Adept
Adept

Every adept has a different reason for striving towards ever greater heights of personal achievement, but all can be incredibly deadly.
Be they rough pugilists used to life in the pits, religious dancers whose prayer is battle, or covert assassins from secret societies adepts all learn amazing supernatural abilities that set them apart from common warriors.
Power of Discipline
Adepts harness mental and physical power through training, an energy they call focus. While this can be fuel for supernatural feats, in essence it is nothing more than the innate potential every living being has. Adepts channel this power within themselves to accomplish the impossible and surpass the limitations of their bodies, allowing them to be as deadly unarmed as a trained warrior is with sharp blades. As they grow more powerful, they learn several new ways of using their focus.
Arachnid Guardian
Brawler
Bruiser
Durala Carao
Exalted Athlete
Ghostly Soul
Oaken Fist
Quickstepper
Tranquil Master
Walking Rock
Warrior Monk
Masters and Students
The art of the adept is old and personal, often taught by one master to a single student, and though the path to perfection is always long, each chooses their own different way to reach it. However they are all united by the generations of adepts that came before them, the ones who discovered these secrets and passed them forward. Adepts are always ready to learn, both when it comes to their own abilities and about the world around them. They are also always ready to teach, for they know their craft will never survive unless more adepts are trained like they were.
Creating an Adept
When creating an adept, ask yourself the following questions. Where did you meet your master? Why did they choose to train you? How was your relationship while you were training? Is your master still alive? Do they have enemies that might know about you? How ingrained are you with the adept community? Are you familiar with other adepts? Have you visited other masters, maybe even trained under them? Do you have any friends or rivals in other schools? Do you have any scars, whether physical or emotional, from engaging in battle with your peers?
Why have you chosen to walk the path to perfection? Have you suffered a crushing defeat due to your lack of martial prowess, or lost a loved one because you were not able to defend them? Did you witness a true master in action and hoped you could be like them? Are you the reincarnation of a legendary martial arts prodigy?
|
>Level |
Proficiency Bonus |
Martial Arts |
Features |
Techniques |
Focus |
Bonus |
Maneuvers |
Maneuver |
|---|---|---|---|---|---|---|---|---|
|
1st |
+2 |
1d4 |
Adroit Defense, Martial Arts |
— |
— |
— |
— |
— |
|
2nd |
+2 |
1d4 |
Combat Maneuvers, Exertion Focus, Practiced Techniques |
1 |
— |
— |
2 |
1st |
|
3rd |
+2 |
1d4 |
Adept Archetype, Battlefield Etiquette |
1 |
1 |
— |
2 |
1st |
|
4th |
+2 |
1d4 |
Ability Score Improvement |
2 |
2 |
1 |
3 |
2nd |
|
5th |
+3 |
1d6 |
Extra Attack |
2 |
3 |
1 |
3 |
2nd |
|
6th |
+3 |
1d6 |
Tradition Feature |
3 |
4 |
2 |
4 |
2nd |
|
7th |
+3 |
1d6 |
Empty Mind |
3 |
5 |
3 |
4 |
2nd |
|
8th |
+3 |
1d6 |
Ability Score Improvement |
4 |
6 |
3 |
5 |
3rd |
|
9th |
+4 |
1d6 |
— |
4 |
7 |
4 |
5 |
3rd |
|
10th |
+4 |
1d6 |
— |
5 |
8 |
4 |
6 |
3rd |
|
11th |
+4 |
1d8 |
Tradition Feature |
5 |
9 |
5 |
6 |
3rd |
|
12th |
+4 |
1d8 |
Ability Score Improvement |
6 |
10 |
5 |
6 |
3rd |
|
13th |
+5 |
1d8 |
Acquired Knowledge |
6 |
11 |
6 |
7 |
4th |
|
14th |
+5 |
1d8 |
— |
7 |
12 |
7 |
7 |
4th |
|
15th |
+5 |
1d8 |
Great Reputation |
7 |
13 |
7 |
8 |
4th |
|
16th |
+5 |
1d10 |
Ability Score Improvement |
8 |
14 |
8 |
8 |
4th |
|
17th |
+6 |
1d10 |
Tradition Feature |
8 |
15 |
8 |
9 |
5th |
|
18th |
+6 |
1d10 |
— |
9 |
16 |
9 |
9 |
5th |
|
19th |
+6 |
1d10 |
Ability Score Improvement |
9 |
17 |
9 |
10 |
5th |
|
20th |
+6 |
1d10 |
Grandmaster |
10 |
18 |
10 |
10 |
5th |
CLASS FEATURES
As an adept, you gain the following class features.
Hit Points
Hit Dice: 1d8 per adept level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per adept level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, punching daggers, shortswords, throwing daggers
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Religion and Stealth
Equipment
You begin the game with 30 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Dungeoneer's Set (Cost 18 gold): Quarterstaff, 10 darts, dungeoneer’s pack
- Explorer’s Set (Cost 25 gold): Shortsword, 10 darts, explorer’s pack
Adroit Defense
At 1st level, you learn special defensive techniques. Choose one of the following options.
Agile Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Brutal Defense
You are proficient with light armor. While you are wearing light armor, you replace your Dexterity modifier with your Strength modifier for AC. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor.
Martial Arts
At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
- When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Combat Maneuvers
Starting at 2nd level, you gain the ability to use combat maneuvers . You gain proficiency in two combat traditions from the following list: Mirror’s Glint, Rapid Current, Razor’s Edge, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Adept table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
As an adept, you gain +1 to your maneuver DC.
Exertion Focus
At 2nd level, your training allows you to harness your mental energy into a supernatural state of focus. Some cultures refer to this energy as axé, prana, pneuma, or ki. Your access to this energy is represented by your exertion pool.
You can spend exertion points to fuel various focus features. You start knowing three such features: Flurry of Blows, Long Step, and Patient Defense. You learn more focus features as you gain levels in this class.
Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Focus save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 exertion to make two unarmed strikes as a bonus action.
Long Step
You can spend 1 exertion to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Patient Defense
You can spend 1 exertion to take the Dodge action as a bonus action on your turn.
Practiced Techniques
You have picked up a number of tricks in your path towards perfection. At 2nd level you gain a practiced technique of your choice. Your practiced techniques are detailed at the end of the class description. The Techniques Known column of the Adept table shows when you learn more practiced techniques. Unless otherwise noted, you can gain each technique only once.
Adept Archetype
When you reach 3rd level, you commit yourself to an adept archetype: a specialization that defines how you train your body to perfection. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Focus Feature
Focus features stem from the mastery of your internal energies. At 3rd level, and again every level after that, choose one option from the list below. Some features have requirements, such as minimum adept level or another focus feature. You must meet those requirements before you choose that focus feature.
Additional Attack
Requirement: 11th level
You can attack three times, instead of twice, when you take the Attack action.
Adept Weaponry
Requirement: 5th level
Choose two weapons or one rare weapon. If you are not proficient with them, you become proficient with them. They count as adept weapons for you.
Battering Shield
Requirement: 11th level
Your weapon attacks blend together so aggressively that your assault acts almost as a shield. When you hit a creature with two or more melee attacks in the same round, you gain a +2 bonus to AC against it until the beginning of your next turn.
Battle Dance
You gain proficiency in the Performance skill. As a bonus action, you can spend 2 exertion to bob and sway, starting a battle dance. Until the end of your turn, your Speed increases by 20 feet and opportunity attacks against you are made with disadvantage . When an opportunity attack misses you, you can use your reaction to retaliate with an unarmed strike.
Battle Meditation
As an action, you can spend 1 Hit Die to regain 1d4 exertion. You can’t use this feature again until you finish a short or long rest .
Beyond Size
Requirement: 11th level
You have learned to use your opponents’ size against them. You can use basic maneuvers against creatures of any size. If a creature is larger than you, when it saves against your basic maneuver you can use your reaction to give it disadvantage .
Closed Soul
Requirement: 9th level
When you make a saving throw , you can use your reaction and spend 2 exertion to gain advantage on saving throws against spells and other magical effects until the beginning of your next turn.
Dancing Maneuver
Requirement: 11th level, any dance
When you use a bonus action to activate a combat maneuver , you can spend 2 exertion to start one of your dances as part of the same bonus action.
Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your adept level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 exertion to make a ranged weapon attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as an adept weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Deflect Spells
Requirement: Deflect Missiles, 9th level
When you are hit by a ranged spell attack that deals damage, you can use your reaction and spend 2 exertion to deflect the magic. When you do so, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your adept level.
If you reduce the damage to 0, you can spend 1 exertion to redirect the spell to another target within 30 feet of you as part of the same reaction. You make this attack with proficiency using your Wisdom modifier.
Distant Death Dance
Requirement: 5th level
As a bonus action, you can inhale air slowly and spend 2 exertion to start the distant death dance. Until the end of your turn, your reach with unarmed strikes increases to 60 feet. You have disadvantage on melee attacks against creatures more than 20 feet away from you.
Dual Stance
Requirement: 11th level, know at least 2 stance combat maneuvers
Your martial stances don’t end when you start another stance. You can have two stances active at the same time. If you are knocked unconscious , stunned , or begin a long rest both stances end.
Eye for Detail
Requirement: Proficiency with the Insight skill
You notice patterns others cannot. As an action, you can spend 1 exertion to study a creature you have watched speak for at least 1 minute. You can ask the Narrator one of these questions:
Is the creature hiding any strong emotions?
Does the creature have a secret agenda?
Did the creature lie in the last minute?
Is the creature hiding their true heritage and/or culture?
The Narrator must give you a truthful answer.
Focused Strikes
Requirement: 5th level
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Forbidden Strike
Requirement: 7th level
When you hit an opponent with at least one attack from a Flurry of Blows, you can spend 1 exertion to deal additional damage equal to your martial arts die.
Hooked Swords Dance
When you are fighting with a shortsword in each hand, you use a bonus action and spend 2 exertion to hook them together to start a hooked swords dance. Until the end of your next turn, your shortswords gain the reach property. If you hit a target with both swords in the same turn, the target takes an additional 1d10 slashing damage.
Last Dance
Requirement: any dance
When the duration of one of your dances ends, you can spend 2 exertion to make the effect last until the end of your next turn.
In addition, if you know two or more dance focus features you can spend 3 additional exertion to activate two dances using the same bonus action.
Magic Resistance
Requirement: 15th level, Closed Soul
You have advantage on saving throws made against spells and other magical effects.
Maneuver Rush
Requirement: 7th level
When you hit with a maneuver that requires 2 attacks from your Attack action, you can use another maneuver that requires 1 or 2 attacks from your Attack action as part of the same Attack action. You can’t use this feature again until you finish a short or long rest .
Mind Over Body
You can use a bonus action and spend 2 exertion to gain temporary hit points equal to your martial arts die plus your adept level.
Mirage Dance
Requirement: 5th level
As a bonus action, you can spend 2 exertion to swiftly start a mirage dance. Until the end of your next turn, you are under the effect of the mirror image spell.
Paralyzing Strike
Requirement: 9th level
You can deal paralyzing blows. When you hit another creature with a melee weapon attack, you can spend 2 exertion to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
Powerful Blow
Requirement: 5th level
As a bonus action, you prepare a crushing blow. If you hit a creature with a melee weapon attack before the end of your next turn, you can spend 1 exertion to deal additional damage equal to your martial arts die.
Pressure Point Secrets
Requirements: Stunning Strike or Paralyzing Strike
When you use one of the focus features required, you can spend 2 additional exertion. If you do, your target has disadvantage on its first saving throw made against the focus feature.
Purity of Body
Requirement: 7th level
You can use your action to end one effect on yourself that is causing you to be poisoned or diseased .
Share Focus
Requirement: 11th level
As an action, you can share your spiritual fortitude with others. Choose a creature. That creature can add your martial arts die to its next saving throw . You can’t use this feature again until you finish a short or long rest .
Shockwave
Requirement: 5th level
You can use an action and spend 3 exertion to hit the ground so hard it sends a shockwave in a 40-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw . A creature takes 4d6 bludgeoning damage and falls prone on a failed save, or half as much damage on a successful one.
Stillness of Mind
Requirement: 7th level
You can use your action to end one effect on yourself that is causing you to be charmed or frightened .
Stunning Strike
Requirement: 5th level
You can deal incapacitating blows. When you hit another creature with a melee weapon attack, you can spend 1 exertion to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Total Combat
Requirement: 11th level
When you deal basic melee damage from using a basic maneuver, you deal additional damage equal to your martial arts die.
Undefeated
Requirement: 11th level
When a creature would drop you to 0 hit points, you can use your reaction to make an unarmed strike against any enemy within your reach. On a hit, you can spend 1 exertion to roll your martial arts die and gain that many temporary hit points. You can’t use this feature again until you finish a short or long rest .
Unlikely Wield
Requirement: 11th level
You can wield three weapons with the dual-wielding property at once. Typically this is done with a dagger wielded between toes, but it has been known to be done with the mouth (or even a tail for combatants that have one). When you engage in two weapon fighting, you can use the third weapon to make an additional weapon attack.
Vengeful Spirit
Requirement: 15th level
When you make a death saving throw, you can choose to set your own spirit loose as a vengeful ghost to stalk your prey. The spirit acts on your initiative, has your statistics, ethereal copies of your equipment, full hit points, and half your exertion pool. Your vengeful spirit is resistant to piercing, bludgeoning, and slashing damage from nonmagical weapons. It can move through other creatures and objects as if they were difficult terrain , but it takes 1d10 force damage if it ends its turn inside an object.
The vengeful spirit targets only the creature who reduced you to 0 hit points. When the creature is defeated, the spirit returns to your body. While the vengeful spirit is active, you don’t need to make death saving throws, but you still suffer automatic failures if you are hit. You can’t use this feature again until you finish a long rest .
Warding Dance
Requirement: 5th level
When you are fighting unarmed or with one weapon in one hand and nothing in the other, you can use a bonus action and spend 2 exertion to start a warding dance. Until the end of your next turn, you have resistance against bludgeoning, piercing and slashing damage.
Weapon Skill
Choose a martial weapon that does not have the Heavy or Special properties. You become proficient with that weapon and it counts as an adept weapon for you.
