Bows and Crossbows

Damages

  • Shortbow: 1d6 (80/320)
  • Longbow: 1d8 (150/600)
  • Hand: 1d4 (30/120)
  • Light: 1d8 (80/320)
  • Heavy: 1d12 (100/400)

Bows

  • Shortbow: attack twice per round maximum
  • Longbow: attack once per round maximum

Crossbows

  • Hand: attack once per two rounds maximum
  • Light: attack once per two rounds maximum
  • Heavy: attack once per four rounds maximum

Notes: +1 to attack rolls against targets in normal range.

 

 

Section 5: Equipment

Adventuring Gear

  Case, Crossbow Bolt. A case can hold up to 2 lb. of crossbow bolts (24 hand, 16 light, or 8 heavy).

Clothes, Common. This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Clothes, Costume. This set of clothes is fashioned after a particular costume, typically meant for entertaining.

Clothes, Fine. This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Clothes, Traveler’s. This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Healer’s Kit. Using a healer’s kit to stabilize a creature requires a DC 10 Wisdom (Medicine) check. A use can also restore 1d6 hit points with a DC 15 check once per short or long rest. If you have proficiency in the healer’s kit, you restore 6 hit points with a successful check.

Quiver. A quiver can hold up to 2 lb. of arrows (24 shortbow arrows or 16 longbow arrows).

Pouch. A pouch can hold up 6 lb. of sling ammunition (32 bullets or 24 stones).

Rope. Rope can hold up to 800 lb. safely. For every additional 800 lb., roll 1d10. If any of the dice roll a 1, the rope snaps.

Spyglass. A spyglass can magnify viewing distance up to 10 times and grants advantage on perception checks

Trapper’s kit. Includes traps and tripwires for trying to hunt prey. (Per size category; Cost: 5 gp, Weight: 5 lbs)

Ammunition Costs & Weight

The cost and weight of arrows, bolts, and sling bullets are adjusted as follows:

Ammunition Costs
Ammunition Quantity Cost Weight
Arrows, Longbow 6 1 gp 1 lb.
Arrows, Shortbow 10 1 gp 1 lb.
Blowgun Needles 50 1 gp 1 lb.
Blowgun Pellets 30 1 gp 1 lb.
Bolts, Hand 12 2 gp 1 lb.
Bolts, Light 8 1 gp 1 lb.
Bolts, Heavy 4 1 gp 1 lb.
Sling Bullets 8 1 sp 1.5 lb.
Sling Stones 6 1 cp 1.5 lb.

Spear-thrower. A spear thrower uses darts (war) as ammunition.

Armor and Shields

Damage Reduction. Armor provides damage reduction equal to its AC – 10 when you are hit by a critical hit.

Magical armor adds any bonus it has to the armor’s damage reducation as well as its AC.

Dexterity Modifier to Armor Class

  Medimum Armor. Medium armor allows you to add half (round up) your Dexterity modifier to your armor class.

Heavy Armor. Heavy armor allows you to add half (round down) your Dexterity modifier to your armor class.

Magic Shields

Although considered magical weapons when used as an improvised weapon, you do not add the magical bonus to the attack or damage rolls.

Weight. Magical shields weigh half the listed value.

New Armors
Armor Cost Armor Class (AC) Stealth Weight Notes
Light Armors
    Buff Coat/ Hide 5 gp 11   6 lb.
    Ringed Leather 25 gp 12 12 lb.
Medium Armors
    Plated Jack 75 gp 13 Disadvantage 20 lb.
    Banded 100 gp 14 Disadvantage 35 lb.
    Brigandine 150 gp 15 Disadvantage 30 lb.
Shields
    Light 5 gp +1   3 lb. Light weapon
    Heavy 15 gp +3 Disadvantage 18 lb.

PART 1 | EQUIPEMENT

 

 

Weapons

Weapon Proficiency

You select individual weapons to gain proficiency in, not simple and martial weapon groups.

Weapon Properties

The following adjustments have been made:

  • Ammunition. These weapons require two hands to operated, with the exception of the hand crossbow.
  • Finesse. Replaced by the Light property.
  • Heavy. Heavy weapons require two hands to use properly. Small creatures have disadvantage on attack rolls with heavy weapons.
  • Light. These weapons do not require an object interaction to draw and can be used as a weapon in the second hand. You gain a +1 on attack rolls with light weapons. You can use your Dexterity modifier for your attack roll, but still use Strength for damage.
  • Loading. You are required to have one free hand to load these weapons.
  • Two-handed. Replaced by the Heavy property.
  • Versatile. When used with two hands, you may choose to add either a +1 to your attack roll or deal the increased damage shown on the Weapons table. Small creatures require both hands or make attacks with disadvantage with versatile weapons.

Magic Weapons

Magical weapons only weigh half their listed weight.

Martial Weapons

Each martial melee weapon has two damage types and you can choose which damage type you inflict with each attack.

Martial weapons have advantage on damage rolls for the weapon damage.

Silvered Weapons

Silvered weapons cost 5 times normal.

Special Weapons

  Blowgun. See Weapon Poisons in the appendix.

Flail. If your target is using a shield (or benefiting from an ally’s shield, such as the Protection fighting style), you gain a +1 bonus to your attack roll.

Lance. When mounted, a lance inflicts 2d8 damage if the mount charges 20 feet or more immediately before the attack roll is made. When unmounted, a lance has the heavy property.

Longbow. A longbow can be modified to allow the user to use their full Strength modifier to damage. The cost of such a longbow is equal to 50 times up to your Strength modifier. If you use a longbow with a lower pull, your Strength modifier is limited by the pull of the bow.

Net. A net can be used to restrain a target or knock them prone by tripping them. When you use your net, your target must make a Dexterity (Acrobatics) check against a DC equal to 8 plus your attack modifier. On a failed check, you choose whether your target is restrained or knock prone. A restrained target can make a new check using its action to escape the net. A prone target may stand up normally on its turn.

Pike. A pike can be set to receive a charge from an charging creature. A creature is charging if it has to use at least half of its speed to enter your reach. Setting a pike is an Use an Object action (not a free interaction).

Once you have the pike set, you can take the Ready action to make an attack against a charging creature moving into your reach by spending your reaction. If you have the Polearm Master feat, you do not need to take the Ready action.

If the attack hits, the pike’s damage is increased to 2d10 and the target must make a Strength saving throw against a DC equal to 8 plus your attack modifier. If it fails, its speed is reduced to 0 until the end of the round.

Polearm. when you buy a polearm, you can get any combination of damage types for the weapon. You select which two damage types you want for your weapon.

Whip. A whip has reach of 15 feet. A whip can be used to grapple, knock a target prone by tripping it, or keep it at bay similar to a shove. Instead of making an attack roll, your target makes a Dexterity (Acrobatics) check against a DC equal to 8 plus your attack modifier. On a failed check, you choose whether your target is grappled, tripped, or pushed back 5 feet.

PART 1 | EQUIPEMENT

 

 

New/ Revised Weapons
Name Cost Damage Weight (lb.) Properties
Simple Melee Weapons
    Cleaver 3 sp 1d4 slash 1 Light, thrown (15/30)
    Flail 10 gp 1d8 bludgeon 3 Special
    Knife 1 gp 1d4 slash ½ Light, Thrown (15/30)
    Maul 5 gp 1d10 bludgeon 10 Heavy
    Morningstar 10 gp 1d8 pierce 4 Versatile (+1 attack or 1d10)
    Pike 5 gp 1d10 pierce 10 Heavy, reach, special
    Unarmed Strike 1 bludgeon Light
Simple Ranged Weapons
    Blowgun (5’) 10 gp 1 pierce 2 Ammunition (range 25/100), loading, special
    Dart (War) 5 cp 1d4 pierce ½ Light, Thrown (range 30/120), special
Martial Melee Weapons
    Broadsword 15 gp 1d8 cleave / slash 3
    Dagger 2 gp 1d4 pierce / slash 1 Light, thrown (20/60)
    Greatsword 50 gp 1d10 cleave / slash 6 Heavy
or 1d8)
Martial Ranged Weapons
    Crossbow, Hand 75 gp 1d4 pierce 3 Ammunition (range 30/120), light, loading, special
    Crossbow, Heavy 50 gp 1d12 pierce 12 Ammunition (range 100/400), loading, special
    Crossbow, Light 25 gp 1d8 pierce 5 Ammunition (range 80/320), loading, special
    Longbow 50 gp 1d8 pierce 3 Ammunition (range 150/600), loading, special

Weapon Notes

  • Light (+1 to attack rolls)
  • Versatile (+1 to attack rolls or increased damage)
  • Martial weapons have advantage on weapon damage.

Crossbow Notes

  • Crossbows gain +1 on attack rolls at targets within normal range.
  • Hand and light crossbows require the Use an Object action to load.
  • Heavy crossbows require three Use an Object actions to load.

PART 1 | EQUIPEMENT

 

 

Section 6: Feats

Taking a Feat More Than Once

Only the following feats may be selected more than once. Unless noted, taking a feat again can apply benefits to those selected before.

For example, if you selected Magic Initiate to learn wizard spells, you can choose wizard spells again.

  • Elemental Adept (different damage type)
  • Linguist
  • Magic Initiate
  • Prodigy
  • Skilled
  • Weapon Master

New Feats

Combat Caster

You are adept at using the jinxes for your class. You learn an additional jinx any class. In addition, your jinxes recharge more quickly, recharging on 4-6 on a d6. If you also have the Potent Jinxes feature, your jinxes recharge on a 3-6 on a d6.

