiency in Deception and Persuasion. If you are already proficient in either of these skills, you instead gain an expertise die

Cauldron of Holding

Prerequisite: Pact of the Cauldron feature

While your cauldron is summoned, you can store items within it as if it were a bag of holding , except where stated otherwise here. If your cauldron is dismissed, these items are shunted to a timeless extradimensional space along with your cauldron, but may be accessed when your cauldron is resummoned.

The mouth of the cauldron is 5 feet wide for the purposes of fitting items inside it and can store one appropriately sized item with the Bulky quality. Only you can add or remove items from your cauldron’s extradimensional space. Living creatures are expelled from your cauldron if it is dismissed or destroyed. Supply cooked in your cauldron does not lose its nourishing qualities. Using your cauldron does not affect the stored items, but you can’t access them while your cauldron is being used to cook, brew, or cast spells. You can’t teleport items stored in this extradimensional space using Dimensional Cauldron unless you first remove them from the space.

You can select this invocation whenever you learn a Secret of Arcana.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster on a celestial, fiend, or elemental without spending spell points or material components. You must finish a long rest before you can use this invocation on the same creature again.

Cosmic Armory

Prerequisite: 17th level

Your patron bestows you with a magic item worth no more than 25,000 gold. Your patron collects this item when you die or lose this invocation.

Courts of the Outer Realms 

Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them.

Additionally, you gain proficiency with your choice of either Arcana, Culture, History, or Religion. If you are already proficient in the chosen skill, you instead gain an expertise die .

Deep Patronage

Prerequisite: 11th level

Choose an additional patron expanded spell list. You learn all the spells on that list and they do not count against your spells known.

Dimensional Cauldron

Prerequisites: 9th level, Pact of the Cauldron

A number of times per day equal to your spellcasting ability modifier, you can teleport willing creatures or objects within your cauldron as if you had cast dimension door without spending spell points. The same restrictions of the spell apply, except the creature must be Medium size and stand within the empty cauldron, and you do not need to also transport yourself (though you must be adjacent to the cauldron). Not doing so does not allow you to transport an additional creature. If you do transport yourself, the cauldron is dismissed after you pass through. You can always teleport yourself in this way, even if you would not otherwise fit inside your cauldron.

Dreadful Word

Prerequisite: 7th level

You learn the confusion spell, and the spell doesn't count against your number of spells known.

Eighth Arcanum

Prerequisite: 15th level

You learn an 8th-level warlock spell that you can cast once between long rests .

Eldritch Bind

Prerequisite: 7th level, Eldritch Whip feature

When you hit a creature with your Eldritch Whip, you can force it to make a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed creature can repeat the saving throw, ending the effect on a success. 

Once you use this feature, you cannot do so again until you finish a short or long rest . You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other warlock features.

Eldritch Elementalism

When you use your Eldritch Blast, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type. 

Eldritch Grasp 

Prerequisite: 7th level

When you hit a Large-sized or smaller creature with your Eldritch Blast or when a Large-sized or smaller creature fails its saving throw against it, you can attempt to grapple the creature, using your spell save DC instead of your maneuver DC. The grapple automatically ends if the creature leaves your Eldritch Blast range or if you attempt to grapple another creature. 

Eldritch Prism

Prerequisite: 7th level, Eldritch Disturbance feature

You can use an action to unleash your Eldritch Blast against creatures within a 20-foot diameter cube originating at a point within 60 feet. Each creature in the area makes a Wisdom saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success. 

Once you use this feature, you cannot do so again until you finish a short or long rest . You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.

Eldritch Riposte

Prerequisite: Eldritch Disturbance or Eldritch Ray feature

When a creature you can see within 30 feet deals damage to you, you can use your reaction and spend spell points to use your Eldritch Disturbance or Eldritch Ray against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point spent activating this feature (up to a maximum equal to your proficiency bonus).

Eldritch Severance 

Prerequisite: 7th level, Eldritch Scythe feature

You can use an action to unleash your Eldritch Blast against creatures within a 60-foot line that is 5 feet wide. Each creature in the area makes a Dexterity saving throw , taking force damage equal to 1d10 x your proficiency bonus on a failure, or half damage on a success. 

Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.

Eldritch Spear 

Prerequisite: Eldritch Ray feature

The range of your Eldritch Ray increases to 300 feet.

Eldritch Squall

Prerequisite: 7th level, Eldritch Ray feature

You can use an action to unleash your Eldritch Blast against all creatures within a 30-foot cone. Each creature in the area makes a Dexterity saving throw , taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.

Once you use this feature, you cannot do so again until you finish a short or long rest . You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.

Eldritch Tentacle

When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can pull the creature up to 10 feet straight toward you.

Eldritch Warrior

You gain proficiency with medium armor and martial weapons.

Entity of Myth

Prerequisite: 17th level

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and weapons not made from cold iron.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You learn the false life spell, and the spell doesn't count against your number of spells known. When you cast it on yourself as a 1st-level spell, you can do so without spending spell points or material components.

Fire Burn and Cauldron Bubble

Prerequisites: 5th level, Pact of the Cauldron feature

Over the course of a long rest , you can summon your cauldron and produce a single potion of healing or a vial of common poison (see Common Poisons in Chapter 4: Equipment of Adventurer’s Guide) without material components (including a vial). You can produce a potion of healing or potion of greater healing in this way, as well as basic and advanced poisons. At 11th level you can produce a potion of superior healing and potent poison, and at 15th level you can produce a potion of supreme healing . Potions and poisons produced in this way disappear if they are not used before your next long rest. You can also do so even if you are cooking or brewing with your cauldron.

You can also use your cauldron to brew any potion or poison you can craft and for which you have the material components for in half the time and for half the cost. You also gain a 1d6 expertise die on ability checks to brew it. Your cauldron can also “store” a brew in progress. As a reaction, you can render your cauldron empty for the purposes of cooking, casting a spell, or using a feature that requires your cauldron to be empty. If you store a brew in this way or if your cauldron is dismissed while brewing, the crafting process is halted, resuming when you summon your cauldron again or use your reaction to return the brew to the cauldron. If the cauldron is destroyed during this time any material components are left behind, intact.

Fog Dance

Prerequisite: 13th level, Spellbound archetype

You can cast misty step without spending spell points, and if you do not move on your turn you can cast it without using a bonus action.

Frog Fangs

Prerequisite: Pact of the Chain feature

Your familiar can take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional force damage equal to your proficiency bonus. 

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. On subsequent turns you can use a bonus action to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker

Prerequisite: Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1).

Mask of Many Faces 

You can cast disguise self without spending spell points.

Minions of the Multiverse

Prerequisite: 7th level

When you choose this invocation, choose one spell of the summoning school of your choice from any spell list, up to a spell level that you are capable of casting (maximum of 5th-level). You can cast this spell once by spending an appropriate number of spell points (see Table: Spell Points). You cannot do so again until you finish a long rest .

Mire the Mind

Prerequisite: 5th level

You can cast slow once by spending 5 spell points. You cannot do so again until you finish a long rest .

Misty Visions

You can cast silent image without spending spell points or material components.

Noxious Invigoration

Whenever you gain temporary hit points, increase the amount you gain by your proficiency bonus. 

Ominous Tormentor 

You gain proficiency in Insight and Intimidation. If you are already proficient in either of these skills, you instead gain an expertise die .

Overclocked Concentration

Prerequisite: 15th level

You can maintain concentration on two spells simultaneously. Their cumulative spell-level can be no higher than 5th-level. You roll once for concentration checks, as if you were concentrating on a single spell, and when you lose concentration both spells end.

Pactkeeper’s Reward

Prerequisite: 13th level

You gain an additional Pact Boon of your choice.

Part the Veil

Prerequisites: 7th level, Pact of the Cauldron feature

Choose a number of spells from the Divination school equal to your proficiency bonus. You must cast these spells through your cauldron and they must be of a level you are able to cast through Pact Magic and have a range of Self. You are able to cast each spell once per long rest . At the Narrator’s discretion, some spells may not be cast in this way, such as those that create physical objects or alter your perception. The spell ends early if your cauldron is destroyed or dismissed.