Battlefield Etiquette
Also at 3rd level, you learn the unwritten rules of the battlefield. After you have fought beside (or against) a martial artist for one encounter, you have advantage on Charisma checks against it. Any creature that has a martial arts die, proficiency with a combat tradition, or an exertion pool is considered to be a martial artist.
Ability 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.
Bonus Exertion
Also at 4th level, your self-awareness and discipline allow you to draw upon deeper reserves of willpower than other warriors. Your exertion pool increases by the amount listed in the Bonus Exertion column of Table: Adept. For example, at 4th level your exertion pool increases to 5, at 5th level when your proficiency bonus increases your exertion pool becomes 7, at 6th level your exertion pool becomes 8, and so on.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Archetype Feature
At 6th level you gain another archetype feature.
Empty Mind
Starting at 7th level, you can empty your mind and easily disguise your emotions. As an action, you can spend 1 exertion to enter a meditative empty mind state. This lasts for 1 hour. While in this state, Insight checks against you have disadvantage .
In addition, you gain advantage on saving throws made against enchantment spells and resistance to psychic damage.
Archetype Feature
At 11th level you gain another archetype feature.
Acquired Knowledge
Starting at 13th level, your study of different martial arts traditions and foreign cultures pays off in unexpected ways. Choose a language and a tool you are not proficient with. You become proficient with both.
Great Reputation
Starting at 15th level, your reputation spreads and you become famous (or infamous) among the adept community. When you interact with martial artists, their initial attitude towards you is friendly.
Archetype Feature
At 17th level you gain another archetype feature.
Grandmaster
At 20th level, you finally achieve true mastery and become more than adept—you are a grandmaster. You gain the following features.
Death Blow
You learn how to strike with incredible force at your target’s very life force. When you hit with a melee weapon attack, you can choose to make your attack a critical hit that deals maximum damage. In addition, if the target is a creature it makes a Constitution saving throw or it is reduced to 0 hit points. You can’t use this feature again until you finish a short or long rest .
Perfection Achieved
At 20th level, you finally achieve true mastery. Any time you roll your martial arts die, you can spend 1 exertion to roll a d12 instead. If you roll a 12 on this die, you can roll another d12 and add it to the result.
Practiced Techniques
When you gain access to a new practiced technique, choose one of the following. Some techniques have requirements, such as minimum adept level or another technique. You must meet those requirements before you choose that technique.
Adept Speed
Your Speed increases by 10 feet while you are not wearing armor or wielding a shield. You can choose this technique more than once. Its effects stack.
Focus Speech
Requirement: 15th level
A combination of your knowledge of body language and your spiritual awareness allows you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Gale Walk
Requirement: Adept Speed, proficiency with Athletics
You have advantage on Athletics checks made to jump. On your turn, you can spend 1 exertion to triple your jump distances until the start of your next turn.
Hurricane Walk
Requirement: Gale Walk
Your step is so light you seem to float in the air. You can use a bonus action and spend 1 exertion to cast fly on yourself. You also have advantage on Stealth checks related to noise. The effect lasts until the start of your next turn.
Instant Step
Requirement: Adept Speed, 11th level
You can move so fast you seem to teleport. You can use an action to spend 4 exertion and choose an unoccupied space you can see within 500 feet. You teleport and arrive at exactly the spot desired. You can bring along your gear, carried items smaller than your arm, and a single creature of your size category or smaller. In addition, you become invisible until the beginning of your next turn.
Marathon Runner
You are used to running long distances. When you move at a fast pace, you don’t suffer a penalty to your passive Perception. In addition, you add your martial arts die when making a Constitution saving throw for a forced march.
Nimble Athlete
You can always choose to use your Dexterity modifier for Athletics checks.
Power Tumble
You can always choose to use your Strength modifier for Acrobatics checks.
Religious Training
You are proficient with the Religion skill. When you are in contact with a holy relic, religious artifact, or any kind of similar object or structure, you can spend 2 exertion to learn something about it. You receive a correct answer from the Narrator for a question about the object that can be answered with a yes or no.
Shadow Walk
Requirement: 11th level, proficiency with Stealth
You can step into a shadow and come out of another. When you are in dim light or darkness , as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You have advantage on Stealth checks until the beginning of your next turn.
Sixth Sense
Requirement: 11th level
You have advantage on initiative checks. In addition, you can always choose to use your Wisdom for Arcana, History, Investigation, Nature, and Religion checks.
Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your adept level.
Wall Walk
Requirement: Adept Speed, proficiency with Acrobatics
You gain the ability to move along vertical surfaces on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast spider climb on yourself. The effect lasts until the start of your next turn.
Warrior’s Awareness
Requirement: Proficiency with Survival
Your honed battlefield awareness is unmatched even in the wilderness. When you make a Survival check to avoid being lost, you ignore penalties for moving at a fast pace and gain a bonus to the check equal to your martial arts die.
Water Walk
Requirement: Adept Speed
You gain the ability to move across liquids on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast water walk on yourself. The effect lasts until the start of your next turn.
Wilderness Training
You are proficient with the Survival skill. For the purposes of adept class features, you consider beasts to be martial artists.
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Mythological Figures and Maleficent Monsters
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Journey Activities
Journey Activities
Adventurers have the option to participate in activities while traveling in order to pick up some extra resources, improve the conditions of their journey, or learn more about the world around them.
Difficulty Class. The DC of a journey activity is based on the region’s tier: tier 0—DC 10, tier 1—DC 12, tier 2—DC 14, tier 3—DC 16, tier 4—DC 18. Depending on the region, some journey activities are made with either advantage or disadvantage. For example, the Scout journey activity in a tier 2 Blasted Badlands is DC 14 and the check is made with advantage.
Experienced Travelers. The Busk and Rob journey activities are most profitable for novice adventurers, but experienced travelers can sometimes pick out a mark carrying confidential materials instead of gold, and nobles seek out performers of note wherever they might be. Additionally, when an adventurer is attempting to gather a specific component of 100 gold or less with Gather Components, they can roll with disadvantage, finding it on a success.
Modifying DC. The Narrator can raise the DC on a journey activity based on extenuating circumstances. Here are some suggestions for how to modify a journey activity’s difficulty class:
- Inclement Weather (+2) may impede an adventurer’s ability to search for things with the Scout activity, or lead to fewer people on the road (making the Busk and Rob activities more difficult).
- Multitasking (+3), such as attempting a journey activity while trying not to be discovered, may make it harder to attempt the check.
- Hostile Territory (+4) may make it difficult to interact with the locals, impeding a check made to Busk or Gossip. It may be dangerous to stop, so taking the Pray activity or using Scout is harder to do.
Adventurers usually choose one journey activity for the entire region, and many activities grant additional rewards based on the time spent doing them. For example, when using the Busk activity, a PC gains gold for each day they perform that activity. The number of days spent is determined by the size of the region and the party's travel speed.
When making an ability check for a journey activity, the check is made at the start of the region. An adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome which applies while the party remains in that region.
Befriend Animal
An adventurer can make friends with a wild animal (a beast with a challenge rating equal to or less than 1/3rd the party’s total level) by succeeding on an Animal Handling check.
Critical Failure. The adventurer scares or angers the animal, which attacks them.
Failure. The adventurer is unable to befriend the animal.
Success. The adventurer befriends one animal. The animal follows the party through the region until it spots danger. Adventurers can assume that when the animal runs off that something dangerous is following them or hidden nearby. The adventurer who befriended the creature can then make a Perception check contested by the hidden creature’s Stealth check in order to spot the danger.
Critical Success. As a success, but the animal also leads the adventurer to a Boon or Discovery . Additionally, the adventurer gains advantage on their Perception check to spot a hidden danger. Only one such boon can be gained per region.
Busk
Adventurers can entertain passersby with a successful Acrobatics, Athletics, or Performance check.
Note: To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or an Urban Township.
Critical Failure. Passersby steal 3d4 gold from the adventurer.
Failure. The adventurer earns no money.
Success. The adventurer gains 1 gold per day of travel plus 1 gold for each point they beat the DC by.
Critical Success. The adventurer gains 2 gold per day of travel plus 1 gold for each point they beat the DC by, and one passerby gifts them with a random magical item worth 50 gold or less. Only one such gift can be earned per region.
Chronicle
An adventurer that spends their time writing down observations of local landmarks, recording various customs, or charting a map can make a History check. The adventurer must spend the entire region undertaking this activity
Critical Failure. The adventurer slips, falls, or otherwise bumbles during the journey, destroying their journaling scrolls or the book they were writing in.
Failure. The adventurer fails to record anything of note or value.
Success. The adventurer gains an expertise die on current or future History or Survival checks made within or about the region.
Critical Success. As a success, and the adventurer discovers a Boon or Discovery about the region. Only one such boon can be gained per region.
Cook
By acting as the party’s cook and quartermaster, with a cook’s utensils or Survival check an adventurer can help ensure that everybody remains fed.
Critical Failure. For every two creatures being fed, the Supply requirement to feed them is increased by 1 Supply.
Failure. The cooking is adequate, but has no special effects.
Success. The daily Supply requirement to feed the party is reduced by one-quarter (round down to a minimum of 1 Supply) up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus.
Critical Success. As a success, and each creature being fed gains one additional Hit Die to spend on each day they are fed by the adventurer.
Cover Tracks
While moving at a slow pace, an adventurer can cover the party’s tracks with a Survival check so that it is harder for pursuers to follow. The adventurer’s Survival check result is the DC for any pursuer’s Survival check to track them.
Critical Failure. The party leaves an obvious trail, and their pursuers gain a day’s worth of travel covering the distance between them for each day spent doing this journey activity.
Failure. The party leaves a trail, and their pursuers continue to harass them.
Success. The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity.
Critical Success. The party lose their pursuers.
Entertain
With a successful Performance check an adventurer can help keep the party’s spirits high. Each party member can only benefit from this journey activity once per week.
Critical Failure. The adventurer’s performance is so bad that the party gains a level of strife .
Failure. The party is not entertained.
Success. The first time the adventurer or an ally, up to a number of creatures equal to the adventurer's proficiency bonus, would suffer a level of strife, they do not. When there is more than one member of the party that can benefit from this journey activity (like when the entire party makes saving throws against strife at the same time), the adventurer that performed it chooses who benefits.
Critical Success. The adventurer and any allies each recover one level of fatigue or strife . This benefit can only be gained by each adventurer once per week.
Gather Components
Adventurers that gather supplies useful for the material components of spellcasting can make an Arcana or Nature check.
Critical Failure. The adventurer accidentally picks components about to decay or rot, destroying 1d4 gold worth of their own material components before realizing it.
Failure. The adventurer finds no components.
Success. The adventurer finds 1d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.
Critical Success. The adventurer finds 2d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.
Gossip
Success on an Investigation or Persuasion check tells an adventurer the local news and rumors.
Critical Failure. The party learns a false rumor.
Failure. The party gains no rumor.
Success. For each day spent doing this journey activity, the Narrator reveals an engaging rumor or tidbit that could lead the party on a new sidequest or support the main plot of the campaign.
Critical Success. As a success, and local gossip leads the party to a Boon or Discovery .
Harvest
An adventurer that succeeds on a Medicine or Nature check finds plants to refill a healer’s satchel.
Critical Failure. The adventurer accidentally picks plants about to decay or rot, destroying 1 use of their healer’s satchel before realizing it.
Failure. The adventurer finds no plants.
Success. The adventurer finds plants to refill 1 use of a healer’s satchel for each day spent doing this journey activity.
Critical Success. As a success, and the adventurer finds plants which duplicate the effects of a potion of healing . This benefit can only be gained once per week.
Alternatively, an adventurer can choose to make an herbalism kit check or poisoner’s kit check.
Hunt and Gather
It’s often fruitful for an adventurer to track and kill game, or forage for food and water, along the road with a Survival check.
Critical Failure. The adventurer gains toxic Supply, and the entire party suffers a level of fatigue .
Failure. The adventurer gains no Supply.
Success. The adventurer gains 1 Supply per day spent doing this journey activity.
Critical Success. The adventurer gains double the Supply.
Pray
While traveling many choose to connect with deities and spirits. An adventurer makes a Religion check.
Critical Failure. The gods are displeased. Each party member discovers that 1 Supply has spoiled.
Failure. The gods do not listen.
Success. The entire party gains advantage to one ability check or attack made while within this region, and the gods lead the adventurer to a Boon or Discovery.
Critical Success. The entire party gains an expertise die on their next ability checks made in this region, and the gods lead the adventurer to a Boon or Discovery .
Rob
Adventurers can force others into handing over their coins with a successful Intimidation check, or pickpocket travelers with a successful Sleight of Hand check. To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or Urban Township. This journey activity usually takes a week to complete.
Critical Failure. A potential victim turns out to be a rival adventuring party of similar capabilities and a fight ensues.
Failure. No gold is gained.
Success. The adventurer gains 1d8 gold per week of travel. When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).
Critical Success. As a success, and the adventurer gains a magic item worth 100 gold or less. This benefit can only be gained once per region.
Scout
An adventurer roams at a distance from the party, making a Perception check seeking vantage points to look ahead.
Note: This journey activity may only be performed once per region.
Critical Failure. The adventurer gets lost and suffers a level of fatigue before returning to the party.
Failure. The adventurer learns nothing useful.
Success. The party automatically learns which regions adjoin the current region. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them while journeying through this region.
Critical Success. As a success, and the adventurer finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.
Track
A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not.
Critical Failure. The party loses their prey.
Failure. The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.
Success. The party continues to follow their prey.
Critical Success. The adventurer finds an obvious trail, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity.
Journeys
Journeys
At the heart of exploration is the journey, or the story that happens while the adventurers travel from origin to destination—surviving the elements, discovering new places, and overcoming the obstacles presented by the environment. This section provides the rules and resources for running a journey from start to finish.
Before a journey, the party sets their travel pace, or how fast they’d like to go. The Narrator determines the difficulty of the journey itself and the number of encounters the adventurers have on the journey. Some encounters might be a fight against one or more monsters or happening across other travelers, but they’ll also have to contend with the world itself in exploration challenges.
Navigation
When the adventurers have a map (see Survival Gear ) there is little chance of them getting lost. The mystery lies in the time it takes them to reach their destination, and the challenges that they face along the way. Without a map, adventurers always know which region (see below) they are in, but are not usually aware of adjacent regions (unless one of them takes the Scout journey activity). They can journey from region to region, making choices along the way—for example, the party might be in Rolling Grasslands, and need to decide between hiking Lofty Mountains or chancing a Feywood as their next step before finally reaching some safe Open Roads leading to their destination.