Long Thrower

This is the “Sharpshooter” feat for thrown weapons, but instead of no disadvantage at long range, your normal range is tripled and your long range is doubled.

Like Sharpshooter, you can only choose to apply one benefit to an attack.

Reactive

You can take two reactions during a round. You cannot take both reactions to the same triggering event.

Player’s Handbook Feats

Crossbow Expert. You do not ignore the loading property of weapons. Instead, you can use your free object interaction or bonus action to load your weapon, allowing you to make more than one attack roll. This benefit does not apply to Heavy Crossbows.

You still have disavantage when making a ranged spell attack if you have a hostile creature within 5 feet of you.

Durable. You gain advantage on Constitution saving throws to avoid gaining levels of exhaustion in addition to the benefits of this feat.

Elemental Adept. [Replace] You ignore resistance to one type of damage (acid, cold, fire, lightning, thunder) and gain resistance to the same type of damage.

Grappler. Your grapples deals 1d4 bludgeoning damage, or equal to an unarmed strike if it is greater, to the grappled creature. If you succeed in restraining a creature, your speed is reduced to half, but the grappled creature’s speed is reduced to 0 while restrained.

Ritual Caster. You can add spells that you find with the Ritual tag from any spell list after your initial spell selection is made.

Sharpshooter. You must choose only one benefit to apply to an attack.

Shield Master. You can use your bonus action to shove a creature, regardless of taking the attack action.

Xanathar’s Guide to Everything Feats

Dragon Hide. You gain 3 points of damage reduction versus non-magical blugdeon, cleave, pierce, and slash damage when hit by a critical hit.

Flames of Phlegethos. The flames that surround you last until the end of the next round.

Prodigy. [Replace] You gain proficiency in a skill of your choice, in a language of your choice, and in a tool of your choice. Additionally, you gain a +3 expertise bonus to your proficiency bonus for a skill, language, or tool of your choice.

PART 1 | FEATS

 

 

Section 7: Using Ability Scores

Advantage and Disadvantage

Sources of advantage and disadvantage cancel (as normal), but can also stack. For example, if you have two sources of advantage but one source of disadvantage, one source of each will cancel out, leaving you with one source of advantage.

When rolling with advantage, always use the two highest results of the dice rolled. If you have disadvantage, you must use the lowest two rolls.

Ability Checks

Ability checks are made with a single d20, adding your ability modifier and proficiency bonus if you have proficiency in an applicable skill.

Focus Bonus

If you chose Abilities as your focus bonus, you get to add your focus bonus along with your proficiency bonus to all ability checks you make.

Rolling Natural 1 or 20

There is no automatics success or failure when it comes to ability checks. If you roll a 20 but do not have sufficient modifiers to hit the DC, it is still a failure. Likewise, if you roll a 1, but have a higher enough bonus to equal or exceed the DC, it is a success.

Failure

When you roll below the DC for your ability check, the outcome is determined by how much you failed.

No Progress/ Progress At a Cost. If you fail a check by 5 or less, you can usually try again at the Dungeon Master’s discretion. You have not failed necessarily, but you also didn’t succeed. The Dungeon Master can also rule you have made progress, but there is a setback or cost of some nature.

Failure. If you fail a check by more than 5, you cannot attempt the check again until the DM rules the scenario has changed in some meaningful fashion, or your ability modifier or relavant proficiency bonus increases.

Passive Checks

You do not use a base 10 when calculating your passive score. The Revised Edition uses a base 7. Your passive check equals:

7 + all modifiers that normally apply to the check

Advantage & Disadvantage. Each source of advantage grants you a +3 bonus, while each source of disadvantage imposes a -3 penalty.

Using Each Ability

Strength

Strength Checks

Strength has three skills: Athletics, Brawn, and Grappling, which can be used when resolving Strength ability checks.

Athletics. This skill involves using types of movement such as climbing, jumping, sprinting, or swimming.

Brawn. This skill is used when you are attempting feats of strength and power, such as lifting heavy loads, breaking down a door, or bending open cage bars.

Grapple. This skill is used when you are trying to grapple or shove a creature. It replaces Athletics when you make an attack to grapple or shove.

Attack and Damage Rolls

You add your Strength modifier to melee and thrown weapon attacks and damage rolls with those weapons.

Ranged weapons add half your Strength modifier to damage rolls, except weapons with the loading property, which gain no benefit from Strength to damage.

Lifting and Carrying

Capacity Multiplier. Your capacity multiplier is determined by your size and sex.

Capacity Modifier by Size and Sex
Size Capacity Multiplier
(Male)
Capacity Multiplier
(Female)
Small 3 2
Medium 10 8
Large 40 30
Huge 150 120
Gargantuan 500 400

Encumbrance

Your state of encumbrance is either unencumbered or encumbered, depending on how much weight your character carries.

Unencumbered. You can carry up to your capacity multiplier times half your Strength score in pounds and be unencumbered.

Encumbered. If you want to carry more weight, you must make a Strength (Brawn) check. The DC for the check is determined by the amount of weight, as a multiple of your unencumbered load.

For example, if your unencumbered load limit was 60 lb. and you needed to lift 150 lb., you would need at least an encumbrance multiplier of x3, making the DC 15. Your encumbrance level limits the amount of time you can carry the load before risking exhaustion, any penalty to your Strength and Dexterity attacks, checks, or saving throws, and any reduction in your speed.

PART 2 | USING ABILITY SCORES

 

 

Exhaustion. While encumbered, you will need to make a Constitution saving throw at the end of each time period using the same DC or gain a level of exhaustion. You can drop the additional weight to avoid gaining the level, but must do so immediately.

If you fail the check, you gain a level of exhaustion and you cannot attempt to lift the weight again until you finish a short or long rest. You can, however, reduce the weight to attempt making a check at a lower DC.

Mechanical Advantage.

Well-Balanced. If the DM rules the weight is well-balanced on your character, you gain advantage on your Strength (Brawn) check to carry it.

Block & Tackle (Lift). Using a block and tackle requires a DC 10 Intelligence check, but allows you to hoist up to four times the weight you can normally lift.

Grease (Drag/Push). If the weight is on a relatively flat surface and you can use oil or a similar substance beneath the weight, you can move up to triple the weight you can normally move. If your footing is also on the oil or grease, you have disadvantage on the check to move the weight.

Runners/Wheels (Drag/Push). If the weight is on a cart, wagon, sled, or similar vehicle, you can move up to five times the weight you can normally move.

Power Moves

These moves involve moving weight, but not carrying it.

Press. This move involves lifting a weight and pressing it overhead.

Lift. This move involves lifting a weight to your waist or chest, so you are standing fully.

Drag/Push. This move involved pulling or pushing a weight along a flat surface. If the surface is inclined, you have disadvantage; if it is declined, you have advantage.

Dexterity

Dexterity Checks

Dexterity has three skills: Acrobatics, Sleight of Hand, and Stealth.

Stealth. If you are attempting to move quietly and hide, your check is made with disadvantage.

Attack and Damage Rolls

You add your Dexterity modifier to your weapon attack rolls for ranged weapons and can choose to add it to weapons with the Light property, whether you make a melee or thrown weapon attack with them.

You do not add your Dexterity modifier to your damage roll unless you have a feature allowing you to do so.

Armor Class

Your Dexterity modifier, in part or in whole, is applied to your armor class depending on the armor your wear, if any. You always apply your Dexterity modifier if it is negative.

Iniatiative

You can roll initiative by making a Dexterity check.

Constitution

Hit Points

You do not add your Consitution modifier to your hit points. Instead, you add your highest ability modifier at 1st level only. If your highest ability modifier increases, so do your hit points.

Encumbrance Summary
Encumbrance Level DC Encumbrance Multiplier Time Limit STR / DEX Modifier Penalty Base Speed
Unencumbered 5 x1 8 hours
Light 10 x2 1 hour –1
Medium 15 x3 10 minutes –2 –5 feet
Heavy 20 x4 2 minutes –3 –10 feet
Severe 25 x5 5 rounds –4 –20 feet
Maximum 30 x6 1 round –5 5 feet
Power Moves
Maximum Press 25 x5 1 round –5 5 feet
Maximum Lift 25 x7 1 round –5 5 feet
Maximum Drag/Push 30 x8 1 round –5 5 feet

PART 2 | USING ABILITY SCORES

 

 

Intelligence

Intelligence Checks

Intelligence has three skills: Insight, Investigation, and Perception. Intelligence checks are also used for knowledge and lanugages.

Iniatiative

You can roll initiative by making an Intelligence check.

Learning

You gain an additional language, tool, or weapons proficiency for each point of your Intelligence modifier. If your modifier is negative, you must choose a language or tool proficiency to lose, or lose an area of knowledge.

Languages

You to make an Intelligence (Language) check if the situation could involve an element of risk or protential pitfalls. Below are suggested DCs depending on the level of fluency demanded by the task at hand.

Language DCs
Competence DC Examples/ Competence
Basic 5 Food, money, survival
Intermediate 10 Limited conversation
Advanced/ Fluent 15 General conversation
Expert 20 Obscure topics
Master 25 Perfect fluency

Wisdom

Wisdom Checks

Wisdom as three skills: Animal Handling, Healing, and Survival.

Healing. This skill is used when you need to stabilize a creature, attempt to treat a disease, or revive an unconscious creature.