You do not need to provide material components (including those with a specified cost) when casting a spell in this way, though you must provide spell components that are consumed by the spell and any that require part of a target (such as some of the target’s hair). You can choose any spells you can cast through this feature when you gain another warlock level and replace them with another Divination spell. These spells are considered warlock spells for you when cast in this way. You can choose additional spells whenever your proficiency bonus increases.

Path of Ashes

Prerequisite: 5th level, Pact of the Censer feature

As a bonus action, or as part of the bonus action to direct your censer to move, you can have your censer produce a thick cloud of smoke in your square or leave a number of them in its wake. Each cloud of smoke fills a 5-foot cube, heavily obscures its area, and lasts for 1 hour. A creature can move through a cube, treating it as rough terrain, stand on the cube, or even climb its semisolid side with a DC 10 Athletics check. The cubes can support up to 500 pounds and do not block attacks or provide cover beyond obscuring the area.

You can create a maximum number of cubes equal to your proficiency bonus and can dismiss any number of them as a bonus action. You regain all uses at the end of a short or long rest . The cubes can be dispersed by a moderate wind (at least 10 miles per hour).

You may select this invocation whenever you learn a Secret of Arcana.

Patron Token 

Your patron gifts you with a patron token . You are unable to sell your patron token, and if you somehow lose it the next time you finish a long rest you discover it on your person. Once your token is consumed, your patron replaces it and you find it on your person the next time you finish a long rest .

Penultimate Arcanum

Prerequisite: 17th level

You learn a 9th-level warlock spell that you can cast once between long rests .

Potent Witchcraft

Your warlock cantrips deal extra damage equal to your spellcasting ability modifier.

Psionic Secrecy

Prerequisite: 11th level, Alienist archetype

When you cast a warlock spell, you may choose to do so psionically without the need for seen or vocalized components. Once you have used this feature a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest .

Reanimator

Prerequisite: 5th level

You can cast animate dead once by spending 5 spell points; you can instead cast it as 4th-level spell by spending 6 spell points, or as a 5th-level spell by spending 7 spell points. You cannot do so again until you finish a long rest

Repelling Blast 

When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once by spending 6 spell points. You cannot do so again until you finish a long rest .

Seething Aura

Prerequisite: 15h level

Choose one of the following damage types: cold, fire, lightning, necrotic, psychic, radiant. Whenever you spend spell points, you can choose to unleash energy that deals an equal amount of damage of the chosen type to hostile creatures within 15 feet of you.

Seventh Arcanum

Prerequisite: 13th level

You learn a 7th-level warlock spell that you can cast once between long rests .

Shade of Smoke

Prerequisite: Pact of the Censer feature

As an action, you may cause your censer to billow a dense cloud of colorful smoke. This forms into a smoky shade of yourself in an adjacent square. This shade can’t create sound, light, scent (aside from a faint, smoky fragrance), or other sensory effects, though it can be the target of spells that create such effects. As a bonus action or as part of the bonus action to move your censor, you can mentally command this image of smoke to act however you wish (including interacting with a smoky version of any item in your possession when the shade was created), but it always remains centered on the censer.

The shade is revealed as smoke with any physical interaction, as physical objects and creatures pass through it, though it grants your censer total cover. An Investigation check against your spell save DC also reveals the shade is an illusion. The shade holds its form in light and moderate winds, but distorts in strong winds, revealing it to be an illusion. The shade only grants half cover to your censer against attacks made by creatures that have seen it as an illusion. The shade remains for a 1 minute, until you dismiss it (no action required), or if leave your censer’s range.

Once you have used this feature a number of times equal to your spellcasting ability modifier, you can’t do so again until you finish a long rest .

Sixth Arcanum

Prerequisite: 11th level

You learn a 6th-level warlock spell that you can cast once between long rests .