Travel Pace
Adventurers can travel at a normal, fast, or slow pace, which determines the distance they cover in a day of travel (see Table: Travel Pace). While a fast pace might shorten the time required for a journey, moving so quickly makes travelers less aware of the dangers around them. Likewise, a steadier slow pace prolongs a journey but adventurers can stay alert, cover their tracks, and move more stealthily. The effects from traveling faster than a slow pace are cumulative.
Fatigue. Creatures suffering from two or more levels of fatigue cannot travel faster than at a normal pace. Creatures suffering from three or more levels of fatigue cannot travel faster than at a slow pace. Creatures suffering from four or more levels of fatigue cannot travel faster than a crawl.
|
Pace |
Minute | Hour | Day | Effect |
|
Crawl |
50 feet | 1/2 mile | 4 miles | Advantage on Survival checks to cover tracks |
|
Slow/wagon |
200 feet | 2 miles | 16 miles | - |
|
Normal |
300 feet | 3 miles | 24 miles | Unable to use Stealth |
| Fast/mounted | 400 feet | 4 miles | 32 miles |
–5 penalty to passive Perception and disadvantage on Perception checks |
|
Gallop |
800 feet | 8 miles* | - | Disadvantage on Survival checks to track |
* A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.
Forced March
Adventurers on a journey can travel for up to 8 hours in a day before requiring a long rest to reinvigorate themselves and continue—any further and they may exhaust themselves. For every additional hour of travel past 8 hours, an adventurer makes a Constitution saving throw at the end of the hour (DC 10 + the number of additional hours of travel), suffering a level of fatigue on a failure. The party can set the pace, increasing the DC of the saving throw for a normal pace (+1) or fast/mounted pace (+2).
For example, after traveling for 8 hours a party decides to push themselves and continue the day’s journey for 1 additional hour at a normal pace. At the end of the hour they’ve traveled another 3 miles, but each adventurer makes a DC 12 Constitution saving throw (10 + 1 additional hour + 1 for normal pace), suffering a level of fatigue on a failure.
Mounts and Pack Animals
Mounts such as riding horses can only travel for about an hour a day at the gallop pace listed in Table: Travel Pace. While mounts and pack animals may be useful on a journey, they are also a responsibility—each mount requires its own Supply, may have difficulty traveling in different kinds of environments, and can become a liability during certain exploration challenges. For example, it may be difficult to lead a mount through a swampy area or have it traverse a landslide.
Resting and Havens
While on a journey, adventurers are only able to recover from the second level and beyond of fatigue or strife on a long rest when they have access to a haven. A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. Some spells and class features may create havens.
Tracking Supply
Mundane consumable items like food and water are simplified into a single item called Supply. When an adventurer gains access to food and water, they can add Supply to their inventory.
- 1 Supply consists of enough combined food and water to sustain a Small- or Medium-sized creature for a day.
- Large-sized creatures require 2 Supply each day. Creatures of Huge size or larger require an amount of Supply determined by the Narrator.
- A creature can carry a number of Supply equal to its Strength score in addition to the rest of its gear. A Large-sized creature can carry Supply equal to twice its Strength score.
- Whenever a creature takes a long rest, it must consume Supply. If it does not, it gains a level of fatigue.
- At the Narrator’s discretion a beast can hunt, forage, or graze before taking a long rest, only requiring Supply if the region is not plentiful enough for it to do so.
- Supply consumed while in another form (like while under the effects of a polymorphing spell or a druid’s wild shape) is wasted and provides no nourishment when a creature returns to its normal form.
When adventurers run out of Supply while journeying, they can access more in a few ways. Some journey activities allow adventurers to forage for more food and water. Boons and discoveries, which are common rewards for exploration challenges, may lead to more Supply. As a last resort, the party may need to take a detour to the nearest town, find a wandering merchant, or even abandon the journey and head home.
In some campaigns the wilderness is just the gap between dungeons and plot points, and in others battling against the elements and nature is a major focus. Consider the following two alternate methods of supply tracking to better fit the campaign:
Casual Supplies. These rules are best used in adventures where surviving the elements is not a major theme.
• A creature is assumed to eat and care for itself as needed and rations are not tracked.
• As long as a creature has access to its gear, it’s assumed to have packed enough food and water to sustain itself during any journey.
Desperate Supplies. Adventures where wilderness survival is the primary theme are best served with these rules.
• All mundane consumable items must be tracked separately and must be stored in proper containers (see
Containers
).
• Throughout the course of a day, Medium-sized creatures must consume at least 1 pound of food and 1 gallon (8 pounds) of water (or half as much if Small-sized, or twice
as much if Large-sized). When a creature completes a
long rest
without having consumed its required food and water, it gains a level of
fatigue
.
Vehicles
Not all travel is done by foot or hoof. Vehicles are used by many adventurers to help travel the vast distances of the world.
Land Vehicles. Wagons and carts are unable to go faster than a slow pace, but some land vehicles can choose at which pace to move. Stealth cannot be used while journeying in a land vehicle, and they require a DC 13 land vehicle check every day spent traveling at a fast pace. On a failure, the vehicle suffers a malfunction.
Water Vehicles. Water vehicles are restricted by the speed of the vehicle and gain no benefits from a slow pace, but have no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day.
Regions
A region is an area of the world, defined geographically by its physical features. It might be a vast forest or a sandy desert; or it might be a snow-tipped mountain range or a stretch of underground caverns. Regions are often—but not always—named areas on the map. Regions are important building blocks of the world, and each region has its own properties and encounter tables. Later in this chapter are some common regions for Narrators to use.
Combined Regions. Sometimes an area on the map might fit the description of more than one region. The Narrator may choose either region, combine both, or create a new region.
Terrains. A region can have more than one kind of terrain and those listed are suggestions for the most common types to be found there" and similar
Regions and Tiers. Each region on the map is designated with a tier (from 0–4) which corresponds with the adventuring tiers of play. Any region can be any tier, but some regions lend themselves towards certain ends of the scale; for example, a tier 3 Country Shire would be highly unusual, but a tier 2 Feywood would not.
The combination of region and tier allows for a wide array of building blocks with which to build the game world. A tier 1 Feywood might be a small forest on the edge of a village where it is rumored that satyrs play in the moonlight, while a tier 4 Feywood could be home to powerful and capricious fey beings, or ruled by an ancient green dragon.
A region’s tier determines the difficulty of the challenges encountered within. Exploration and monster encounter tables are all categorized by tier, making it easy to select tier-relevant encounters. Of course, exceptions can and do exist, and a powerful monster can wander into that tier 1 Country Shire, or a cruel necromancer might make their lair on the outskirts, but such an occurrence is not typical of that region and is usually used as the subject of an adventure rather than a random encounter.
It should be noted that it is possible for a low-level party to wander into a region too dangerous for them. The Narrator should provide clues to the danger level and—where appropriate—allow for some means of escape should the adventurers find themselves in over their heads.
Party-Appropriate Challenges. In some games the Narrator may prefer not to designate regions with a default tier, and instead present the adventurers with encounters and challenges appropriate for their level.
Weather
Each region contains a short list of randomly generated weather options. These are generally limited to non-extreme weather conditions, including clear, overcast, mist, rain, and snow, and are purely descriptive tools to help the Narrator set the scene—they do not affect the adventurers. More extreme weather events are treated as exploration challenges and include phenomena like blizzards, dense fogs, hail storms, sandstorms, tornados, thunderstorms, and more.
Roll a d20 for weather once for each region. In the winter season, add 5 to the roll.
Encounters
Each region the adventurers travel through will include one or more encounters. The Narrator decides how many encounters the party has.
Encounters include four categories: exploration challenges , monsters, social encounters , and travel scenery . It is important that the players do not know which type of encounter they’ve stumbled into—it should be introduced to them narratively. That chill feeling might be mere scenery, but it might be the sign of some kind of undead spirit, or it might foreshadow a weather event.
Each region presents encounter tables which include all four encounter types. The Narrator can roll on these tables, choose an option, or introduce something new.
Along a journey the Narrator should employ a mix of combat encounters, social encounters, exploration challenges, and scenery. Exploration challenges, which are detailed later in this chapter, have assigned tiers and challenge ratings that correspond to adventurers’ levels. It is assumed that high-level adventurers are able to pass tier 1 exploration challenges without much effort, but a tier 4 exploration challenge poses a major threat.
Ultimately how many encounters adventurers have while traveling is at the discretion of the Narrator, but in general it’s recommended that the party has at least one encounter (combat, exploration, or social) in every region they journey through to make it memorable. Some regions are going to have more encounters than other regions—either because they are tumultuous, the area plays an important part in the campaign, or they are large in size—and the types of encounters the party might have in a given region are listed in its Exploring table. Depending on the needs of the game and campaign setting, the types of encounters, frequency of encounters, and difficulty of certain journey activities might be different.
Artifacts
Artifacts
In a world of flaming swords and cursed axes, some magical items are on a level above and beyond what can be found in a wizard's tower or a demon’s lair. These potent relics are the stuff of bard tales and cultural epics, unique and powerful items that leave marks upon history and spawn legends in their wake—when one of them is found, it can easily signal major changes felt far and wide.
The appearance of an artifact in a campaign is not to be taken lightly. Artifacts are not typically found by everyday adventurers and are as much plot points as they are equipment. The search for an artifact can be the goal of an entire adventure or long term quest: to reclaim it from a villain, to traverse the dangerous demiplane of a demigod and acquire it, or even keeping it from two factions in a stalemate war.
Recognizing Artifacts
Due to their eminent place in history and the countless tales told about them, artifacts can often be recognized even without anyone realizing everything about the item. Success on an ability check to recognize an artifact reveals something from its Legends and Lore, but not anything a typical check to identify a magic item would reveal.
Artifact Clues
When an adventurer succeeds on a check to recognize an artifact, they might instead learn one of the following, either chosen by the Narrator or determined randomly by rolling 1d6: 1—where the artifact was last seen, 2—when the artifact was last seen, 3—a story about an adventurer that used the artifact, 4—name of a book regarding the artifact or a sage known to be an expert on matters regarding the artifact, 5—who created the artifact or how it came into being, 6—one of the artifact’s magic properties.
Artifact Properties
Artifacts have properties like other magical items, but these are of a greater magnitude than what the average adventurer will come across in their lifetime. In addition to their inherent abilities, artifacts may have other properties that can be either beneficial or detrimental, either chosen by the Narrator from the following tables or randomly determined. Properties such as these often shift each time an artifact appears and are not permanent. Narrators are also encouraged to create new properties.
Artifact properties are either benefits or detriments and have one of two intensities (lesser or greater). An artifact can only have a maximum of four lesser benefits and two greater benefits, and no more than four lesser detriments and two greater detriments.
Unless otherwise noted, the following properties apply when you have attuned to an artifact and are wielding it or have it on your person. Any cantrips or spells granted by an artifact are chosen by the Narrator.
Lesser Artifact Benefits
1–20 Sage. The artifact lends you knowledge. You gain one skill proficiency (chosen by the Narrator).
21–30 Panacea. The artifact’s presence is a panacea to the body and soul. You gain immunity to diseases .
31–40 Mind’s Bastion. The artifact strengthens your mind against fear and manipulation. You gain immunity to the charmed and frightened conditions.
41–50 Bulwark. The artifact prevents certain types of damage. You gain resistance to one damage type (chosen by the Narrator).
51–60 Minor Magic. The power of a single minor manifestation of magic radiates within the artifact. You can use an action to cast a cantrip from the artifact.
61–70 Spell Weaver (Basic). The artifact allows you to cast a simple spell. You can use an action to cast one 1st-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
71–80 Spell Weaver (Advanced). The artifact allows you to cast a spell of light complexity. You can use an action to cast one 2nd-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
81–90 Spell Weaver (Mastery). The artifact allows you to cast a spell of moderate complexity. You can use an action to cast one 3rd-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
91–100 Aegis. The artifact shields you from harm, granting you a +1 bonus to Armor Class.
Greater Artifact Benefits
1–20 Perfectionist. The artifact seeks to enhance and elevate its user to greater heights. One of your ability scores (chosen by the Narrator) increases by 2, to a max of 24.
21–30 Healer. The artifact continually reinforces your lifeforce. As long as you have at least 1 hit point, you regain 1d6 hit points at the start of each of your turns.
31–40 Warrior. The artifact thrives in battle. When you hit with a weapon attack, the target takes an extra 1d6 damage of the same weapon type.
41–50 Strider. The artifact makes your movement lighter and easier. Your Speed increases by 10 feet.
51–60 Magus Magic (Basic). The artifact allows you to cast a spell of some power. You can use an action to cast one 4th-level spell from the artifact. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
61–70 Magus Magic (Advanced). The artifact allows you to cast an impressive spell. You can use an action to cast one 5th-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
71–80 Magus Magic (Mastery). The artifact allows you to cast a spell of considerable complexity and power. You can use an action to cast one 6th-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
81–90 Magus Magic (Epic). The artifact allows you to cast an impressively potent spell. You can use an action to cast one 7th-level spell from it. Once a spell is cast, roll 1d6. On any result but 6, you cannot cast this spell again until the next dawn.
91–100 Pure Body. The artifact protects against most afflictions of the body. You gain immunity to the blinded , deafened , petrified , and stunned conditions.
Lesser Artifact Detriments
1–5 Magic Magnet. You’re highly susceptible to magic and have disadvantage on saving throws against spells.
6–10 Ruin. You ruin gems and jewelry, reducing the value of any gem or jewel you touch by half. A gem or jewel can only be ruined in this way once.
11–15 Obscured Sight. When you are separated from the artifact by more than 10 feet you become blinded .
16–20 Bad Reaction. You have disadvantage on saving throws made to resist poison.
21–30 Foul. Your scent becomes nearly unbearable and is noticeable from 10 feet away.
31–35 Desecrate. You contaminate holy water within 10 feet of you, instantly destroying it.
36–40 Unwell. You become physically sick. You have disadvantage on Strength and Constitution ability checks and saving throws .
41–45 Swollen. You gain 1d4 × 10 pounds in weight.