Iniatiative

You can roll initiative by making an Wisdom check.

Charisma

Charisma Checks

Charisma has three skills: Influence, Intimidation, and Performance.

Influence. This skill is used when you want to convince someone to do something, either by deception or persuasion. If a feature gives you proficiency in Deception or Persuasion, you gain Influence instead.

Conviction

Charisma represents your conviction in your beliefs and faith, and as such is used when casting spells from the Cleric, Paladin, and Warlock spell lists.

Skill List

Ability Skill
Strength Athletics
Brawn*
Grapple*
 
Dexterity Acrobatics
Sleight of Hand
Stealth
 
Intelligence Arcana & Multiverse
History & Geography
Investigation
Nature
Religion
Strategy & Tactics*
 
Wisdom Animal Handling
Insight
Medicine
Perception
Survival
 
Charisma Influence*
Intimidation
Performance
Protocol (Etiquette/Rank)

Saving Throws

All saving throws are made with advantage.

Saving Throw Focus. Some saving throws allow you to apply your focus bonus. These are determined by your class. Any feature that normally grants you proficiency in saving throw allows you to apply your focus bonus instead.

PART 2 | USING ABILITY SCORES

 

 

Section 8: Adventuring

Movement

Travel Pace

There is a new travel pace: Quick March.

Quick March. Moving at a quick march allows you to move at double your normal pace. However, you must make a DC 10 Constitution saving throw at the end of each hour or gain a level of exhaustion. The DC increases by 1 for each hour you do a quick march.

Taking a short or long rest resets the DC to 10.

Difficult Terrain

Difficult terrain increases the cost of movement by 1. Examples of difficult terrain include slippery or moving surfaces, broken ground, etc. Squeezing through into a space smaller than your size is also difficult terrain. Different types of difficult terrain are cumulative with each other.

For example, trying to move across ice would increase movement by 1, moving across broken ice would increase another 1 to 2, and moving across broken ice floats on a moving stream yet another 1 to 3!

Each type of difficult terrain also increases the DC for any ability check by 3.

Special Types of Movement

Below are the special type of movement and the cost in feet per foot moved. A cost of 2, for example, means you spend 2 feet of speed to move 1 foot.

Climb

Climbing has a base cost of 2, but each degree of fewer hand-holds is considered a difficult terrain. The DM can rule there are: many hand-holds, few, or virtually none.

Crawl

Crawling has a cost of 3.

Jump

If you are landing in difficult terrain, you must make a DC 10 Dexterity (Athletics) check or fall prone.

The types of jumps are detailed below:

Running Jump. A running jump has a base cost of 1/2. You can safely do a running jump a number of feet up to your Strength score while unencumbered. Each degree of encumbrance is considered difficult terrain. You must move at least twice the distance you intend to jump prior to jumping, or it is another aspect of difficult terrain.

You can make a DC 15 Strength (Athletics) check to increase your jump distances by a number of feet equal to your modifier on the check.

Standing Jump. A standing jump has a base cost of 1. You can safely perform a standing jump a distance of feet up to half your Strength score while unencumbered. You do not need to move before performing a standing up, but each additional degree of encumberance count as difficult terrain.

You can make a DC 15 Strength (Athletics) check to increase your jump distances by a number of feet equal to half your modifier on the check.

High Jump. High jumps have a base cost of 2. You maximum height you can normally jumps is up to 3 + your Strength modifier, reaching to grab an object 3 feet higher for medium creatures (2 feet for small creatures). A high jump requires you move a distance equal to the height you want to jump, otherwise your jump height is half the maximum.

You can make a DC 10 Strength (Athletics) check to increase your jump distances by a number of feet equal to half your modifier on the check.

Run

Running is not possible in difficult terrain. Running has a cost of 1/2, allowing you to double the distance you can move for each foot of speed spent.

Each round you spend running requires a DC 5 Constitution saving throw or you gain a level of exhaustion. The DC increases by 1 for each round you run. If you spend 1 minute not running or sprinting, the DC resets to 10.

While running, you have disadvantage on Dexterity saving throws and Intelligence (Perception) checks.

You can make a DC 15 Strength (Athletics) check to increase your speed while runing. If you succeed, your speed is increased 5 feet times your profciency bonus.

Swim

Swimming has a speed cost of 2. Swimming in rough water, extremely cold or hot, against the current, are all conditions which create difficult terrain.Swimming with the current decreases the speed cost to 1, provided it is not so strong as to be considered rough waters.

You can make a DC 15 Strength (Athletics) check to increase your speed while swimming. If you succeed, your speed is increased 5 feet times half your profciency bonus.

PART 2 | ADVENTURING

 

 

The Environment

Falling

When you fall, the damage is dealt directly to your hit point maximum. You also roll on the Lingering Injuries table to determine any serious injury you might suffer.

If you make a Dexterity (Acrobatics) check, damage is applied to your hit points, and you do not roll for a lingering injury. The DC is equal to 10 + the number of damage dice for the fall.

Vision and Light

A new type of vision is added to the revised edition.

Shadowsight

Within a specific range, a creature with shadowsight can see in dim light as if it were bright light. Shadowsight does not offer any benefit in darkness.

Resting

Short Rests

A short rest is a period of 4 hours instead of 1 hour. You can only benefit from two short rests before you must complete a long rest.

Long Rests

A long rest is a period of 24 hours instead of 8 hours.

Between Adventures

Downtime Activities

Training

Training in a new proficiency requires an instructor. The amount of time and cost required is shown in the Training Time and Expenses table.

Training Time and Expenses
Proficiency Time in
Workweeks
Expenses per
Workweek
Armor 1d6+6 Variable
Language 2d6+6 5 gp
Knowledge 6d6+6 15 gp
Skill 4d6+6 10 gp
Tool 1d6+6 10 gp
Weapon 1d6+6 5 gp
  • You reduce the number of workweeks by your Intelligence modifier (a penalty adds to the time).
  • Expenses do not include your own cost of living during your training time.
  • Armor. Light and shields is 5 gp per workweek, Medium is 10 gp, and Heavy is 15 gp.

Finishing Training. When your training is over, you make a DC 10 ability check using the ability appropriate for the proficiency you learned.

  • Success. If you succeed in the check, you add the proficiency to your character.
  • Failure. If you fail by 5 or less, you can train another week and try again, continuing until you succeed. However, if you fail by more than 5, you fail to learn the proficiency and must begin again.

Learning Spells

Learning Additional Spells. The spells you learn when you gain a level in a spellcasting class are automatic, costing you no time or money.

However, you can learn spells in addition to those gained when you level. To do so you must find a source for the spell you want to learn. Sources are commonly other spellcasters, scrolls, ancient texts, and so on. How you find such sources is something you can discuss with your Dungeon Master.

Once you have found a source, you must make a spellcasting ability check to master the new spell. The DC is equal to 8 plus double the spell level of the spell you want to learn. You also must spend one workweek (5 days) per spell level and 50 gold pieces per spell level. The sources must be available to you for the entire time required.

  • Success. If you succeed in the check, you have mastered the spell and add it to your list of Spells Known.

  • Failure. If you fail the check by 5 or less, you can spend additional time and gold trying again. The amount of time and money is half (round up) the base. If you fail the check by more than 5, you cannot learn the spell and must wait until you gain a new level in your spellcasting class or increase your spellcasting ability modifier or spellcasting skill before trying again.

PART 2 | ADVENTURING

 

 

Section 9: Combat

The Order of Combat

Declare Intentions

Before you roll for initiative, you must tell the DM what you want your character to do. The DM will also declare what any other creatures are doing.

Declatations are made in the reverse order of the inititiatve. So, the creature with the lowest initiative will declare first and the highest declares last.

Once you finish your turn, you declare what you intend to do in the next cycle, if anything.

Initiative

You can use your Dexterity, Intelligence, or Wisdom to make your initiative check.

The initiative order is repeated until each participant has taken all its turns.

Your Turn

On your turn, you can take an action, use your speed to move, or us your bonus action.

You can also interact with one object or feature of the environment for free as part of taking your action or doing a move, but not as part of a bonus action. This is known as your free interaction.

Delay. You can choose not to act during the first turn declaring you will delay, waiting for your next turn before you act. You must declare your intentions for the second cycle when your first turn is reached during the first cycle. If you do not declare your intention when your turn is reached in the first cycle, you will not act for the round.

Actions in Combat

On your turn you can choose to take an action, use your speed to move, or use your bonus action, if you have any. Some features allow you to take the Attack action or Move more than once in the round, allowing you to continue to act on later turns in the round.

Actions

Actions you can take are presented below, along with revisionas and new actions.

  • Attack
  • Cast a Spell
  • Dodge
  • Move
  • Ready
  • Search
  • Use an Object

Revised Actions

  Attack. This action allows you to make one weapon attack, including an unarmed strike. Any feature which allows you to make an additional weapon attack as part of the Attack action instead allows you to take the Attack action more than once. You gain one additional use of the Attack action for each attack you gain from your feature.

Cast a Spell. Spells can take time to cast and often are resolved on a later cycle in the round. How long a spell takes depends the spell’s level and casting time.

Spells with a casting time of a bonus action are resolved on your turn.

  • Cantrips, as well as spells of 1st and 2nd level, also are resolved on your turn.

  • Spells of 3rd through 5th levels require an extra turn to cast, and are resolved one turn later.

  • Powerful spells of 6th level or higher require two extra turns, resolved two turns later.