Sign of Ill Omen

Prerequisite: 5th level

You learn the bestow curse spell, and the spell doesn't count against your number of spells known.

Smoke Cloud Conjurer

Prerequisite: 7th level, Pact of the Censer feature

Your censer now has a number of charges equal to your spellcasting ability modifier and regains all spent charges after you take a short or long rest . While your censer is summoned, you can expend 1 charge to cast fog cloud without spending spell points. You can also expend 3 charges to cast stinking cloud without spending spell points.

You must be holding your censer to cast these spells, which visually appear to be smoke. You may expend an extra charge when you cast one of these spells through your censer to grant yourself the ability to see in these clouds as if the area were only lightly obscured or two charges to grant yourself and a number of creatures up to your spellcasting ability modifier within 30 feet the ability to see in these clouds as if the area were only lightly obscured.

When you cast one of the above spells using this feature you are not required to concentrate on the spell. However, the spell immediately ends if your censer leaves your hand or if you spend any additional charges.

Spellbinding Contract

Prerequisite: 9th level

You can cast geas once by spending 7 spell points. You cannot do so again until you finish a long rest .

If the command of the geas is the stipulation of an agreement to which the target consents, the target automatically fails its saving throw against this spell.

Thief of Five Fates

You learn the bane spell, and the spell doesn't count against your number of spells known.

Tines of Wyrd

Prerequisite: 15th level

When you fail a saving throw , you can spend 5 spell points to reroll it and take the second result.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Trail of Embers

Prerequisites: 15th level, Pact of the Censer feature

You can cast incendiary cloud once by spending 7 spell points. You can’t do so again until you finish a long rest . You can spend an additional 7 spell points to center the spell’s effect on your censer, which allows the area of effect to move as your censer moves. Your censer’s Speed is halved while this spell is active and it is not damaged by the spell’s effects.

Versatile Blast

You learn an additional Eldritch Blast feature of your choice. 

You can take this invocation a second and third time, each time learning a new Eldritch Blast feature.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead without spending spell points.

Wicked Youth

Prerequisite: 15th level, Diabolist archetype

You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Writhing Void

Prerequisite: 7th level

You learn the black tentacles spell, and the spell doesn't count against your number of spells known.
 


Secrets of Arcana

When you gain access to a new secret of arcana, choose one of the following. Some secrets have requirements, such as minimum warlock level, class feature, or another secret. You must meet those requirements before you choose that secret.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself without spending spell points or material components.

Beast Speech

You are under the constant effects of the speak with animals spell. This effect does not emit a magical aura.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

The complex sigils and symbols of ritual magic appear in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells you know. While the book is in your possession, you can cast these spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. 

When you find a spell with the ritual tag, you can transcribe it into your Book of Shadows if the spell’s level is equal to or less than half your warlock level (rounded up). For each level of the spell, the transcription process takes 2 hours and costs 50 gold for the rare inks needed to inscribe it.

Devil’s Sight

You can see normally in all types of darkness (including magical) to a distance of 120 feet.

Eldritch Sight

You can cast detect magic without spending spell points.

Inscrutability

Prerequisite: 13th level

You are under the constant effects of the nondetection spell.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self without spending spell points.

Mirror, Mirror

Prerequisite: 3rd level

Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest , receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms.

You can also use this invocation to cast augury without spending spell points. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

One with Shadows

Prerequisite: 5th level

You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.

Otherworldly Leap

You are under the constant effects of the jump spell. This effect does not emit a magical aura.

Portents and Portals

You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed).

You have advantage on checks made to locate this portal, and gain an expertise die on any checks you make to stabilize, activate, or open it. 

Shadowveil

Prerequisite: 15th level

You can cast invisibility without spending spell points.

Visions of Distant Realms

Prerequisite: 7th level

You can cast arcane eye once without spending spell points. You cannot do so again until you finish a long rest

At 15th level, you can instead cast arcane eye at will.

Whiff of the Beyond

You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation. 

Additionally, you gain an expertise die on Perception checks, and you have advantage on checks made to track these creatures.

Pagination