46–50 Shapeshift. Your appearance changes. The Narrator determines details of your new appearance.
51–55 Stolen Sound. When you are separated from the artifact by more than 10 feet, you are deafened.
56–60 Malnourished. Your weight drops 1d4 × 10 pounds.
61–65 Anosmia. You lose your sense of smell.
66–70 Ill Wind. Nonmagical flames within 30 feet of you are snuffed out.
71–80 Insomnia. Creatures within 300 feet of you cannot take short or long rests.
81–85 Flora Bane. Plants that aren’t creatures take 1d6 necrotic damage from your touch.
86–90 Unnatural Presence. Your presence causes animals within 30 feet to become hostile towards you.
91–95 Gluttony. Each day you must consume 6 times your normal needs of food and drink.
96–100 Flawed. Your flaws are exacerbated. The Narrator determines how this manifests.
Greater Artifact Detriments
1–5 Atrophic Affliction. Your body slowly rots. At the end of the first day, you lose your hair. By the end of the second day you lose your finger and toe tips. On the third day’s end your lips and nose are lost. Finally your ears rot away at the end of the fourth day, and the rotting finally stops. You may restore your lost body parts through the use of the regenerate spell.
6–10 Wandering Worldview. You gain a different alignment trait each dawn. Roll a 1d4: 1—chaotic, 2—evil, 3—good, 4—lawful.
11–15 Quest Giver. You are given a quest determined by the Narrator, which you must complete as if you were under the effects of the geas spell. This effect occurs the first time you attune to the artifact and once the quest is completed, you are no longer affected by this property.
16–20 Possessive. A formless entity is imprisoned within the artifact. When you use an action to utilize an artifact’s properties, there’s a 50% chance the entity tries to possess you instead of the item. Make a DC 20 Charisma saving throw. On a failure, the entity claims your body as its own. You become an NPC under the Narrator’s control. The entity can be banished through the use of the dispel evil and good spell.
21–25 Deadly Aura. Plants and creatures of Challenge Rating 0 drop to 0 hit points when they are within 10 feet of the artifact.
26–30 Eldritch Prison. A forgotten god is imprisoned within the artifact and struggles for freedom. When you use an action to activate one of the artifact’s properties there’s a 10% chance it breaks free, appearing within 15 feet of you and attacking you.
31–35 Bearer of Hatred. The Narrator chooses a creature type (other than humanoid). Creatures of that type have an unnatural aggression towards you and are always hostile towards you.
36–40 Potion Thinner. Magical potions within 10 feet of the artifact are instantly diluted and lose their magical properties.
41–45 Ink Eater. Magic scrolls within 10 feet of the artifact are instantly erased.
46–50 Vampiric Desire. In order to use an action and activate one of this artifact’s properties, you must first satiate its bloodlust by using a bonus action to draw blood from yourself, a willing supplicant, or an incapacitated victim. To do so the creature must be within your reach and you must use a slashing or piercing weapon to draw blood (dealing 1d4 damage).
51–60 Overwhelming. The power of the artifact is too great to easily contain and it strains your mind. You gain a long-term mental stress effect.
61–65 Psychic Scream. The mental feedback from this artifact deals 4d10 psychic damage after you attune to it.
66–70 Path of Filth. Slime collects in a trail behind you. Creatures have advantage on checks made to track you.
71–75 Fickle Fate. The first time you attune to this item, an enemy of the Narrator’s choice experiences a substantial stroke of good fortune. This can be the recruitment of a new unexpected ally, an upgrade of their forces, or even the surprise advancement of one of their goals. The Narrator is encouraged to let you know exactly how your attunement has advanced the goals of your enemy.
76–80 Ability Drain. One of your ability scores is reduced by 2. Roll 1d6 to determine the ability score: 1—Strength, 2—Dexterity, 3—Constitution, 4—Intelligence, 5—Wisdom, 6—Charisma. This decrease to your ability score can be restored through the use of a greater restoration spell.
81–85 Double Trouble. A nearly perfect duplicate of you appears within 90 feet. Your duplicate has the singular goal of killing you to permanently claim your existence in the world. The Narrator uses your statistics for the duplicate (as well as any tricks or tactics you commonly employ), though it may take days or weeks for it to gather the resources to attack.
86–90 Stolen Voice. You lose the ability to speak.
91–95 Weakness. The artifact weakens your body and mind. You become vulnerable to all types of damage.
96–100 Divine Reclamation. When you attune to this artifact there is a 10% chance that you attract the attention of a divine authority who sends an avatar to take it from you. The avatar vanishes with the artifact if it is successful in reclaiming it.
Destroying an Artifact
The very heart of legends rests in the hands of the adventurers, yet they could well seek to destroy it—such a task might not be folly but absolutely necessary. The destruction of such a powerful magical item is a matter of a campaign’s plot, and otherwise artifacts are indestructible. Despite the enormous power they wield however, every artifact has its own weakness (though finding and utilizing such a vulnerability may be a quest in itself, as can stopping a villain from destroying an artifact).
While the Narrator decides how a particular artifact can be destroyed, here are some suggestions:
- Fulfill an ancient prophecy—or defy one.
- Return it to its place of origin or creator to make it vulnerable to damage.
- Ritual that takes place at a sacred site in an opposite aligned plane.
- Thrown into a specific volcano tied to its power.
- If sentient, it may desire an appropriate ritual or location to create a body of its own, leaving the artifact to dissipate into dust.
Starting Gear Past First Level
Starting Gear Past First Level
When starting at a higher level, adventurers may spend their starting gold on the following equipment packages, organized by tier (tier 2: 5th–10th level, tier 3: 11th–16th level, tier 4: 17th–20th level). These packages represent popular and common choices for characters of a given class and level, intended to present an easy-to-use index. Characters with unique builds might prefer to swap out items or buy entirely different items.
Starting gear packages for tier 0 and tier 1 characters are available in their class and background information.
The higher tier gear packages presented here are based on the starting gold of that tier’s lowest level, which are 5th, 11th, and 17th levels respectively. If the characters begin at a level other than these, subtract the value of the suggested starting packages from their starting gold for that level, and grant the player the difference. Note that sometimes leftover gold from your tier’s suggested package is enough to also buy a lower level equipment package.
Starting Wealth Past 1st Level
If you are creating a character of higher than 1st level, your starting wealth changes as shown below.
| Level | Starting Wealth |
| 1st | By character class |
| 2nd | By character class + 25 gp |
| 3rd | 225 gp |
| 4th | 400 gp |
| 5th | 700 gp |
| 6th | 1,000 gp |
| 7th | 1,500 gp |
| 8th | 2,000 gp |
| 9th | 3,000 gp |
| 10th | 5,000 gp |
| 11th | 7,000 gp |
| 12th | 9,000 gp |
| 13th | 12,000 gp |
| 14th | 16,000 gp |
| 15th | 20,000 gp |
| 16th | 30,000 gp |
| 17th | 40,000 gp |
| 18th | 50,000 gp |
| 19th | 70,000 gp |
| 20th | 100,000 gp |
Starting Packs
1st-level characters may choose one of the suggested packs below, or one of the sets suggested in their class description.
Assassin's Pack (175 gp). Includes a chest, a vial of advanced poison, 3 vials of basic poison, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, a costume, and a flash bomb.
Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Demolitions Pack (250 gp). Includes a backpack, a vial of unstable arcanum, 10 feet of string, a bell, 5 candles, 3 black powder charges, a hooded lantern, 3 flasks of oil, a tinderbox, and 10 sand bags.
Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Pirate's Pack (70 gp). Includes a backpack, a bedroll, an eyepatch, a compass, a distant map, 10 days of rations, and a waterskin.
Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Adept
You begin the game with 30 gold.
Dungeoneer's Set (30 gold): Quarterstaff, 10 darts, dungeoneer’s pack, plus 12 gold.
Explorer’s Set (30 gold): Shortsword, 10 darts, explorer’s pack, plus 5 gold.
Tier 2 (700 gold): periapt of health (350 gold), ring of swimming (200 gold), plus 150 gold.
Tier 3 (7,000 gold): ring of protection (1,000 gold), spirit lantern (1,000 gold); either dust of disappearance or oil of slipperiness (500 gold); boots of speed (3,000 gold), plus 1,500 gold.
Tier 4 (40,000 gold): staff of striking (20,000 gold), Ioun stone (either agility, fortitude, insight, or strength) (15,000 gold), plus 5,000 gold.
Other Favorites: Amulet of health (5,000 gold), bead of force (3,000 gold), boots of elvenkind (500 gold), bracers of defense (2,000 gold), cloak of displacement (5,000 gold), cloak of elvenkind (500 gold), cunning tools (250 gold), elemental gem (250 gold), ioun stone (reserve; 600 gold), ring of free action (2,500 gold), ring of telekinesis (12,000 gold), ring of water walking (500 gold), slippers of spider climbing (500 gold), tyrant’s teeth (7,000 gold), vicious weapon (400 gold).
Bard
You begin the game with 135 gold.
Agitator Set (135 gold): Dagger, hand crossbow with 20 crossbow bolts, padded cloth, entertainer’s pack, flute, plus 25 gold.
Ambassador Set (135 gold): Longsword, shortbow with 20 arrows, padded leather, diplomat’s pack, violin, plus 44 gold.
Tier 2 (700 gold): hat of disguise (250 gold), message whistle (95 gold), portraiture gremlin (200 gold), plus 155 gold.
Tier 3 (7,000 gold): horn of blasting (4,000 gold), instrument of irresistible symphonies or spellcasting symphony (harp of harmony) (500 gold), box of party tricks with 4 uses remaining (500 gold), glamoured padded leather (500 gold), plus 1,500 gold.
Tier 4 (40,000 gold): spellcasting symphony (flute of the wind) (10,000 gold), echo force (5,000 gold), figurine of wondrous power (any rare) (5,000 gold), marvelous pigments (8,000 gold), magic mirror (hand) (3,000 gold), three superior potions of healing (1,650 gold), plus 7,350 gold.
Other Favorites: atlas to libation (35 gold), flask of inebriation (90 gold), hat of grand entrances (35 gold), paramour’s daisy (130 gold), perfume vile (120 gold), philter of love (250 gold), pipes of haunting (500 gold), pipes of the sewers (350 gold), prismatic gown (90 gold), spellcasting symphony (defending drum, triangle of terror, lute of legends; 1,500 gold, 4,500 gold, 95,000 gold), wand of the scribe (75 gold).
Berserker
You begin the game with 120 gold.
Rugged Explorer’s Set (120 gold): Greatsword, 4 javelins, spear, hide, medium shield, climbing gear, explorer’s pack, plus 2 gold.
Tracker’s Set (120 gold): Greataxe, shortbow and 20 arrows, chain shirt, explorer’s pack, plus 4 gold.
Tier 2 (700 gold): scale mail (50 gold), 1 greataxe or javelin of lightning (500 gold), security gremlin (100 gold), plus 50 gold.
Tier 3 (7,000 gold): 1 greataxe (500 gold), cloth brigandine +2 (500 gold), javelin of lightning (500 gold), belt of giant strength (hill) (4,000 gold), plus 1,500 gold.
Tier 4 (40,000 gold): dragon scale mail (red or blue) (15,000 gold), belt of giant strength (fire) (20,000 gold), plus 5,000 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), armor of invulnerability (70,000 gold), bag of cheese (5 gold), belt of dwarvenkind (5,000 gold), flame tongue (5,000 gold), frost brand (8,000 gold), gauntlets of ogre power (400 gold), glove of swift return (200 gold), hammer of thunderbolts (60,000 gold), infernal carapace (17,500 gold), plate armor of etherealness (55,000 gold), ring of mind shielding (500 gold), vorpal sword (55,000 gold), winged boots (1,500 gold).
Cleric
You begin the game with 125 gold.
Holy Warrior’s Set (125 gold): Longbow and 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol), plus 4 gold.
Righteous Combat Set (125 gold): 4 javelin, warhammer, 5 wooden stakes, chain shirt, medium shield, emblem divine focus (holy symbol), explorer’s pack, plus 38 gold.
Spiritual Protector’s Set (125 gold): Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack, plus 35 gold.
Tier 2 (700 gold): 3 potions of healing (basic) (150 gold), periapt of wound closure (400 gold), plus 150 gold.
Tier 3 (7,000 gold): mace of smiting , mace of disruption , or staff of healing (5,000 gold), cloak of protection (500 gold), plus 1,500 gold.
Tier 4 (40,000 gold): elven chain (5,000 gold), necklace of prayer beads (3,000 gold), ring of shooting stars (20,000 gold), pouch of emergency healing (4,000 gold), plus 8,000 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), angel eyes (4,500 gold), candle of invocation (50,000 gold), crystal ball (50,000 or 150,000), death’s essence pendant (500 gold), staff of the python (500 gold), staff of swarming insects (5,000 gold), robe of stars (25,000 gold), talisman of pure good (75,000 gold), talisman of ultimate evil (75,000 gold).
Druid
You begin the game with 115 gold.
Hermit’s Set (115 gold): Quarterstaff, hide, light shield, herbalism kit, priest’s pack, focus tattoo nature focus, tent (one person), healer’s satchel, plus 8 gold.
Forager’s Set (115 gold): Blowgun with 50 needles, sickle, padded leather, explorer’s pack, healer’s satchel, herbalism kit, ironwood acorn, poisoner’s kit, staff nature focus, plus 17 gold.
Survivor’s Set (115 gold): 4 javelins, spear, bone breastplate, medium shield, explorer’s pack, hunting trap, totem nature focus, plus 1 gold.
Tier 2 (700 gold): pearl of power (300 gold), 1 hide armor (150 gold), mourning medallion (135 gold), plus 115 gold.
Tier 3 (7,000 gold): either staff of the web-tender , staff of the woodlands , or staff of withering (5,000 gold); seeds of necessity (500 gold), plus 1,500 gold.
Tier 4 (40,000 gold): either staff of fire or staff of frost (15,000 gold), dragon scale mail (green or white) (15,000 gold), survivor’s cloak (3,000 gold), plus 7,000 gold.
Other Favorites: bag of beans (5,000 gold), bag of tricks (300–800 gold), cloak of arachnida (10,000 gold), cloak of the bat (5,000 gold), cloak of the manta ray (400 gold), mask of the white stag (4,950 gold), pumpkin bomb (570 gold), ring of animal influence (2,500 gold), scimitar of speed (6,000 gold), staff of swarming insects (5,000 gold), staff of the python (500 gold), wand of web (500 gold).