Dodge. Once you take the dodge action, the benefits last until your first turn of the next round.

Move

When you move, you can move a distance up to your speed, spending 1 foot of speed for each foot you move. If you use a special form of movment (see Section 8, p. 38), the amount of speed you spend varies.

You can also perform any combination of movements listed below, spending half your speed with each movement. .

If you do not spend all of your speed, you can move again on your turn later in the round. When your speed is used, you cannot move any more

Movements

  • Disengage
  • Guard
  • Help
  • Hide
  • Stand Up

Guard. Guarding increases your defenses against one creature close to you. When you Guard, choose a creature within 5 feet of you. If that creature attacks you, or forces you to make a Dexterity saving throw before the end of the round, you gain a bonus to your AC against that attack or for that Dexterity saving throw.

The bonus is equal to your proficency bonus.

Extra Move

Any feature that allows you to double your speed allows you an extra use of your move during the round.

PART 2 | COMBAT

 

 

Making an Attack

Attack Rolls

When you make an attack roll, you roll two d20s and take the lower roll as your attack roll.

This is not considered having disadvantage.

Modifiers to the Roll

In addition to your ability modifier and proficiency bonus, you add your focus bonus if your focus is combat.

Rolling 1 or 20

You can hit even if your attack roll is a 1 and miss if it is a 20.

Melee Attacks

Two-Weapon Fighting

Only one weapon must have the light property.

You can use a shield to make an improvised attack as the second weapon, but the attack is made with disadvantage unless the shield is a buckler (which has the light property). If you have the Shield Master feat, this penalty is removed.

Unarmed Strikes

Unarmed strikes are simple weapons and require their own proficiency. Any feature or spell that can be used on a melee weapon can be used with unarmed strikes.

Attack Action Options

Called Shots

You can make a called shot by accepting disadvantage on your attack roll and choosing an effect. If your attack hits, you roll damage and apply the effect of your called shot. Possible effects are up to the DM, but typical examples are:

  • Ignore any damage reduction the target has against your attack
  • Impose disadvantage on the next attack the target makes before the end of the next round
  • Grant advantage on the next attack made against target
  • The target is shoved or knock prone unless it makes a saving throw
  • The target’s speed is reduced to half until its first turn of the next round
  • Attempt to disarm or sunder an item the target is holding

Disarm

If you succeed in a disarm attack (attack roll vs. contested Strength (Athletics) or Dexterity (Acrobatics)), and the defended fails the roll by more than 5, roll a d8 to determine the direction the disarmed object goes and a d6 to determine the number of 5-ft squares away it lands.

If the defender fails the roll by 5 or less, the object lands at their feet (in a square it occupies).

You can accept disadvantage on the disarm attack, allowing you to disarm you opponent and catch their weapon if you succeed in the contested attack.

Grappling

You make an opposed Strength (Grapple) not Athletics check.

If you attempt to grapple a creature of a different size than yourself, you have disadvantage on your grapple roll. You cannot attempt to grapple a creature more than one size larger than yourself.

Overrun

Strength (Brawn) not Athletics

Shove Aside

Strength (Grapple) not Athletics.

Shoving A Creature

Use Strength (Brawn), not Athletics.

If you attempt to shove a creature larger than yourself, you have disadvantage on the roll. If you shove a creature smaller than yourself, you have advantage on the roll. You cannot shove a creature more than one size larger than yourself.

Large creatures (and greater) can shove a creature a distance equal to their reach.

Sundering

Make a melee weapon attack against the Weapon’s Resilience DC. If you succeed, roll damage and if the damage equals the weapon’s maximum damage, it is destroyed. If the weapon is not destroyed, any attacks made with it are at disadvantage until it is repaired.

Sundering DCs
Weapon Resilience DC
Simple, Wood or Leather 15
Martial, Wood or Leather 18
Simple, Metal 21
Martial, Metal 24

Throwing A Creature

If you have a creature of your size or smaller grappled, you can throw the creature using your action provided it does not weigh more than your drag/push maximum. Make a contested Strength (Grapple) check against the creature. If you win the contest, you can throw the creature up to your reach, adding your reach again for each difference in size.

For example, your PC (a medium-size creature) is grappled by a Cloud Giant, a huge creature. The Cloud Giant succeeds in the grapple contest and throws the PC. Since the Could Giant has a reach of 10 feet, and is two sizes larger, it can throw the PC up to 30 feet.

PART 2 | COMBAT

 

 

Damage and Healing

Hit Points

You do not add your Constitution modifier to your hit points when you roll your hit dice. At 1st level, you add your highest ability modifier. If your highest ability modifier increases, so do your hit points.

Damage Rolls

Critical Hits

You score a critical whenever you roll maximum damage with a weapon or spell attack. When this happens, roll another damage die for each die that rolled maximum, adding the additional result to the damage. If any of the additional dice are also maximum, continue the process until no dice roll maximum.

You do not roll for damage from sources such as sneak attack, smites, or failed spell saves (e.g. fireball). Only the weapon damage or spell attack damage dice are used.

Damage Reduction

When a creature is hit by a critical hit, the damage is reduced by an amount equal to any damage reduction the creature has (to a minimum of 0).

Dropping to 0 Hit Points

If you are reduced to 0 hit points, you must make a DC 20 Constitution saving throw or gain a level of exhaustion.

You repeat the saving throw at the start of your first turn in each round until you are stable or die.

Once you make the saving throw, you are stable.

Instant Death

If you suffer damage equal to your hit point maximum, you are killed instantly unless you make a DC 20 Constitution saving throw.

If you make the saving throw, you are at 0 hit points, automatically unconscious, and must make Constitution saving throws for dropping to 0 hit points (see above).

Falling Unconscious

Whenever your hit points are reduced to 0, you make a DC 20 Constitution saving throw to remain conscious.

If you remain conscious, you can take only one action or bonus action during the round, cannot use your reaction, and must use your action to move if you wish to move at all.

Damage at 0 hit points

If you take damage while at 0 hit points, you gain a number of levels of exhaustion equal to half the number of damage dice (minimum 1).

For example, if you are unconscious and a fireball is cast with you in the area of effect, you would gain 4 levels of exhaustion for the 8 dice of damage.

Death Saving Throws

Death saving throws are not used in 5E Revised Edition.

Stablizing a Creature

You can stabilizing a creature at 0 hit points by healing it so it gains at least 1 hit point, or by making a DC 10 Wisdom (Healing) check. The DC increases by 3 for every level of exhaustion the creature has.

If a stable creature takes any damage, it becomes unstable and must beging making Constitution saving throws for being at 0 hit points (see above).

Regaining Consciousness

A stable creature will regain consciousness in 1d4 hours and gain 1 hit point provided it has no levels of exhaustion. If it has levels of exhaustion, it will remain unconscious until the levels of exhaustion are removed either through rest or by magical healing.

You can also make a Wisdom (Healing) check with the same DC as if you are stabilizing a creature to allow it to regain consciousness while it still has levels of exhaustion. If your check fails, you cannot try again until the creature finishes a long rest.

Death from Exhaustion

Six levels of exhaustion is unconscious instead of death. Any additional levels of exhaustion results in death.

Death Toll

Once you die a third time, you cannot be brought back to life. Only a True Resurrection, Wish or divine intervention by your god will restore you to life.

PART 2 | COMBAT

 

 

Healing

If magical healing is not available, you can recover naturally.

Natural Healing

Any combat or spell casting prevents natural healing. You cannot regain hit point through natural healing if you have any levels of exhaustion.

After a Short Rest. You regain 1 hit point per character level after a short rest. You can gain additional hit points if you spend hit dice as normal.

After a Long Rest. You gain all of the following benefits:

  • You recovery all your hit points
  • You recover half your hit dice (minimum of 1)
  • Restore one point each from any lost ability scores
  • Regain consciousness if you have no levels of exhaustion.

Assisted Healing. A successful DC 15 Wisdom (Healing) check made by an attendant allows a creature to recover at twice the normal rate.

Recovering Exhaustion

After you finish a long rest, you make a DC 20 Constitution saving throw. If successful, you recover one level of exhaustion.

Magial Healing

Spells such as Lesser Restoration and Greater Restoration can be used to remove levels of exhaustion quickly.

Lesser Restoration will restore one level of exhaustion if the creature currently has only one or two levels of exhaustion.

Greater Restoration will restore one level of exhaustion if the creature currently has five or fewer levels of exhaustion.

Upcasting either spell will allow the spell to affect creatures with greater levels of exhaustion.

PART 2 | COMBAT

 

 

Section 10: Spellcasting

Casting at a Higher Spell Level

You can, of course, choose to upcast a spell at a higher spell level by expending sufficient casting levels for the higher spell level.

When you do so, you do not roll any additional dice gained as part of the spell. The additional dice are automatically the maximum possible.

Example

Your 7th-level wizard needs to cast a powerful Sleep spell so you decide to use the maximum casting levels you can to upcast Sleep as a 4th-level spell. The spell normally affects 5d8 hit points worth of creatures, but each additional spell level add 2d8 more to the amount affected. Normally, this would bring the total to 11d8 (5d8 + 6d8 for the three higher levels).

Instead of adding 6d8, however, you treat those dice as rolling the maximum: 48. So, your wizard’s Sleep spell affects 5d8+48 hit points of creatures, not 11d8.

Concentration Checks

When you are concentrating on a spell or effect and take damage you must make a spellcasting check to maintain concentration. Your modifier for this check equals your spellcasting attack modifier.

The DC for concentration checks equals 15 plus the spell level of the spell on which you are concentrating.

Jinxes

Cantrips which caused damage are now known as jinxes. When you use a jinx, it recharges on a roll of 5-6 on a d6.

At 5th level, jinxes gain an additional die of damage, but do not gain further increases at 11th or 17th levels.

Only Damage Once Per Round

Regardless of initiative, a creature cannot be affected by the same instance of a spell more than once in a round.

Starting Turns in an Area of Effect

Some spells (such as Spirit Guardians) affect a creature when it “starts its turn” in the area of effect. In the Revised Edition, with cinematic initiative, this is changed to read “ends its first turn of the round”.

This gives creatures inside such spells their first action to remove themselves from the area (if possible) before being affected again.

Spell Slots

Your number of spell slots is determined by your spellcasting class and levels in that class. The table below shows how many spell slots you have and the maximum number you can expend when casting a spell, known as your maximum spell level.

You add your spellcasting ability modifier to your number of spell slots.

Casting Spells. To cast a spell, you expend a number of spell slots equal to the spell level.

Spending Hit Dice. If your spell slots are depleted, you can expend hit dice to cast your spells, spending one hit die for each level of the spell.

In addition, you must make a concentration check. If you fail the check, you take psychic damage equal to the level of the spell you cast. This damage cannot be avoided.

Gaining Exhaustion. If you have no spell slots and no hit dice remaining, you can resort to gaining a level of exhaustion to cast your spells. The cost is one level of exhaustion for each spell level.

Like with spending hit dice instead of spell slots, you must make a concentration check or take psychic damage when you cast a spell using exhaustion.

It is important to remember the first effect of exhaustion is disadvantage on ability checks–which includes concentraction checks.

Paying the Price

Using your hit dice (and perhaps even gaining levels of exhaustion) is your point of last resort. At this point your character is literally hurting themselves in the process of using magic. You can even go to the point where your character could kill themselves trying to wield magic when they are so depleted.

Do so with caution—you have been warned!

PART 1 | CLASSES

 

 

Spell Revisions

Jinxes

Jinxes increase damage at 5th level, but do not increase damage any further after that.

  • Eldritch Blast. You gain an additional beam at 5th.
  • Magic Stone. You can use this spell to affect up to 3 arrows, crossbow bolts, or sling bullets instead of stones. At 5th level you can afffect up to 4 pieces of ammunition or stones.
  • Shillelagh. When using the weapon affected by this jinx, you gain a +1 bonus to your attack rolls and damage rolls at 5th caster level.

Cantrips

  • Guidance. You must finish a short or long rest before you can benefit from this spell again.

Level 1 Spells

  • Control Flames. You can also use this spell to create a nonmagical flame equal to a torch which lasts 8 hours.
  • Dancing Lights. Duration of up to 1 hour.
  • Goodberry. Lasts 8 hours and counts as a half-ration of food or water.
  • Enlarge/Reduce. Your weapon damage gains one additional die of damage.
  • Light. Duration is 8 hours. You can cast this spell on a point in space you can reach, but then it is immobile.

  You can also use this spell to try to blind a creature within your reach. The target makes a Dexterity saving throw or is blinded for 1d4 rounds. If used in this way, the spell ends when the blindness ends. If the save is made, the spell end immediately.

  • Mage Armor. This spell also provides 3 points of damage reduction against critical hits.
  • Shield. The bonus to your armor class lasts until your first turn of the next round.

Level 2 Spells

  • Aid. If your hit point maximum is reduced to 0 when the temporary increase granted by this spell expires, you die.
  • Barkskin. This spell now grants the target damage reduction equal to one plus the spell level at which you cast the spell (maximum of 5th-level). The damage reduction is not cumulative with any armor worn and applies versus all damage types except fire and psychic damage.

Level 3 Spells

  • Bestow Curse. This spell requires a succesful melee spell attack to touch the target creature.
  • Call Lightning. After the first round, you can use your bonus action to call bolts of lightning.
  • Counterspell & Dispel Magic. You must make a spellcasting DC check to counter/ dispel any spell. The DC equals 8 plus 2 per spell level of the spell being affected. You gain a +1 bonus to this check for each spell level above 3rd if you upcast counterpsell or dispel magic.
  • Fly. Your speed while flying is double your walking speed or 60 feet, whichever is greater.
  • Leomund’s Tiny Hut. AC 15, 100 hit points to destroy. If you cast the spell using a higher level slot, your hut gains +1 to AC and 25 hit points for each level above 3rd.
  • Revivify. Revivify does not automatically restore the target to life, instead it restores the target creature to six levels of exhaustion. They are unconscious, but stable.
  • Spirit Guardians. The spell’s area of effect moves with the caster.

Level 4 Spells

  • Dimension Door. You can move a willing creature up to one size larger than yourself.
  • Sickening Radiance. This spell will cause a creature to become unconscious at six levels of exhaustion, but will not result in its death.

Level 9 Spells

  • Invulnerability. You have immunity to all damage for 1 minute.

PART 3 | SPELLCASTING

 

 

Bard Spells

Jinxes School Comp. Rit. Conc.
Create Bonfire Conj. VS
Sword Burst Conj. V
Vicious Mockery Ench. V
Cantrips School Comp. Rit. Conc.
Friends Ench. SM
Mage Hand Conj. VS
Mending Trans. VSM
Message Trans. VSM
Minor Illusion Illus. SM
Prestidigitation Trans. VS
1st Level School Comp. Rit. Conc.
Charm Person Ench. VS
Comprehend Languages Div. VSM R
Dancing Lights Evoc. VSM C
Disguise Self Illus. VS
Dissonant Whispers Ench. V
Faerie Fire Evoc. V
Feather Fall Trans. VM
Healing Word Evoc. V
Identify Div. VSM R
Illusory Script Illus. SM R
Longstrider Trans. VSM
Silent Image Illus. VSM
Sleep Ench. VSM
Tasha’s Hideous Laughter Ench. VSM
Unseen Servant Conj. VSM R
2nd Level School Comp. Rit. Conc.
Calm Emotions Ench. VS C
Detect Thoughts Div. VSM C
Enhance Ability Trans. VSM
Enthrall Ench. VS
Invisibility Illus. VSM
Knock Trans. V
Locate Object Div. VSM C
Magic Mouth Illus. VSM R
Phantasmal Force Illus. VSM
Pyrotechnics Trans. VS
See Invisibility Div. VSM
Skill Empowerment Trans. VS
Skywrite Trans. VS R
Suggestion Ench. VM
3rd Level School Comp. Rit. Conc.
Catnap Ench. SM
Clairvoyance Div. VSM C
Compulsion Ench. VS
Enemies Abound Ench. VS
Feign Death Nec. VSM R
Hypnotic Pattern Illus. SM C
Leomund’s Tiny Hut Evoc. VSM R
Major Image Illus. VSM C
Nondetection Abjur. VSM
Sending Evoc. VSM
Speak with Dead Nec. VSM
Tongues Div. VM
4th Level School Comp. Rit. Conc.
Charm Monster Ench. VS
Confusion Ench. VSM
Creation Illus. VSM
Freedom of Movement Abjur. VSM
Greater Invisibility Illus. VS C
Hallucinatory Terrain Illus. VSM
Mislead Illus. S C
Polymorph Trans. VSM C
Synaptic Static Ench. VS
5th Level School Comp. Rit. Conc.
Animate Objects Trans. VS C
Dream Illus. VSM
Hold Monster Ench. VSM
Legend Lore Div. VSM
Modify Memory Ench. VS C
Planar Binding Abjur. VSM
Scrying Div. VSM C
Seeming Illus. VS

PART 3 | BARD SPELLS

 

 

Cleric Spells

Jinxes School Comp. Rit. Conc.
Chill Touch Nec. VS
Toll the Dead Nec. VS
Word of Radiance Evoc. VM
Cantrips School Comp. Rit. Conc.
Friends Ench. SM
Guidance Div. VS
Message Trans. VSM
Resistance Abjur. VSM
Spare the Dying Nec. VS
Thaumaturgy Trans. V
True Strike Div. S
1st Level School Comp. Rit. Conc.
Bane Ench. VSM
Bless Ench. VSM
Ceremony Abjur. VSM R
Command Ench. V
Create or Destroy Water Trans. VSM
Cure Wounds Evoc. VS
Detect Evil and Good Div. VS
Detect Magic Div. VS R
Detect Poison and Disease Div. VSM R
Guiding Bolt Evoc. VS
Inflict Wounds Nec. VS
Light Evoc. VM
Protection from Evil
    and Good
Abjur. VSM
Purify Food and Drink Trans. VS R
Sanctuary Abjur. VSM
Shield of Faith Abjur. VSM
2nd Level School Comp. Rit. Conc.
Aid Abjur. VSM
Augury Div. VSM R
Blindness/Deafness Nec. V
Calm Emotions Ench. VS C
Continual Flame Evoc. VSM
Gentle Repose Nec. VSM R
Hold Person Ench. VSM
Lesser Restoration Abjur. VS
Locate Object Div. VSM C
Prayer of Healing Evoc. V
Protection from Poison Abjur. VS
Silence Illus. VS R
Spiritual Weapon Evoc. VS
Warding Bond Abjur. VSM
Zone of Truth Ench. VS
3rd Level School Comp. Rit. Conc.
Animate Dead Nec. VSM
Beacon of Hope Abjur. VS C
Bestow Curse Nec. VS C
Create Food and Water Conj. VS
Glyph of Warding Abjur. VSM
Life Transference Nec. VS
Magic Circle Abjur. VSM
Remove Curse Abjur. VS
Revivify Nec. VSM
Sending Evoc. VSM
Speak with Dead Nec. VSM
Spirit Guardians Conj. VSM C
Tongues Div. VM
Water Walk Trans. VSM R
4th Level School Comp. Rit. Conc.
Banishment Abjur. VSM
Confusion Ench. VSM
Control Water Trans. VSM C
Death Ward Abjur. VS
Divination Div. VSM R
Fabricate Trans. VS
Freedom of Movement Abjur. VSM
Guardian of Faith Conj. V
Locate Creature Div. VSM C
Rary’s Telepathic Bond Div. VSM R
Stone Shape Trans. VSM
Wall of Light Evoc. VSM
Watery Sphere Conj. VSM C
5th Level School Comp. Rit. Conc.
Commune Div. VSM R
Dawn Evoc. VSM C
Dispel Evil and Good Abjur. VSM C
Dominate Person Ench. VS C
Flame Strike Evoc. VSM
Geas Ench. V
Greater Restoration Abjur. VSM
Hallow Evoc. VSM
Legend Lore Div. VSM
Mass Cure Wounds Evoc. VS
Planar Binding Abjur. VSM
Raise Dead Nec. VSM
Scrying Div. VSM C