Fighter
You begin the game with 140 gold.
Brigand’s Set (140 gold): 2 dueling daggers, garrotte, rapier, 5 throwing daggers, leather brigandine, burglar’s pack, vial of basic poison, plus 26 gold.
Guard’s Set (140 gold): Longbow and 20 arrows, pike, shortsword, medium shield, padded leather, backpack, bell, lantern (standard), manacles, signal whistle, plus 27 gold.
Scout’s Set (140 gold): Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack, plus 23 gold.
Squire’s Set (140 gold): Shortbow and 20 arrows, shortsword, leather brigandine, pony with padded cloth barding, sewing kit, smith’s tools, plus 12 gold.
Tier 2 (700 gold): splint armor (450 gold), bastard sword (35 gold), 2 potions of healing (basic) (100 gold), plus 115 gold.
Tier 3 (7,000 gold): full plate armor (1500 gold), schooled weapon (2,500 gold), 1 heavy shield or helm of telepathy (1,000 gold), 3 potions of healing (greater) (450 gold), warhorse (400 gold), bag of holding (500 gold), plus 650 gold.
Tier 4 (40,000 gold): dwarven plate (20,000 gold), figurine of wondrous power (obsidian steed) (10,000 gold), sword of life stealing (2,000 gold), plus 8,000 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), weapon +1 (500 gold), weapon +2 (3,500 gold), weapon +3 (8,000 gold), animated shield (6,000 gold), armor of invulnerability (70,000 gold), armor of resistance (1,250 gold), arrow-catching shield (5,000 gold), assembling armor (2,500 gold), composite bow (200 gold), dancing sword (8,000 gold), emperor’s blade (9,000 gold), gloves of swimming and climbing (300 gold), ironweed rope (200 gold per 50 feet), mirror shield (50,000 gold), necklace of adaptation (250 gold), plate armor of etherealness (55,000 gold), ring of mind shielding (500 gold), rope of climbing (500 gold), sun blade (5,000 gold), sword of sharpness (7,000 gold), sword of wounding (5,000 gold), Vekeshi blade (15,750 gold), vicious weapon (400 gold), vorpal sword (55,000 gold), wind fan (450 gold).
Herald
You begin the game with 200 gold.
Blessed Explorer’s Set (200 gold): Handaxe (4), hauberk, priest’s pack.
Divine Warrior’s Set (200 gold): Longsword, hauberk, medium shield, explorer’s pack.
Tier 2 (700 gold): 2 potions of healing (basic) (100 gold), halberd (25 gold), splint armor (450 gold), plus 125 gold.
Tier 3 (7,000 gold): full plate armor (1,500 gold), flame tongue (greatsword) (5000 gold), plus 500 gold.
Tier 4 (40,000 gold): celestial aegis or infernal carapace (17,500 gold), ioun stone (absorption) (10,000 gold), pouch of emergency healing (4000 gold), plus 8,500 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), armor of invulnerability (70,000 gold), composite bow (200 gold), frost brand (8,000 gold), helm of telepathy (1,000 gold), holy avenger (100,000 gold), mirror shield (50,000 gold), plate armor of etherealness (55,000 gold), ring of spell storing (4,000 gold), rod of absorption (30,000 gold), scarab of protection (80,000 gold), schooled weapon (2,500 gold), spellguard shield (20,000 gold), sun blade (5,000 gold), Vekeshi blade (15,750 gold), vorpal sword (55,000 gold).
Marshal
You begin the game with 200 gold.
Skirmisher’s Set (200 gold): 6 javelins, longsword, hauberk, light shield, explorer’s pack, plus 7 gold.
Soldier’s Set (200 gold): Battleaxe, scimitar, 2 spears, longbow and 20 arrows, padded leather, dungeoneer’s pack, plus 90 gold.
Tier 2 (700 gold): splint armor (450 gold), longsword (20 gold), medium shield (20 gold), 3 potions of healing (basic) (150 gold), plus 100 gold.
Tier 3 (7,000 gold): full plate armor (1,500 gold), 2 longsword (3,500 gold), 1 medium shield (1,000 gold), warhorse (400 gold), bag of holding (500 gold), plus 1,600 gold.
Tier 4 (40,000 gold): adamantine full plate (6,000 gold), spellguard shield (20,000 gold), horn of valhalla (bronze) (10,000 gold), 2 longsword (3,500 gold), plus 500 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), armor of invulnerability (70,000 gold), assembling armor (2,500 gold), composite bow (200 gold), defender (60,000), emperor’s blade (9,000 gold), helm of telepathy (1,000 gold), horn of valhalla (silver, brass, bronze, iron; 1,000 gold, 5,000 gold, 10,000 gold, 75,000 gold), mirror shield (50,000 gold), plate armor of etherealness (55,000 gold), schooled weapon (2,500 gold), sword of life stealing (2,000 gold), Vekeshi blade (15,750 gold), vorpal sword (55,000 gold), wand of elocution (500 gold).
Ranger
You begin the game with 150 gold.
Deep Delver’s Set (150 gold): Longbow and 20 arrows, scimitar, shortsword, scale mail, dungeoneer’s pack, plus 7 gold.
Marksman’s Set (150 gold): Battleaxe, longbow and 20 arrows, scimitar, padded leather, explorer’s pack, plus 44 gold.
Tier 2 (700 gold): boots of elvenkind (300 gold), bead of tracking (200 gold), plus 200 gold.
Tier 3 (7,000 gold): lantern of revealing (3,500 gold), cloak of protection (500 gold), two 1 scimitars (1,000 gold), message stones (450 gold), quiver of the hunt (300 gold), plus 1,250 gold.
Tier 4 (40,000 gold): oathbow (6,000 gold), scimitar of speed (6,000 gold), dragon scale mail (green or black) (15,000 gold), quiver of the hunt (rare version) (4,000 gold), helm of telepathy (1,000 gold), plus 8,000 gold.
Other Favorites: ammunition +1 (10 pieces; 500 gold), ammunition +2 (10 pieces; 2,000 gold), ammunition +3 (10 pieces; 8,000 gold), armor +1, +2, or +3 (cost varies by type), amulet of the planes (50,000 gold), arrow of slaying (8,000 gold), bag of tricks (300–800 gold), composite bow (200 gold), gauntlets of summer (2,500 gold), gloves of swimming and climbing (300 gold), grappling gun (25,000 gold), helm of telepathy (1,000 gold), long fang of the moon (29,700 gold), ring of animal influence (2,500 gold), ring of water walking (500 gold), rope of climbing (500 gold), survivor’s cloak (3,000 gold), trident of fish command (500 gold).
Rogue
You begin the game with 125 gold.
Skulker’s Set (125 gold): 2 daggers, shortbow and 20 arrows, shortsword, padded leather, explorer’s pack, thieves’ tools, plus 35 gold.
Swashbuckler’s Set (125 gold): Saber, sling and 20 sling bullets, 2 throwing daggers, padded leather, burglar’s pack, thieves’ tools, plus 33 gold.
Tier 2 (700 gold): box of bees (110 gold), message stones (450 gold), plus 140 gold.
Tier 3 (7,000 gold): winged boots (1,500 gold), dagger of venom (2,500 gold), goggles of night (500 gold), glamoured padded leather (500 gold), message stones (450), plus 1,550 gold.
Tier 4 (40,000 gold): nine lives stealer (10,000 gold), grappling gun (25,000 gold), plus 5,000 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of proof against detection and location (5,000 gold), assassin’s ring (2,500 gold), bag of tricks (300–800 gold), book of storing (350 gold), candle of the surreptitious scholar (150 gold), elven chain (5,000 gold), hat of disguise (250 gold), immovable rod (400 gold), luck blade (150,000 gold), medallion of thoughts (450 gold), mindrazor (100,000 gold), oil of etherealness (3,500 gold), ring of water walking (500 gold), ring of x-ray vision (2,500 gold), robe of useful items (400 gold), slippers of spider climbing (500 gold), tools of the hidden hand (30 gold), wand of cobwebs (150 gold), wand of enemy detection (3,500 gold), wand of magic detection (250 gold), wand of secrets (250 gold), warpblade (150,000 gold).
Sorcerer
You begin the game with 100 gold.
Light Traveler’s Set (100 gold): Quarterstaff, sling and 20 sling bullets, component pouch, explorer’s pack, plus 64 gold,
Troublemaker’s Set (100 gold): 2 daggers, light crossbow and 20 bolts, explorer’s pack, wand arcane focus, plus 30 gold.
Tier 2 (700 gold): robe of useful items (400 gold), organizer gremlin (90 gold), plus 210 gold.
Tier 3 (7,000 gold): either wand of fireballs or wand of lightning bolts (5,000 gold), ring of water walking (500 gold), plus 1,500 gold.
Tier 4 (40,000 gold): rose of the enchantress (3,875 gold), robe of stars (25,000 gold); either bowl of commanding water elementals , brazier of commanding fire elementals , censer of controlling air elementals , or stone of controlling earth elementals (3,000 gold); plus 8,125 gold.
Other Favorites: cantrip wand (500 gold), elven chain (5,000 gold), eyes of charming (250 gold), orb of elsewhere (55,000 gold), ring of spell storing (4,000 gold), robe of scintillating colors (8,000 gold), robe of the archmagi (70,000 gold), sonic staff (9,000 gold), staff of gravity bending (5,000 gold), staff of power (50,000 gold), staff of the magi (250,000 gold), steelsilk mantle (5,000 gold), wand of magic missile (500 gold), wand of wonder (5,000 gold).
Warlock
You begin the game with 110 gold.
Heretical Scholar’s Set (110 gold): Dagger, sickle, padded cloth, grimoire arcane focus, scholar’s pack, plus 37 gold.
Inconspicuous Civilian’s Set (110 gold): Quarterstaff, padded cloth, crystal arcane focus, dice set, explorer’s pack, laudanum, plus 49 gold.
Shadowy Scoundrel’s Set (110 gold): 2 daggers, light crossbow and 20 bolts, padded leather, component pouch, dungeoneer’s pack, plus 8 gold.
Tier 2 (700 gold): contract of indentured service (150 gold), scrap of forbidden text (20 gold), wand of the war mage +1 (250 gold); either badge of seasons , barbed devil’s bracelet , or focusing eye (150 gold); plus 130 gold.
Tier 3 (7,000 gold): cape of the mountebank or broom of flying (2,500 gold), wand of the war mage +2 (2,500 gold), slippers of spider climbing (500 gold), plus 1,500 gold.
Tier 4 (40,000 gold): wand of the war mage +3 (7,500 gold), subtle mage gloves (5,000 gold); either tome of clear thought , tome of leadership and influence , or tome of understanding (20,000 gold); plus 7,500 gold.
Other Favorites: armor +1, +2, or +3 (cost varies by type), amulet of health (5,000 gold), candle of the surreptitious scholar (150 gold), cloak of arachnida (10,000 gold), cloak of the bat (5,000 gold), cloak of the manta ray (400 gold), cloak of the shadowcaster (5,000 gold), death’s essence pendant (500 gold), elven chain (5,000 gold), faerie love letter (150 gold), How to Make Fiends and Influence People (60,000 gold), jarred brain (75 gold), magic mirror (pocket, handheld; 300 gold, 3,000 gold), ring of spell storing (4,000 gold), robe of eyes (3,500 gold), robe of the archmagi (70,000 gold), satyr boots (110 gold), seven-sided coin (250 gold), skeleton key (145), skull liqueur (370 gold), staff of swarming insects (5,000 gold), staff of the magi (250,000 gold), wand of fear (5,000 gold).
Wizard
You begin the game with 100 gold.
Arcane Investigator’s Set (100 gold): Dagger, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials, plus 19 gold.
Mage Scholar’s Set (100 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook, plus 11 gold.
Traveling Mage’s Set (100 gold): Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook, plus 14 gold.
Tier 2 (700 gold): spell scroll of find familiar (125 gold), 3 2nd-level spell scrolls (225 gold), organizer gremlin (90 gold), dreamscrying bowl (100 gold), plus 160 gold.
Tier 3 (7,000 gold): 3 4th-level spell scrolls (1,500 gold), 1 5th-level spell scroll (1,250 gold), headband of intellect (500 gold); either bowl of commanding water elementals , brazier of commanding fire elementals , censer of controlling air elementals , or stone of controlling earth elementals (3,000 gold); plus 750 gold.
Tier 4 (40,000 gold): staff of thunder and lightning (12,000 gold), ring of telekinesis (12,000 gold), a 7th-level spell scroll , plus 8,000 gold.
Other Favorites: candle of the surreptitious scholar (150 gold), crystal ball (50,000 or 150,000 gold), death’s essence pendant (500 gold), eyes of charming (250 gold), listening quills (150 gold), ring of the ram (8,000 gold), ring of spell storing (4,000 gold), robe of the archmagi (70,000 gold), spell scrolls (cost varies), sphere of annihilation (100,000 gold), staff of charming (4,500 gold), staff of power (50,000 gold), staff of the magi (250,000 gold), talisman of the sphere (85,000 gold), wand of erudition (500 gold), wand of magic missile (500 gold), wand of paralysis (3,500 gold).
Miscellaneous Items
The following items are popular with all types of adventurers.
Tier 1: barrow bread (2 gold), canoe (25 gold), carriage (100 gold), potions of healing (basic, greater, superior, supreme; 50 gold, 150 gold, 550 gold, 1,500 gold), rowboat (50 gold), tailored suit of armor (80 gold), wagon (35 gold).
Tier 2: bag of holding (500 gold), deck of illusions (500 gold), potion of heroism (550 gold), potion of mind reading (700 gold), potion of resistance (250 gold), potion of water breathing (150 gold), quick canoe paddle (75 gold), riding horse (75 gold), ring of warmth (500 gold), stone of good luck (luckstone) (350 gold), warhorse (400 gold).
Tier 3: elephant (500 gold), folding boat (4,500 gold), handy haversack (1,250 gold), horseshoes of speed (4,500 gold), portable hole (5,000 gold), potion of invisibility (5,000 gold).
Tier 4: absurdist web (11,250 gold), apparatus of the crab (60,000 gold), deck of many things (100,000 gold), horseshoes of a zephyr (17,000 gold), instant fortress (15,000 gold), ioun stone (mastery; 50,000 gold), liquid luck (55,000 gold), potion of speed (7,000 gold), ring of regeneration (35,000 gold), ring of three wishes (200,000 gold), rod of lordly might (80,000 gold), sailing ship (10,000 gold), sky skiff (12,000 gold), the traveling chest (52,000 gold), warship (25,000 gold).
Templates
Templates
This book includes several templates which can be applied to a wide variety of monsters. For instance, the skeleton template can be applied to any beast, humanoid, giant, or monstrosity, allowing you to create skeleton bears, berserkers, and bulettes, among other horrors.
Elite Template
Elite monsters are more powerful versions of regular monsters. Any creature can have an elite version, which usually refers to champions or leaders An elite creature retains all its stats except as noted below.
Hit points. The elite creature has double its normal hit point total.
Attacks. The elite creature does 50% more damage than the normal version, double damage once it is bloodied, or has a special attack it can use while bloodied.
Elite recovery. An elite creature has has a trait (which takes effect at the start or end of the creature's turn) or bonus action to end a condition or negative effect it is suffering such as:
The creature ends one negative effect currently affecting it as a bonus action. It can use this bonus action as long as it has at least 1 hit point, even while unconscious or incapacitated.
At the end of each of its turns, the creature can end one condition or effect on itself. It can do this even when unconscious or incapacitated.
XP. An elite creature is worth double the XP reward.
Designing Monsters
Designing Monsters
Use these guidelines to create an original monster to challenge your characters in combat. You can build a monster ahead of time or on the fly during a game session.
Try the Monster Design Tool! ⇨
Step 1: The Monster's Story
What does it look like? Is it intelligent? How does it react to strangers? In a movie, what would its attacks look like?
Step 2: Determine Challenge Rating
To decide what CR will best challenge the adventurers, decide on the difficulty of the matchup and use the encounter-building guidelines in Designing Combat Encounters or use one of these shortcuts:
For a single monster against the entire party: CR = total character level / 3
For one monster per character: CR = average character level / 3, rounding up
Step 3: Customize Capabilities
Grant the monster any languages, senses, skills, saving throw proficiencies, movement forms, and traits that you think it should possess. You can use existing traits and other statistics for inspiration.
Most traits don’t require a change to the monster’s game statistics. However, if your monster has healing, regeneration, or damage transference abilities, lower its hit points by between 20–30%.
Step 4: Customize Combat Statistics
Consult the Statistics for Monsters by Challenge Rating table below and then modify the listed statistics as described.
|
CR |
AC |
HP |
Proficiency |
Ability Bonus |
Attacks |
Damage |
Easy DC |
Hard DC |
XP |
|
0 |
12 |
3 |
+2 |
+0 |
1 |
1 |
10 |
10 |
10 |
|
1/8 |
12 |
9 |
+2 |
+1 |
1 |
3 |
11 |
11 |
25 |
|
1/4 |
12 |
15 |
+2 |
+1 |
1 |
5 |
11 |
11 |
50 |
|
1/2 |
13 |
24 |
+2 |
+2 |
1 |
8 |
12 |
12 |
100 |
|
1 |
13 |
30 |
+2 |
+2 |
1 |
10 |
12 |
12 |
200 |
|
2 |
13 |
45 |
+2 |
+3 |
2 |
15 |
13 |
13 |
450 |
|
3 |
14 |
60 |
+2 |
+3 |
2 |
20 |
13 |
13 |
700 |
|
4 |
14 |
75 |
+2 |
+4 |
2 |
25 |
13 |
14 |
1,100 |
|
5 |
14 |
90 |
+3 |
+4 |
2 |
30 |
14 |
15 |
1,800 |
|
6 |
15 |
105 |
+3 |
+4 |
2 |
35 |
14 |
15 |
2,300 |
|
7 |
15 |
125 |
+3 |
+4 |
2 |
40 |
14 |
15 |
2,900 |
|
8 |
15 |
135 |
+3 |
+4 |
2 |
45 |
14 |
15 |
3,900 |
|
9 |
16 |
150 |
+4 |
+4 |
2 |
50 |
15 |
16 |
5,000 |
|
10 |
16 |
165 |
+4 |
+5 |
2 |
55 |
15 |
17 |
5,900 |
|
11 |
16 |
180 |
+4 |
+5 |
3 |
60 |
15 |
17 |
7,200 |
|
12 |
17 |
195 |
+4 |
+5 |
3 |
65 |
15 |
17 |
8,400 |
|
13 |
17 |
210 |
+5 |
+5 |
3 |
70 |
15 |
18 |
10,000 |
|
14 |
17 |
225 |
+5 |
+6 |
3 |
75 |
15 |
19 |
11,500 |
|
15 |
18 |
240 |
+5 |
+6 |
3 |
80 |
15 |
19 |
13,000 |
|
16 |
18 |
255 |
+5 |
+6 |
3 |
85 |
15 |
19 |
15,000 |
|
17 |
18 |
270 |
+6 |
+6 |
4 |
90 |
16 |
20 |
18,000 |
|
18 |
19 |
285 |
+6 |
+7 |
4 |
95 |
16 |
21 |
20,000 |
|
19 |
19 |
300 |
+6 |
+7 |
4 |
100 |
16 |
21 |
22,000 |
|
20 |
19 |
315 |
+6 |
+7 |
4 |
105 |
16 |
21 |
25,000 |
|
21 |
20 |
330 |
+7 |
+7 |
4 |
110 |
17 |
22 |
33,000 |
|
22 |
20 |
350 |
+7 |
+8 |
4 |
116 |
17 |
23 |
41,000 |
|
23 |
20 |
375 |
+7 |
+8 |
4 |
125 |
17 |
23 |
50,000 |
|
24 |
21 |
400 |
+7 |
+8 |
4 |
133 |
17 |
23 |
62,000 |
|
25 |
21 |
425 |
+8 |
+8 |
4 |
141 |
18 |
24 |
75,000 |
|
26 |
21 |
450 |
+8 |
+9 |
4 |
150 |
18 |
25 |
90,000 |
|
27 |
22 |
475 |
+8 |
+9 |
4 |
158 |
18 |
25 |
105,000 |
|
28 |
22 |
500 |
+8 |
+9 |
4 |
166 |
18 |
25 |
120,000 |
|
29 |
22 |
550 |
+9 |
+9 |
4 |
183 |
19 |
26 |
135,000 |
|
30 |
23 |
600 |
+9 |
+10 |
4 |
200 |
19 |
27 |
155,000 |
Armor Class
You can raise or lower the monster’s Armor Class by one or two points without altering it in any other way. If you change its AC by 3 or more points, you should reduce or raise its hit points or damage per round by 5% per point of AC you varied from the base AC.
Hit Points
You can raise or lower the monster’s hit points by 10% without altering it in any other way. Beyond that, you should reduce or raise its AC by 1, or its damage per round by 5%, for every 5% of hit points you varied from the base hit points.
Ability Bonus and Attack Bonus
The Ability Bonus column represents the monster’s highest ability modifier, usually the one it uses for its main attacks. You can raise or lower this bonus by 1 or 2 from the suggested value in the table.
A monster’s Attack Bonus is usually its best Ability Bonus plus its proficiency bonus.
Attacks
Most low-level monsters (CR 1 and lower) make one attack on their turns, while higher-level monsters make more attacks per turn (either as part of a Multiattack or with a combination of bonus actions and reactions). Monsters that occur in greater numbers should have few attacks, while lone monsters can have more of greater complexity.
Damage Per Round
The Damage Per Round column represents how much average damage a monster would deal per round if all of its attacks hit and its foes failed their saving throws against it on all of its actions. Divide this total among all the monster’s actions, bonus actions, reactions, legendary actions, and damaging traits.
This number can be raised or lowered by 3 or 4 points without changing the monster’s CR. For a monster in your home game, it’s not always necessary to convert a damage total into a dice expression, but you could.
Conditional Damage
Some attacks deal extra damage in some circumstances: for instance, a creature may deal extra damage to a grappled target, and a successful sting attack may deal additional poison damage only if the target fails a saving throw. As a rough estimate, assume that such attacks deal their extra damage half the time. Thus, each two points of conditional damage only counts for one point of damage against the Damage Per Round budget.
Some attacks deal ongoing damage that might last for any number of turns. Assume that ongoing damage occurs once and then ends.
Special Attacks
You can vary a monster’s attacks by giving them tricks like area effects, limited-use abilities, and attacks that inflict conditions.
Area Attacks
A hellhound’s breath, a cleric’s blade barrier, and a balor’s aura are area effects that can affect multiple opponents. If a monster can use an area attack every turn, reduce the damage it deals by about 70% compared to a normal attack.
Limited-Use Abilities
Abilities that can be used once per day or once per short rest, or have a recharge of 6 or 5–6, are limited-use abilities. They typically allow a monster to exceed its damage-per-round budget on one turn, making up for it by dealing less damage on other turns.
For every two points of damage that a limited-use ability exceeds the damage per turn budget, reduce the total damage dealt on other turns by one.
Inflicting Conditions
Many monsters have other tricks besides damage: they blind, grapple, knock their opponents prone, or deal other such dirty tricks.
Minor conditions primarily affect movement or ability checks. Grappled, prone, and rattled are minor conditions. Treat a push or pull like a minor condition. When budgeting damage, you don’t need to take minor conditions into account.
Moderate conditions often impose disadvantage on the target. Blinded, frightened, poisoned, restrained, and slowed are moderate conditions. Treat a moderate condition as the equivalent of damage equal to the monster’s Challenge Rating, or double if it can affect multiple characters.
Severe conditions prevent a creature from taking the actions it wants to take. Charmed, confused, incapacitated, paralyzed, petrified, stunned, and unconscious are severe conditions. Treat a major condition as the equivalent of damage equal to double the monster’s Challenge Rating, or triple if it can affect multiple characters.
Difficulty Class
To calculate the DC for a specific monster’s ability, add 8 + the monster’s proficiency bonus + any one of the monster’s ability bonuses.
The Statistics for Monsters by Challenge Rating table contains columns for Easy DC and Hard DC. Use the numbers in these two columns to judge whether the DC of your monster’s ability is too high or too low to properly challenge opponents, and whether you should consider modifying the monster’s ability score. If you’re creating a monster on the fly without figuring out all the details, just use the DCs in the table without bothering with the calculations.
The Easy DC column represents a saving throw DC that gives most characters a chance to succeed. Use this DC, or a DC within 1 or 2 points, for effects that inflict severe conditions or that inflict moderate conditions for more than a turn.
The Hard DC column represents a DC that many adventurers are likely to fail. Use this DC, or a DC within 1 or 2 points, if the effect deals damage, a minor condition, or a short-term moderate condition.
Introduction to Monsters
Introduction to Monsters
This bestiary can be used with 5E or Level Up. If you’re using 5E, you’ll want to be aware of a few rules changes which we’ve introduced. These changes will be discussed in greater detail further on in this introduction.
Alignment: Few monsters have an alignment. Those that do (mostly celestials, fiends, and some undead) have their alignment listed among their traits.
Bloodied Monsters: Monsters are considered bloodied when they’ve been reduced to half their hit points or less. There are no rules associated with being bloodied, but other game elements may interact with it. For instance, some monsters have abilities they can only use while bloodied.
Expertise Dice: Some monsters have expertise dice listed next to skills, saving throws , or other d20 rolls. An expertise die is rolled and added to the d20 roll it modifies. For instance, a Stealth bonus of +5 (+1d4) means that 1d4 + 5 is added to the monster’s d20 roll when it makes a Stealth check.
New Conditions: Level Up introduces confused, rattled, slowed, fatigue, and strife, which are described fully in Conditions .
Gazes: Some monsters’ actions include the Gaze keyword in their name. These actions can be taken only if the monster and the target can both see each other. Full rules for gaze attacks can be found later in this introduction.
Ongoing Damage: Some attacks, like being set on fire, deal ongoing damage. This damage occurs at the end of each of the affected creature’s turns, and it continues until ended by a condition specified by the attack.
Math Changes: We’ve slightly changed the way a few monster statistics are calculated behind the scenes. For instance, some monsters gain different Armor Class benefits from armors, and grapple escape DCs are calculated using a slightly different formula. None of these changes require any tweaking: just use the monsters as they are written.
Monster Entries
You can use the monster information in this book to inspire your game preparation or worldbuilding ahead of time. You can also use it on the fly. Just flip open the book: each monster entry contains everything you need to generate a unique encounter, with suggested encounter groups, treasure, monster behaviors, and even names.
A monster entry has the following parts: description, legends and lore, sample encounters, monster signs, monster behavior, optional monster-specific tables, optional sample names, and stat blocks.
Description
This is an essay describing the monster’s place in the world. It may contain ecological information and story hooks. Like every other part of a monster entry, this description is for inspiration only: you are free to use another setting’s lore or invent your own.
Legends and Lore
What does an adventurer know about a monster? The Legends and Lore section describes the information a character might recall about a monster with a successful skill check. The higher the check, the more in-world information—natural history, weaknesses, and so on—the character recalls.
Even if a character learns nothing else about a monster, a DC 10 check is usually sufficient to recognize it by sight. At the Narrator’s discretion, recognizing a monster might not require a roll (for common creatures) or might be difficult or impossible (for rare or unknown monsters).
Sample Encounters and Treasure
Most monster entries include sample encounters, usually featuring multiple variations and varying difficulty levels. For instance, the goblin monster entry includes encounters suitable for beginning adventurers. A handful of goblins is enough to challenge a low-level party. It also features challenges for mid-level groups and even an encounter suitable for powerful characters: a goblin boss with a dozen goblin warriors, and possibly a mighty spellcasting goblin warlock or an elite worg-riding cavalry.
Similarly, we’ve included sample treasure hoards along with each sample encounter. A small goblin patrol might have a handful of gold and silver, while a goblin army might have gold, jewels, wagons of trade goods, and multiple magic items.
These sample treasures are a convenience for when you don’t have the time to randomly generate or hand-curate a treasure hoard. Don’t use a treasure more than once! It will strain credibility if two aboleths both have the exact same treasure hoards with identical numbers of coins and identical periapts of health. The second time a party would earn the same treasure reward, instead hand-pick or randomly generate a treasure using the appropriate rules.