PART 3 | CLIERC SPELLS

 

 

Cleric High Magic

6th Level School Comp. Rit. Conc.
Blade Barrier Evoc. VS
Circle of Death Nec. VSM
Create Undead Nec. VSM
Forbiddance Abjur. VSM R
Harm Nec. VS
Heal Evoc. VS
Heroes’ Feast Conj. VSM
Planar Ally Conj. VS
Soul Cage Nec. VSM
7th Level School Comp. Rit. Conc.
Conjure Celestial Conj. VS
Crown of Stars Evoc. VS
Divine Word Evoc. V
Resurrection Nec. VSM
Temple of the Gods Conj. VSM
Word of Recall Conj. V
8th Level School Comp. Rit. Conc.
Control Weather Trans. VSM C
Earthquake Evoc. VSM C
Glibness Trans. V
Holy Aura Abjur. VSM
Mighty Fortress Conj. VSM
9th Level School Comp. Rit. Conc.
Astral Projection Nec. VSM
Mass Heal Evoc. VS
Power Word Heal Evoc. VS
True Resurrection Nec. VSM

Druid High Magic

6th Level School Comp. Rit. Conc.
Bones of the Earth Trans. VS
Conjure Fey Conj. VS C
Druid Grove Abjur. VSM
Find the Path Div. VSM
Primordial Ward Abjur. VS
Sunbeam Evoc. VSM C
Wall of Thorns Conj. VSM
Wind Walk Trans. VSM
7th Level School Comp. Rit. Conc.
Finger of Death Nec. VS
Fire Storm Evoc. VS
Mirage Arcane Illus. VS
Regenerate Trans. VSM
Reverse Gravity Trans. VSM
Transport via Plants Conj. VS
8th Level School Comp. Rit. Conc.
Animal Shapes Trans. VS C
Antipathy/Sympathy Ench. VSM
Feeblemind Ench. VSM
Sunburst Evoc. VSM
Tsunami Conj. VS
9th Level School Comp. Rit. Conc.
Foresight Div. VSM
Meteor Swarm Evoc. VS
Shapechange Trans. VSM C
Storm of Vengeance Conj. VS C
True Polymorph Trans. VSM C

PART 3 | CLIERC / DRUID HIGH MAGIC

 

 

Druid Spells

Jinxes School Comp. Rit. Conc.
Produce Flame Conj. VS
Shillelagh Trans. VSM
Thunderclap Evoc. S
Cantrips School Comp. Rit. Conc.
Druidcraft Trans. VS
Gust Trans. VS
Mending Trans. VSM
Mold Earth Trans. S
Resistance Abjur. VSM
Shape Water Trans. S
True Strike Div. S
1st Level School Comp. Rit. Conc.
Absorb Elements Abjur. S
Animal Friendship Ench. VSM
Beast Bond Div. VSM C
Charm Person Ench. VS
Control Flames Trans. S
Create or Destroy Water Trans. VSM
Detect Poison and Disease Div. VSM R
Earth Tremor Evoc. VS
Entangle Conj. VS
Faerie Fire Evoc. V
Fog Cloud Conj. VS
Goodberry Trans. VSM
Healing Word Evoc. V
Longstrider Trans. VSM
Snare Abjur. SM
Speak with Animals Div. VS R
2nd Level School Comp. Rit. Conc.
Animal Messenger Ench. VSM R
Barkskin Trans. VSM
Beast Sense Div. S R
Flame Blade Evoc. VSM C
Flaming Sphere Conj. VSM C
Gust of Wind Evoc. VSM C
Healing Spirit Conj. VS C
Heat Metal Trans. VSM C
Lesser Restoration Abjur. VS
Locate Animals or Plants Div. VSM R
Moonbeam Evoc. VSM C
Pass without Trace Abjur. VSM C
Protection from Poison Abjur. VS
Spike Growth Trans. VSM
Warding Wind Evoc. V C
3rd Level School Comp. Rit. Conc.
Call Lightning Conj. VS C
Conjure Animals Conj. VS
Daylight Evoc. VS
Erupting Earth Trans. VSM
Mass Healing Word Evoc. V
Meld into Stone Trans. VS R
Plant Growth Trans. VS
Protection from Energy Abjur. VS
Sleet Storm Conj. VSM
Speak with Plants Trans. VS
Tidal Wave Conj. VSM
Water Breathing Trans. VSM R
Water Walk Trans. VSM R
Wind Wall Evoc. VSM
4th Level School Comp. Rit. Conc.
Antilife Shell Abjur. VS C
Awaken Trans. VSM
Blight Nec. VS
Conjure Woodland Beings Conj. VSM
Control Water Trans. VSM C
Dominate Beast Ench. VS C
Giant Insect Trans. VS
Guardian of Nature Trans. V
Hallucinatory Terrain Illus. VSM
Locate Creature Div. VSM C
Polymorph Trans. VSM C
Stone Shape Trans. VSM
Wall of Fire Evoc. VSM
5th Level School Comp. Rit. Conc.
Commune with Nature Div. VS R
Control Winds Trans. VS C
Dawn Evoc. VSM C
Geas Ench. V
Greater Restoration Abjur. VSM
Insect Plague Conj. VSM
Maelstrom Evoc. VSM C
Reincarnate Trans. VSM
Scrying Div. VSM C
Transmute Rock Trans. VSM
Tree Stride Conj. VS C
Wall of Stone Evoc. VSM
Wrath of Nature Evoc. VS C

PART 3 | DRUID SPELLS

 

 

Paladin Spells

Jinxes School Comp. Rit. Conc.
Booming Blade Evoc. VM
Lightning Lure Evoc. V
Sacred Flame Evoc. VS
Cantrips School Comp. Rit. Conc.
Guidance Div. VS
Resistance Abjur. VSM
Spare the Dying Nec. VS
Thaumaturgy Trans. V
True Strike Div. S
1st Level School Comp. Rit. Conc.
Bless Ench. VSM
Command Ench. V
Compelled Duel Ench. V
Cure Wounds Evoc. VS
Detect Evil and Good Div. VS
Detect Poison and Disease Div. VSM R
Divine Favor Evoc. VS
Heroism Ench. VS
Light Evoc. VM
Protection from Evil
    and Good
Abjur. VSM
Purify Food and Drink Trans. VS R
Searing Smite Evoc. V
Shield of Faith Abjur. VSM
Thunderous Smite Evoc. V
Wrathful Smite Evoc. V
2nd Level School Comp. Rit. Conc.
Aid Abjur. VSM
Augury Div. VSM R
Branding Smite Evoc. V
Find Steed Conj. VS
Gentle Repose Nec. VSM R
Lesser Restoration Abjur. VS
Locate Object Div. VSM C
Magic Weapon Trans. VS
Prayer of Healing Evoc. V
Protection from Poison Abjur. VS
Warding Bond Abjur. VSM
Zone of Truth Ench. VS
3rd Level School Comp. Rit. Conc.
Aura of Vitality Evoc. V C
Beacon of Hope Abjur. VS C
Blinding Smite Evoc. V
Create Food and Water Conj. VS
Crusader’s Mantle Evoc. V C
Elemental Weapon Trans. VS
Life Transference Nec. VS
Magic Circle Abjur. VSM
Remove Curse Abjur. VS
Revivify Nec. VSM
4th Level School Comp. Rit. Conc.
Aura of Life Abjur. V C
Aura of Purity Abjur. V C
Banishment Abjur. VSM
Death Ward Abjur. VS
Destructive Wave Evoc. V
Find Greater Steed Conj. VS
Staggering Smite Evoc. V
5th Level School Comp. Rit. Conc.
Banishing Smite Abjur. V
Circle of Power Abjur. V C
Dispel Evil and Good Abjur. VSM C
Geas Ench. V
Holy Weapon Evoc. VS
Raise Dead Nec. VSM

PART 3 | PALADIN SPELLS

 

 

Ranger Spells

Jinxes School Comp. Rit. Conc.
Green-Flame Blade Evoc. VM
Magic Stone Trans. VS
Thorn Whip Trans. VSM
Cantrips School Comp. Rit. Conc.
Druidcraft Trans. VS
Gust Trans. VS
Mending Trans. VSM
Resistance Abjur. VSM
True Strike Div. S
1st Level School Comp. Rit. Conc.
Absorb Elements Abjur. S
Alarm Abjur. VSM R
Animal Friendship Ench. VSM
Beast Bond Div. VSM C
Control Flames Trans. S
Detect Poison and Disease Div. VSM R
Ensnaring Strike Conj. V
Faerie Fire Evoc. V
Goodberry Trans. VSM
Hail of Thorns Conj. V
Hunter’s Mark Div. V C
Longstrider Trans. VSM
Snare Abjur. SM
Speak with Animals Div. VS R
Zephyr Strike Trans. V
2nd Level School Comp. Rit. Conc.
Animal Messenger Ench. VSM R
Barkskin Trans. VSM
Beast Sense Div. S R
Cordon of Arrows Trans. VSM
Find Traps Div. VS
Healing Spirit Conj. VS C
Lesser Restoration Abjur. VS
Locate Animals or Plants Div. VSM R
Pass without Trace Abjur. VSM C
Protection from Poison Abjur. VS
Silence Illus. VS R
Spike Growth Trans. VSM
3rd Level School Comp. Rit. Conc.
Conjure Animals Conj. VS
Conjure Barrage Conj. VSM
Flame Arrows Trans. VS
Lightning Arrow Trans. VS
Nondetection Abjur. VSM
Plant Growth Trans. VS
Protection from Energy Abjur. VS
Speak with Plants Trans. VS
Water Breathing Trans. VSM R
Wind Wall Evoc. VSM
4th Level School Comp. Rit. Conc.
Conjure Volley Conj. VSM
Conjure Woodland Beings Conj. VSM
Freedom of Movement Abjur. VSM
Giant Insect Trans. VS
Grasping Vine Conj. VS C
Guardian of Nature Trans. V
Stoneskin Abjur. VSM
5th Level School Comp. Rit. Conc.
Commune with Nature Div. VS R
Reincarnate Trans. VSM
Steel Wind Strike Conj. SM
Swift Quiver Trans. VSM
Tree Stride Conj. VS C
Wrath of Nature Evoc. VS C

PART 3 | RANGER SPELLS

 

 

Sorcerer Spells

Jinxes School Comp. Rit. Conc.
Acid Splash Conj. VS
Primal Savagery Trans. S
Ray of Frost Evoc. VS
Cantrips School Comp. Rit. Conc.
Blade Ward Abjur. VS
Druidcraft Trans. VS
Mage Hand Conj. VS
Message Trans. VSM
Mold Earth Trans. S
Prestidigitation Trans. VS
Shape Water Trans. S
1st Level School Comp. Rit. Conc.
Absorb Elements Abjur. S
Burning Hands Evoc. VS
Catapult Trans. S
Chaos Bolt Evoc. VS
Chromatic Orb Evoc. VSM
Dancing Lights Evoc. VSM C
False Life Nec. VSM
Ice Knife Conj. SM
Jump Trans. VSM
Mage Armor Abjur. VSM
Magic Missile Evoc. VS
Ray of Sickness Nec. VS
Shield Abjur. VS
Sleep Ench. VSM
Thunderwave Evoc. VS
Witch Bolt Evoc. VSM C
2nd Level School Comp. Rit. Conc.
Aganazzar’s Scorcher Evoc. VSM
Alter Self Trans. VS C
Darkness Evoc. VM
Darkvision Trans. VSM
Dragon’s Breath Trans. VSM
Dust Devil Conj. VSM C
Enhance Ability Trans. VSM
Hold Person Ench. VSM
Levitate Trans. VSM C
Maximilian’s Earthen Grasp Trans. VSM C
Mirror Image Illus. VS
Phantasmal Force Illus. VSM
Scorching Ray Evoc. VS
Shatter Evoc. VSM
Snilloc’s Snowball Swarm Evoc. VSM
3rd Level School Comp. Rit. Conc.
Blink Trans. VS
Erupting Earth Trans. VSM
Fireball Evoc. VSM
Fly Trans. VSM C
Haste Trans. VSM
Lightning Bolt Evoc. VSM
Major Image Illus. VSM C
Melf’s Minute Meteors Evoc. VSM C
Sleet Storm Conj. VSM
Slow Trans. VSM
Stinking Cloud Conj. VSM
Thunder Step Conj. V
Wall of Water Evoc. VSM
Water Breathing Trans. VSM R
4th Level School Comp. Rit. Conc.
Blight Nec. VS
Confusion Ench. VSM
Dimension Door Conj. V
Dominate Beast Ench. VS C
Fire Shield Evoc. VSM
Greater Invisibility Illus. VS C
Ice Storm Evoc. VSM
Stoneskin Abjur. VSM
Storm Sphere Evoc. VS C
Vitriolic Sphere Evoc. VSM
Wall of Fire Evoc. VSM
Wall of Light Evoc. VSM
Watery Sphere Conj. VSM C
5th Level School Comp. Rit. Conc.
Animate Objects Trans. VS C
Cloudkill Conj. VS C
Cone of Cold Evoc. VSM
Control Winds Trans. VS C
Dominate Person Ench. VS C
Far Step Conj. V C
Hold Monster Ench. VSM
Immolation Evoc. V
Seeming Illus. VS
Telekinesis Trans. VS C
Wall of Stone Evoc. VSM

PART 3 | SORCERER SPELLS

 

 

Sorcerer High Magic

6th Level School Comp. Rit. Conc.
Chain Lightning Evoc. VS
Eyebite Nec. VS C
Mass Suggestion Ench. VM
Mental Prison Illus. S C
Move Earth Trans. VSM C
Scatter Conj. V
True Seeing Div. VSM
7th Level School Comp. Rit. Conc.
Delayed Blast Fireball Evoc. VSM C
Etherealness Trans. VS
Globe of Invulnerability Abjur. VSM
Power Word Pain Ench. V
Prismatic Spray Evoc. VS
Whirlwind Evoc. VM C
8th Level School Comp. Rit. Conc.
Abi-Dalzim’s Horrid Wilting Nec. VSM
Dominate Monster Ench. VS C
Incendiary Cloud Conj. VS C
Maddening Darkness Evoc. VM C
Power Word Stun Ench. V
9th Level School Comp. Rit. Conc.
Mass Polymorph Trans. VSM C
Prismatic Wall Abjur. VS
Psychic Scream Ench. S
Weird Illus. VS

PART 3 | SORCERER /
WARLOCK SPELLS

 

 

Warlock Spells

Jinxes School Comp. Rit. Conc.
Eldritch Blast Evoc. VS
Infestation Conj. VSM
Poison Spray Conj. VS
Cantrips School Comp. Rit. Conc.
Blade Ward Abjur. VS
Friends Ench. SM
Guidance Div. VS
Gust Trans. VS
Minor Illusion Illus. SM
Spare the Dying Nec. VS
Thaumaturgy Trans. V
1st Level School Comp. Rit. Conc.
Armor of Agathys Abjur. VSM
Arms of Hadar Conj. VS
Bane Ench. VSM
Bless Ench. VSM
Cause Fear Nec. V
Charm Person Ench. VS
Comprehend Languages Div. VSM R
Control Flames Trans. S
Expeditious Retreat Trans. VS
Hellish Rebuke Evoc. VS
Hex Ench. VSM C
Illusory Script Illus. SM R
Protection from Evil
    and Good
Abjur. VSM
Shield of Faith Abjur. VSM
Unseen Servant Conj. VSM R
Witch Bolt Evoc. VSM C
2nd Level School Comp. Rit. Conc.
Cloud of Daggers Conj. VSM
Crown of Madness Ench. VS C
Darkness Evoc. VM
Earthbind Trans. V
Enthrall Ench. VS
Hold Person Ench. VSM
Invisibility Illus. VSM
Mind Spike Div. S
Mirror Image Illus. VS
Misty Step Conj. V
Ray of Enfeeblement Nec. VS
Shadow Blade Illus. VS C
Shatter Evoc. VSM
Spider Climb Trans. VSM
Suggestion Ench. VM
3rd Level School Comp. Rit. Conc.
Enemies Abound Ench. VS
Fear Illus. VSM
Fly Trans. VSM C
Gaseous Form Trans. VSM C
Hunger of Hadar Conj. VSM C
Hypnotic Pattern Illus. SM C
Magic Circle Abjur. VSM
Major Image Illus. VSM C
Negative Energy Flood Nec. VM
Remove Curse Abjur. VS
Summon Lesser Demons Conj. VSM
Thunder Step Conj. V
Tongues Div. VM
Vampiric Touch Nec. VS C
4th Level School Comp. Rit. Conc.
Banishment Abjur. VSM
Blight Nec. VS
Charm Monster Ench. VS
Conjure Minor Elementals Conj. VS
Dimension Door Conj. V
Elemental Bane Trans. VS
Evard’s Black Tentacles Conj. VSM C
Hallucinatory Terrain Illus. VSM
Shadow of Moil Nec. VSM C
Sickening Radiance Evoc. VS C
Summon Greater Demon Conj. VSM C
Synaptic Static Ench. VS
Wall of Light Evoc. VSM
5th Level School Comp. Rit. Conc.
Contact Other Plane Div. V R
Contagion Nec. VS
Danse Macabre Nec. VS C
Dream Illus. VSM
Enervation Nec. VS C
Far Step Conj. V C
Geas Ench. V
Hold Monster Ench. VSM
Infernal Calling Conj. VSM C
Insect Plague Conj. VSM
Planar Binding Abjur. VSM