It’s important to note that not every encounter comes with treasure. In fact, most don’t. For most campaigns, the party finds only one to three treasures over the course of one character level. The other encounters come with nothing at all or with ordinary equipment and a handful of incidental coins. Don’t make the mistake of giving out the sample treasure for each encounter!
If a monster does possess treasure, particularly magical treasure, it may well use it. An intelligent creature with a magic weapon will use that magical weapon if it’s capable of doing so. A mage with a spell scroll may use the scroll, and a creature with a potion of healing may quaff it. Magical treasure not only acts as a reward but poses an increased challenge.
Monster Signs
Often, an encounter occurs with no warning: a group of characters stumbles into a group of monsters. Sometimes, though, characters come upon a sign of impending danger. Perhaps they see a footprint or hear an ominous, distant wail. Clues like this allow characters to make interesting exploration decisions and make the world feel lived-in.
As a rule of thumb, assume that half of all encounters are preceded by the discovery of a sign (or its potential discovery: some signs may be missed by those who don’t make a successful Perception or other skill check).
A group may try to identify a monster by the signs it leaves behind, for instance by examining a footprint. As a rule of thumb, doing so requires a Survival or Investigation check (minimum DC 15), with some monsters being impossible to identify (for instance, a doppelganger’s footprint is indistinguishable from that of the creature it mimics, and a distant pillar of smoke offers no clues about the creature that set its flame).
Monster Behavior
One of the most important elements of any encounter is this: what are the monsters up to? A roll on the monster behavior tables determines whether a monster or group is hiding in ambush, looking for help, preoccupied with a prisoner, or any of thousands of other individual behaviors. These randomized tables can be a great way to quickly get a story idea when you don’t have time to read a whole essay.
Nearly every monster comes with its own individualized tables, sometimes broken out by environment or monster number.
Sample Names
Coming up with a name on the fly can be a hit-or-miss affair. If you need a suitably resonant name for a dread knight, or if the party suddenly takes a liking to a random goblin, we’ve provided sample name lists for most intelligent monsters.
Monster-Specific Random Generators
Some monsters call out for unique random charts to give them variety and bring them to life. Does your vampire have an alternate weakness instead of sunlight? Does your lich or dragon have some unique lair defenses sure to complicate the players’ lives? Whenever possible, we want to provide inspiring details to make your encounters vivid and memorable.
Stat Block
Besides descriptions, lore, and other world information, each entry contains stat blocks. A stat block describes a particular creature’s capabilities, attacks, combat spells, and other statistics needed to run it as either a social or combat encounter.
One monster entry may contain multiple stat blocks. For instance, the entry for the salamander (an elemental creature made of fire) contains three stat blocks: the salamander (a typical adult member of its species), the salamander nymph (a larval but still very dangerous form of the salamander), and the salamander noble (a larger variant of the salamander that gains extra hit points and fire breath).
Challenge and XP
Each monster’s stat block includes its Challenge Rating (CR). This is an important number for determining whether a monster provides a suitable combat challenge for a group. The higher the Challenge Rating, the tougher the monster.
Designing Encounters includes details about using Challenge Rating to plan a battle or to determine a combat encounter’s difficulty. In general, a monster of a given Challenge Rating can challenge two to four characters of the same level. If a single monster’s Challenge Rating is more than 50 percent higher than the characters’ level, it may be too powerful an adversary for them. Thus, no monster in this book has a CR higher than 30.
Each monster’s Challenge Rating is accompanied by a number of experience points (XP). Experience points are one way to reward players for completing an encounter. In some games, when characters have triumphed in a combat or noncombat encounter against a monster, they are awarded the listed experience points. If you are not using experience point-based leveling, you can ignore this number.
Legendary Monsters
Legendary monsters are powerful apex creatures. They often rule the lands around them for miles. A legendary monster is a formidable opponent that can successfully wage battle against an entire adventuring party.
A legendary monster has up to three legendary actions, which it can use when it’s not its turn. Many legendary monsters also have legendary resistances, which are abilities that allow them to succeed at a saving throw that they would otherwise fail. Using Legendary Resistance often comes with a cost.
Legendary monsters are intended to be used as solo opponents or as powerful bosses surrounded by minions. Just like a normal monster, a legendary monster is an appropriate combat challenge for two to four characters with character levels that match its Challenge Rating. However, its additional actions and defenses provide a more interesting battle, suitable for the climax of a story.
Elite Monsters
An elite monster is a tough and dangerous example of its species or type. Often, an elite monster represents a specific, named individual. For instance, the Skull of Medon is a demilich mastermind, more fearsome even than a normal demilich.
An elite monster is only suitable for gaming groups that desire an unusually difficult combat challenge. Fighting an elite monster is as tough as fighting two ordinary monsters of its Challenge Rating. For instance, although the Skull of Medon’s Challenge Rating is 18, it is as tough as two ordinary Challenge Rating 18 demiliches.
An elite monster is a hard combat challenge for four characters with character levels that match its Challenge Rating.
For magical effects and spells that rely on a creature’s Challenge Rating, such as true polymorph, treat an elite monster as if its Challenge Rating was doubled. For instance, treat an ancient aboleth (a CR 11 elite monster) as if its Challenge Rating was 22.
A creature can be both elite and legendary. Such a monster gains the extra complexity of a legendary monster and the doubled combat power of an elite monster.
Size
A monster can be Tiny, Small, Medium, Large, Huge, Gargantuan, or Titanic. A Small or Medium monster is around the same size as most characters and takes up a 5 by 5 foot space in combat. A Tiny creature takes up a 2 ½-foot-square space. A Large creature takes up a 10-foot-square space, and a Huge creature takes up a 15-foot-square space. A Gargantuan creature takes up a 20-foot-square space. A Titanic creature takes up at least a 25-foot-square space but can be larger.
Type
A monster’s type describes its origin or nature. While a monster’s type has no effect on its own, other game elements may refer to it. For instance, the charm person spell only affects creatures of the humanoid type.
Some monsters have a second monster type. For instance, a faerie dragon is both a dragon and a fey creature. Its type is dragon (fey). Any game rules which apply to dragons, or which apply to fey creatures, apply to it.
Other monsters have a categorization that isn’t a monster type but which may interact with other game rules. For instance, a werewolf is a humanoid that is also a shapechanger. Its type is humanoid (shapechanger). Rules regarding humanoids and shapechangers apply to it.
The fourteen monster types are as follows:
Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.
Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.
Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes white dragons, which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as pseudodragons.
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals, fire elementals, water elementals, and air elementals, each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits, and other elemental creatures.
Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds, are neither demons nor devils.
Giants look like immense humanoids, standing from 10 feet tall (like ogres) to 30 (like storm giants). Some giants, like trolls, have human-like shapes but monstrous features.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.
Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs. Others have bizarre or unnatural appearances, like many-tentacled ropers. Monstrosities could only arise in a world suffused with magic.
Oozes are ambulatory, predatory amoeboid creatures that infest caverns and other dark places. A gelatinous cube is an ooze.
Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons. Others, like vampires, are the products of an evil ritual or curse.
Celestials, elementals, fiends, some fey, and creatures with the titan subtype are immortal, meaning they are living creatures that do not die of old age (though they may die by other means). Undead and most constructs are creatures that are not living. All other creatures are mortal.
Armor Class
A monster’s Armor Class (AC) includes the effects of its Dexterity bonus and armor, if any. Many monsters have natural armor, such as scaly or tough hides.
Hit Points
While characters who reach 0 hit points normally make death saves, monsters typically die at 0 hit points. At the Narrator’s discretion, a particularly important foe or beloved ally might gain the benefit of death saves, or it might be stabilized with a successful Medicine check.
A Narrator can vary a monster’s hit points. Listed after each monster’s hit point value is a die expression (for instance 3d8 + 3). The Narrator can roll this to obtain a number of hit points that may be lower or higher than average for the monster, or raise or lower a monster’s hit points within this range to represent a creature that is stronger or weaker than average. For instance, a monster with 3d8 + 3 hit points has an average of 16 hit points, but it might have as many as 27 hit points (if it rolled three 8s) or as few as 6 hit points (if it rolled three 1s).
Monsters are considered bloodied when they’re reduced to half their hit points or less. Being bloodied isn’t a condition and has no effects on its own, but other game elements may interact with it. For instance, some monsters have abilities they can only use while bloodied.
A monster’s usual bloodied value is listed next to its hit points. If a Narrator has varied a monster’s hit points to make it weaker or stronger, the monster’s bloodied value is half its new maximum hit points (rounded down).
Speed
On its turn, a monster can move a number of feet equal to its Speed.
Some creatures have additional movement modes:
Burrow: The creature can burrow this far on its turn through earth, ice, or sand, but not through rock unless otherwise noted.
Climb: The creature can climb this far on its turn and doesn’t need to spend extra movement to do so.
Fly: The creature can fly this far on its turn. A flying creature falls if it is knocked prone unless it has the ability to hover, noted as “fly (hover)”.
Swim: The creature can swim this far on its turn and doesn’t need to spend extra movement to do so.
Ability Scores
Monsters have the same six ability scores as adventurers (Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma). These ability scores, along with a monster’s proficiency bonus, determine its skills, saving throws, and attack bonuses, just as they do for characters.
Proficiency Bonus
A monster’s proficiency bonus is added to any ability check that uses a skill, attack roll, saving throw, and the like in which it is proficient. You can grant a new skill or saving throw proficiency to a monster by adding its proficiency bonus to the appropriate check or saving throw.
Armor, weapon, and tool proficiencies aren’t listed in a monster’s stat block. Assume that a monster is proficient with any armor, weapon, or tool that it’s likely to have used before.
Maneuver DC
In Level Up, Maneuver DC is the difficulty class of martial tasks such as escaping a grapple. A monster’s Maneuver DC is 8 + proficiency bonus + the better of the monster’s Strength or Dexterity modifier.
If you’re playing Level Up, you can use a monster’s Maneuver DC to determine the success of various combat maneuvers; otherwise, you can ignore it and just use the monster as written.
Saving Throws
The Saving Throws entry gives bonuses for the saving throws in which a monster is proficient. If a particular saving throw isn’t listed, the monster makes an untrained saving throw (adding the appropriate ability modifier to their d20 roll).
A monster can voluntarily fail a saving throw. An object always fails a saving throw.
Some abilities deal damage and inflict an extra effect, like a condition, on a failed saving throw and deal half damage on a successful saving throw. Unless otherwise specified, a successful saving throw prevents the extra effect.
Skills
The Skills entry gives bonuses for the skills in which a monster is proficient. If a particular skill isn’t listed, the monster makes an ability check (adding the appropriate ability modified to their d20 roll). Skills frequently gain expertise dice (see below).
Expertise Dice
Some monsters have expertise dice listed next to skills, saving throws, or other rolls based on their ability scores. An expertise die is a d4, d6, d8, d10, d12, or d20, which is rolled and added to the d20 roll it modifies. For instance, a Stealth bonus of +5 (+1d4) means that 1d4 + 5 is added to the monster’s d20 roll when it makes a Stealth check.
When an expertise die is applied to a passive score, such as passive Perception, the expertise die’s average value (rounded down) is added to the passive score. For instance, a creature gains a +2 bonus to its passive Perception if it has a 1d4 expertise die in Perception checks.
Resistances, Immunities, and Vulnerabilities
A creature immune to a certain damage type takes no damage of that type when subjected to it. A creature that is resistant to a damage type takes half damage (rounded down). A creature vulnerable to a damage type takes double the damage it is subjected to.
Some creatures are resistant or immune to damage dealt by nonmagical weapons, weapons that are not silvered or magical, or other forms of weapons. This applies to any interaction between a character and a monster. However, when a monster is fighting a monster, a different rule applies: the attacks of any monster of Challenge Rating 5 or higher are considered to be magical for the purposes of overcoming the damage resistance or immunity of a different monster.
Senses
Every monster has its passive Perception listed under its senses. Some monsters may have one of the following other senses, each of which is modified by the maximum range, in feet, at which the sense operates.
Blindsight: Not everything relies on vision to sense the world. A creature with blindsight is not affected by darkness or other heavily or lightly obscured areas, within a certain radius. Creatures adapted to the darkness (like bats and moles) or creatures without eyes (like oozes) have blindsight. Blindsight counts as sight for the purposes of targeting spells and so on.
A naturally blind creature with blindsight is noted as being blind beyond the blindsight’s range. Naturally blind creatures are immune to visual illusions (such as those created by minor illusion).
Darkvision: Darkvision allows a monster to see in dim light as if it were bright light, and in darkness as if it were dim light. Darkvision doesn’t allow a creature to see color.
Tremorsense: A monster with tremorsense can detect and pinpoint the vibrations of creatures and moving objects which are in contact with the same surface. It can’t detect flying or incorporeal creatures. Tremorsense doesn’t count as sight.
Truesight: A creature with truesight can see in dim light, darkness, and magical darkness as if it were bright light, see invisible objects, and detect visual illusions and automatically succeed on saving throws against them. Additionally, it can perceive a shapechanger’s true form and it can see into the Ethereal Plane.
Languages
A monster can speak the languages listed in this entry. Sometimes an entry notes that a monster can understand but not speak a language.
Telepathy: Some monsters have telepathy listed as a language. Telepathy allows a creature to magically communicate with a target creature within the specified range. The target doesn’t need to share a language to understand the telepathic creature, but must understand at least one language. A creature without telepathy can’t initiate a telepathic conversation but can respond to a telepathic message.
A telepathic creature doesn’t need to see a creature to communicate with a target, as long as it is aware of the target and neither is incapacitated. A creature can’t maintain telepathic contact with several creatures simultaneously.
Traits
Many monsters have characteristics noted below their languages and above their actions. These are called traits. All of a monster’s traits should be read carefully when running a monster, since they might influence any facet of the monster’s behavior, actions, and abilities in or out of combat.
Sometimes a single monster entry includes multiple monster stat blocks that share a trait. Instead of reprinting the trait inside each stat block, it’s listed towards the beginning of the entry, right after the monster’s description.