PART 3 | WARLOCK SPELLS

 

 

Wizard Spells

Jinxes School Comp. Rit. Conc.
Fire Bolt Evoc. VS
Frostbite Evoc. VS
Shocking Grasp Evoc. VS
Cantrips School Comp. Rit. Conc.
Blade Ward Abjur. VS
Friends Ench. SM
Mage Hand Conj. VS
Mending Trans. VSM
Message Trans. VSM
Minor Illusion Illus. SM
Mold Earth Trans. S
Prestidigitation Trans. VS
Shape Water Trans. S
1st Level School Comp. Rit. Conc.
Absorb Elements Abjur. S
Alarm Abjur. VSM R
Burning Hands Evoc. VS
Charm Person Ench. VS
Color Spray Illus. VSM
Comprehend Languages Div. VSM R
Dancing Lights Evoc. VSM C
Detect Magic Div. VS R
Disguise Self Illus. VS
False Life Nec. VSM
Feather Fall Trans. VM
Find Familiar Conj. VSM R
Fog Cloud Conj. VS
Grease Conj. VSM
Identify Div. VSM R
Illusory Script Illus. SM R
Jump Trans. VSM
Mage Armor Abjur. VSM
Magic Missile Evoc. VS
Shield Abjur. VS
Silent Image Illus. VSM
Sleep Ench. VSM
Tenser’s Floating Disk Trans. VSM R
Unseen Servant Conj. VSM R
2nd Level School Comp. Rit. Conc.
Alter Self Trans. VS C
Arcane Lock Abjur. VSM
Blur Illus. V
Continual Flame Evoc. VSM
Darkness Evoc. VM
Darkvision Trans. VSM
Enlarge/Reduce Trans. VSM
Flaming Sphere Conj. VSM C
Hold Person Ench. VSM
Invisibility Illus. VSM
Knock Trans. V
Levitate Trans. VSM C
Locate Object Div. VSM C
Magic Weapon Trans. VS
Melf’s Acid Arrow Evoc. VSM
Mirror Image Illus. VS
Misty Step Conj. V
Nystul’s Magic Aura Illus. VSM
Pyrotechnics Trans. VS
Rope Trick Trans. VSM
See Invisibility Div. VSM
Shatter Evoc. VSM
Spider Climb Trans. VSM
Web Conj. VSM
3rd Level School Comp. Rit. Conc.
Animate Dead Nec. VSM
Blink Trans. VS
Clairvoyance Div. VSM C
Counterspell Abjur. S
Dispel Magic Abjur. VS
Feign Death Nec. VSM R
Fireball Evoc. VSM
Fly Trans. VSM C
Gaseous Form Trans. VSM C
Glyph of Warding Abjur. VSM
Haste Trans. VSM
Hypnotic Pattern Illus. SM C
Leomund’s Tiny Hut Evoc. VSM R
Lightning Bolt Evoc. VSM
Magic Circle Abjur. VSM
Phantom Steed Illus. VS R
Remove Curse Abjur. VS
Sending Evoc. VSM
Slow Trans. VSM
Stinking Cloud Conj. VSM
Tiny Servant Trans. VS
Tongues Div. VM
Wall of Sand Evoc. VSM
Water Breathing Trans. VSM R

PART 3 | WIZARD SPELLS

 

 

4th Level School Comp. Rit. Conc.
Arcane Eye Div. VSM C
Charm Monster Ench. VS
Conjure Minor Elementals Conj. VS
Creation Illus. VSM
Dimension Door Conj. V
Elemental Bane Trans. VS
Fabricate Trans. VS
Fire Shield Evoc. VSM
Greater Invisibility Illus. VS C
Hallucinatory Terrain Illus. VSM
Ice Storm Evoc. VSM
Leomund’s Secret Chest Conj. VSM
Locate Creature Div. VSM C
Mordenkainen’s Faithful Hound Conj. VSM
Mordenkainen’s Private Sanctum Abjur. VSM
Otiluke’s Resilient Sphere Evoc. VSM
Phantasmal Killer Illus. VS
Polymorph Trans. VSM C
Rary’s Telepathic Bond Div. VSM R
Stoneskin Abjur. VSM
Summon Greater Demon Conj. VSM C
Wall of Fire Evoc. VSM
5th Level School Comp. Rit. Conc.
Animate Objects Trans. VS C
Bigby’s Hand Evoc. VSM C
Cloudkill Conj. VS C
Cone of Cold Evoc. VSM
Conjure Elemental Conj. VSM C
Contact Other Plane Div. V R
Dream Illus. VSM
Far Step Conj. V C
Hold Monster Ench. VSM
Immolation Evoc. V
Legend Lore Div. VSM
Passwall Trans. VSM
Planar Binding Abjur. VSM
Scrying Div. VSM C
Seeming Illus. VS
Telekinesis Trans. VS C
Teleportation Circle Conj. VM
Transmute Rock Trans. VSM
Wall of Force Evoc. VSM
Wall of Stone Evoc. VSM

Wizard High Magic

6th Level School Comp. Rit. Conc.
Arcane Gate Conj. VS
Contingency Evoc. VSM
Create Homunculus Trans. VSM
Disintegrate Trans. VSM
Drawmij’s Instant Summons Conj. VSM R
Flesh to Stone Trans. VSM C
Guards and Wards Abjur. VSM
Magic Jar Nec. VSM
Otiluke’s Freezing Sphere Evoc. VSM
Otto’s Irresistible Dance Ench. V C
Programmed Illusion Illus. VSM
Tenser’s Transformation Trans. VSM C
Wall of Ice Evoc. VSM
7th Level School Comp. Rit. Conc.
Forcecage Evoc. VSM
Mordenkainen’s Magnificent Mansion Conj. VSM
Mordenkainen’s Sword Evoc. VSM C
Plane Shift Conj. VSM
Project Image Illus. VSM C
Sequester Trans. VSM
Simulacrum Illus. VSM
Symbol Abjur. VSM
Teleport Conj. V
8th Level School Comp. Rit. Conc.
Antimagic Field Abjur. VSM C
Clone Nec. VSM
Demiplane Conj. S
Illusory Dragon Illus. S C
Maze Conj. VS
Mind Blank Abjur. VS
Telepathy Evoc. VSM
9th Level School Comp. Rit. Conc.
Gate Conj. VSM
Imprisonment Abjur. VSM
Invulnerability Abjur. VSM C
Power Word Kill Ench. V
Time Stop Trans. V
Wish Conj. V

PART 3 | WIZARD SPELLS

 

 

Dungeon Master’s Appendix

Creatures

You use the following adjustments to creature stat blocks to reflect the changes in the Revised Edition.

Choosing a Focus

Like characters, every creature has a focus, either Ability, Combat, or Magic. The DM chooses each creature’s focus individually.

Add the creature’s focus bonus to the following:

  • Ability Focus. ability checks, including initiative
  • Combat Focus. weapon attack rolls and armor class
  • Magic Focus. spell attack rolls and spell save DCs.
Creature Focus Bonus
Creature CR Focus Bonus
0 – 6 +1
7 – 14 +2
15 – 22 +3
23 – 30 +4
BEHOLDER - Focus Bonus

CR 13 has focus bonus of +2 and the DM chooses Magic for this beholder.

This will add a +2 to its spell save DCs for its Eye Rays, improving it from DC 16 to DC 18.

The DM could have chosen Combat, adding a +2 to its bite attack and +2 to its AC. Increasing its AC does not improve its damage reduction (see below).

Saving Throw Focus

All creatures are proficient in all saving throws. If a creature has a saving throw listed as part of its stat block, add the creature’s focus bonus to that save.

BEHOLDER - Saving Throws

Original: Int +8, Wis +7, Cha +8

Cr 13 has focus bonus of +2 added to original saves:

New saves: Int +10, Wis +9, Cha +10

Adding its +5 proficiency bonus to the other saves: Str +5, Dex +7, Con +9

Damage Reduction

Creatures wearing armor use the damage reduction according to the damage type, or simply use the average damage reduction for the armor worn as listed in the Armor table.

Creatures with Natural armor gain damage reduction according to the table below. You must remove any Dexterity modifier applied to the creature’s armor class before determining its damage reduction.

Damage Reduction for Natural armor
Unmodified Original Natural AC DR
11 - 12 1
13 2
14 - 15 3
16 4
17 - 18 5
19 6
20 - 21 7
22 8
23 - 24 9
25 10
BEHOLDER - Damage Reduction

Natural armor is originally AC 18 in 5E. Removing the +2 Dexterity bonus reduces the AC to 16.

Looking at the table, this gives a beholder a DR 4.

Hit Points

For creatures, use only the hit points gained from hit dice, but add their highest ability modifier. Like characters, creatures do not adjust hit points for any Constitution modifier.

It is easiest to subtract the Constitution bonus hit points listed in the stat block from the total hit points and then add the highest ability modifier to determined the hit points for Revised 5E.

BEHOLDER - Hit Points

Normal HP: 180 (19d10+76)
Highest ability modifier is CON +5
Revised HP: 180 - 76 + 5 = 109 hp

Most creatures will have 50%-75% of their normal hit points.

PART 4 | DM APPENDIX