Common monster traits include the following:
Spellcasting: A creature with the Spellcasting trait casts spells in much the same way a character does. It has a spellcaster level, spell slots, and a list of known or prepared spells. A monster with this trait can cast a spell with a higher spell slot if it has one available. The Narrator can customize such a monster’s spell list, swapping any known or prepared spell for another of the same level and from the same spell list. When casting an attack cantrip, the monster uses its spellcaster level to determine the effect of the spell.
Innate and Psionic Spellcasting: A creature with the Innate Spellcasting trait can cast spells without using spell slots. Instead, it can cast the spells it knows a certain number of times per day. It can’t cast a spell it knows at a higher level, and it can’t usually swap its spells known for other spells. When casting an attack cantrip, the monster uses its Challenge Rating instead of spellcaster level to determine the effect of the spell.
Psionic spellcasting works much like innate spellcasting. Creatures with the Psionic Spellcasting trait typically don’t require components for spellcasting.
Actions
Monsters can take the following types of actions: action, bonus action, reaction, and legendary action.
Monsters follow the same rules as characters when they take actions, bonus actions, and reactions. They can use one of the options described in their stat block, or they can use the options available to characters (such as using the Dash action, taking the Opportunity Attack reaction, and so on).
If it makes sense to do so, a monster may take an action, a bonus action, or a legendary action outside of combat and when not in initiative order.
Nearly anything can trigger a reaction. However, in the Monstrous Menagerie, nearly all of a creature’s reactions are triggered by an attack or a spell targeted at that creature or on a creature next to it. This is intended to ease the difficulty of complex battles: you only need to check a monster’s reactions when attacking that creature or a close ally.
In the description of a reaction, the term “attacker” refers to the creature that triggered the reaction by casting a spell or making an attack.
Legendary actions are only available to legendary monsters. An effect, like incapacitation, which prevents a creature from taking an action also prevents it from taking a legendary action.
Some of a monster’s actions or abilities may be magical in nature. If an ability’s description notes that it is magical, then it may be subject to spells such as antimagic field and dispel magic. Unless an action or ability specifies that it is magical, it doesn’t interact with those spells. For instance, a red dragon’s fire breath isn’t described as magical, and therefore it can be used inside an antimagic field.
Limited Use Actions
Some of a monster’s action options have limits on their use. This is noted in parentheses after the name of the action. A single action can have multiple limits. Limits include:
X/Day: A creature can use this option only the given number of times per day. A monster’s day ends when it finishes a long rest.
Recharge: After the monster uses this ability, it can’t use it again until the ability recharges. At the start of each of the monster’s turns, the monster can roll a d6. If the roll is within the range in the recharge notation, the ability is recharged and the monster can use it on that turn. For instance, if a monster’s ability says “Recharge 4–6”, it recharges on a d6 roll of 4, 5, or 6. Taking a rest also recharges the ability.
Recharges after a Short or Long Rest: A creature can use this ability once and then must complete a short or long rest before doing so again.
While Bloodied: A creature can use this ability only while it is bloodied (while its current hit points are half or less than its total hit points). Similarly, there are abilities that can only be used while not bloodied.
Attacks
Many of a monster’s actions are attacks. An attack can be a melee spell attack, a ranged spell attack, a melee weapon attack, or a ranged weapon attack. A weapon may refer to a manufactured weapon, like a trident, or a natural weapon, like a claw.
An attack usually targets either one creature or one target (which can be either a creature or an object), though an attack might target multiple creatures and might include other requirements (like “one creature grappled by the monster”).
An attack’s damage is presented as both a fixed number and as a dice expression. You can use whichever you like: use the fixed number to speed play or roll dice to provide variety.
Some weapons deal different damage in different circumstances. For instance, a longsword is versatile and deals 1d8 damage one-handed or 1d10 damage two-handed. In some cases, both options are noted in an attack description. In other cases, only the most typical option is noted. For instance, if a creature bears a longsword and a shield, its attack description might not include rules for two-handed longsword use. A monster is allowed to use its equipment in ways not listed in the attack entry: consult the description of a weapon to see all the options available.
Spells
Some monsters have the ability to cast spells just as characters can. Since it can be inconvenient to cross-reference spell descriptions during combat, a monster’s most useful combat spells are listed among its actions.
The spell’s description provides the spell’s level (or notes that it’s a cantrip). It also specifies any spell components necessary and whether or not the spell requires concentration. Consult the creature’s Spellcasting trait to determine how many times a spell can be cast per day.
A monster’s stat block doesn’t summarize every spell known by a creature—just the ones most likely to be used during combat. Furthermore, the spell summary doesn’t always describe every option available in a spell. For example, if a monster can cast fire shield, the spell description might list the effects of either the warm shield or the chill shield, whichever the monster is most likely to use. Additionally, a spell description rarely notes the effects of casting a spell with a higher spell slot. If a monster needs access to these tactical choices, you can refer to the full description of the spell.
Monstrous Menagerie stat blocks use the Level Up version of each spell, which may slightly differ from the spell as presented in other systems. For instance, the Level Up version of fireball deals 6d6, not 8d6, damage. Even if you’re not using the Monstrous Menagerie as part of a Level Up game, the spell versions presented here are well-balanced and usable as printed.
Targets
Some actions require a creature to target one or more other creatures.
A creature can target a creature it can't see with an attack (but it generally attacks with disadvantage, as per the rules for unseen creatures). However, a creature can't target a creature it can’t see (or perceive with a similar sense, like blindsight) with an non-attack action that requires the target to make a saving throw, unless the action specifically says it can.
Gaze
Some actions have the Gaze keyword. Gaze actions have the following rules:
- In order to take the action, the monster must be able to see the target.
- If the target can’t see the monster at the time of the action, it has no immediate effect. However, if the monster and the target can see each other at any time before the beginning of the monster’s next turn, and the monster is not incapacitated, the action occurs then.
- If the target is not surprised, it can choose to avert its eyes from the monster at the start of the target’s turn. This lasts until the start of the target’s next turn. While its eyes are averted, the creature can’t see the monster.
Ongoing Damage
Some attacks deal ongoing damage. This is recurring hit point loss that doesn’t occur when the ongoing damage is first dealt; instead, it happens at the end of each of the affected creature’s turns. An effect that deals ongoing damage specifies the condition that ends the damage. For instance, a fire elemental’s slam deals 5 (1d10) ongoing fire damage by causing its target to catch on fire. This ongoing damage can be ended when a creature (either the target or another creature within 5 feet) uses an action to extinguish the flame.
Combat Strategy
After each monster’s stat block is a section describing the monster’s strategy in combat. It describes the monster’s preferred tactics: for instance, does it typically engage in melee or ranged combat, and when does it use its limited-use moves? Most combat strategy sections also outline situations in which a monster will flee or surrender.
Combat strategy sections are meant to inspire but not constrict the Narrator. Different monsters may employ varying strategies based on circumstances and personality.
Modifying Monsters
A monster is nothing but statistics until it’s brought to life at your game table. Therefore, monsters should be modified to best serve your game. Here are some tools you can use to customize the monsters in this book.
Variants
Many monsters in the Monstrous Menagerie are listed with variant versions. A variant adds or replaces some of the monster’s characteristics and frequently alters its Challenge Rating.
A variant might represent an exceptional member of a group. For instance, the balor general is a legendary variant of the balor. Other variants are re-imaginings of the original monster. For instance, a warlord’s ghost is a variant of a banshee that doesn’t alter the banshee’s mechanics at all but changes the monster’s story and appearance.
When a variant changes a monster’s Challenge Rating, the monster’s proficiency bonus is unchanged. For instance, a balor general, Challenge Rating 24, uses the balor’s proficiency bonus of +6.
Templates
This book includes several templates which can be applied to a wide variety of monsters. For instance, the skeleton template can be applied to any beast, humanoid, giant, or monstrosity, allowing you to create skeleton bears, berserkers, and bulettes, among other horrors.
Other Changes
Two easy ways to get more use out of a stat block are to reskin it or to increase or decrease its Challenge Rating.
To reskin a monster, you can change the way you describe it and its attacks. You might change its type, size, and Intelligence score, and possibly change the damage type dealt by some of its attacks, but otherwise leave its numeric statistics alone. For instance, you could describe a manticore as a flying elven archer, reflavoring its tail attack as a volley of arrows and its claws and bite as a dual wielded axe and rapier.
To increase or decrease the combat challenge offered by a monster, you can use the statistics in Designing Monsters . A quick and easy way to increase a monster’s Challenge Rating by 1 is to increase its hit points by 15 and make one of its attacks deal an extra 5 damage each turn.
Treasure
Treasure
Treasure comes in two main forms: wealth (coins, gems, and salable valuables like jewelry, equipment, and art) and magic items (such as magic weapons, rings of invisibility, and so on). Treasures are physical objects. Information, allies, fame, and fulfillment of the party’s goals and ambitions are desirable, and can often be earned along with treasure, but are not treasure.
Try the Random Treasure Tool! ⇨
How Much Treasure to Give?
The Narrator decides how much treasure to give out as rewards, but there is no requirement that adventurers must earn a certain amount of wealth—it depends on the style of game and scale of the campaign. The High and Low Treasure Campaigns section below has more information on departing from default treasure levels.
The Treasure by Level table shows the rate of treasure adventurers acquire if their rewards are generated randomly or use the sample treasures in the Monstrous Menagerie. The Narrator can vary widely from these numbers without seriously affecting game balance.
The Gold Acquired This Level column indicates how much wealth, in gold pieces, a single adventurer is likely to find or earn during the course of that character level. This accounts for their share of the coins found as well as the value of nonmagical treasure.
The Magic Items Acquired This Level column indicates the probability that an adventurer finds one or more magic items each level (roll 1d100 to determine which), and lists the treasure tables that offer appropriate magic rewards for that level. Over the course of their career, an adventurer should find about 24 magic items: 18 consumable magic items or enchanted trinkets as well as 6 permanent magic items.
|
CHARACTER LEVEL |
GP ACQUIRED THIS LEVEL |
MAGIC ITEMS ACQUIRED THIS LEVEL |
|
1 |
50 |
|
|
2 |
150 |
|
|
3 |
500 |
|
|
4 |
600 |
|
|
5 |
800 |
|
|
6 |
1,000 |
|
|
7 |
1,500 |
|
|
8 |
2,000 |
|
|
9 |
3,000 |
|
|
10 |
4,000 |
|
|
11 |
5,000 |
|
|
12 |
6,000 |
|
|
13 |
8,000 |
|
|
14 |
10,000 |
|
|
15 |
15,000 |
|
|
16 |
20,000 |
|
|
17 |
30,000 |
|
|
18 |
40,000 |
|
|
19 |
50,000 |
|
|
20 |
60,000 |
Creating Treasure Rewards
The Narrator can give out treasure in one of three ways: crafting unique treasure rewards, rolling on the tables in this chapter to create random treasure, or granting the listed treasure for a particular encounter in the Monstrous Menagerie or in an adventure.
Crafting Unique Treasure Rewards
To determine the gold piece value of all the treasures a party finds at a given level, multiply the number of adventurers by the appropriate amount of wealth from the Gold Acquired This Level column of the treasure table above. Narrators don’t have to stick to this number rigorously by any means—there’s enough latitude to give anywhere between twice this amount and none based on the demands of the story.
With a total gold piece value worked out, the Narrator divides it into one, two, three, or more individual treasure hoards, each a reward for overcoming a different obstacle. Instead of granting each treasure hoard in gold pieces, these can be customized by using different coin denominations, gems, and valuables of all kinds. See the Treasure Descriptions section below for inspiration.
For example, a 10th level party of four adventurers is expected to find an average of 16,000 gold over the course of leveling from 10th to 11th (4,000 gold x 4 adventurers). The Narrator decides that there are three large treasure hoards available—a hidden cache of 5,000 gold that can only be found by solving a puzzle, a ruby ring worth 5,000 gold which can be earned by finding a noble’s missing relative, and a dragon’s hoard worth 10,000 gold (half in coins and half in gems). This totals more than average treasure for the level, and it could vary even more depending on circumstances. The party could fail to decipher or even notice the puzzle, foregoing one of the treasures, they might be able to bargain the noble up to an even higher reward, or they could suffer defeat at the claws of the dangerous dragon. The PCs might also find other, smaller incidental treasures along the way.
To determine the average number of magic items found over the course of a level, multiply the number of adventurers by the percentages in the Magic Items Acquired This Level column of the Treasure by Level table. For instance, a single 1st level adventurer has a 60% chance of finding an expendable magic item from Table: Magic Items #1 or #2, and a 35% chance of finding a permanent magic item from Table: Magic Items #4, #5, or #6. Over the course of gaining their first level, a party of three adventurers is likely to find approximately 2 expendable magic items (three times they’ll have 60% chance of finding one) and 1 permanent magic item (three times they’ll have a 35% chance of finding one). Narrators may halve or double these numbers—granting anywhere between 1 and 4 expendable magic items, and 0 and 2 permanent magic items—without straying too far from the default rate of treasure acquisition.
Rolling for Random Treasure
Instead of doling out parcels of treasure, many Narrators like to randomly generate wealth or adopt a hybrid random-custom method: randomly generating a hoard and then altering it by swapping out pieces of wealth and magic items appropriate to the story.
To create a random treasure hoard, use the Random Treasure Tables section below. On average, a typical party finds roughly 1 to 3 random treasure hoards per character level. The Narrator decides the location of each treasure. An important adversary, such as a legendary or elite monster, might guard a massive cache which consists of two random treasure hoards.
Using Premade Treasure
Most monsters in the Monstrous Menagerie include an Encounters section listing one or more treasures, broken down by encounter difficulty. Narrators can use one of these treasures as it stands or modify it to better fit a campaign. When using premade treasure, it’s important to remember that not every encounter gives out treasure! As with random treasure, the average party finds 1 to 3 treasures per level, and additional encounters might yield no treasure or only incidental treasure (see below).
Varying Treasure
Whenever considering treasure, the Narrator should customize rewards to the needs of the game, the logic of the ongoing story, and the party’s desires.
Customizing Magic Items
Randomly assigned treasure doesn’t take into account the party’s classes or favorite weapon types. Some Narrators like to swap randomly assigned magic items for those that are more useful to their adventurers. For example, if one of the PCs is a greatsword-wielding herald, the Narrator might alter a randomly generated sun blade longsword, making it a greatsword instead, or even trade a robe of the archmagi for a holy avenger. In a party containing a wizard, the Narrator might convert some randomly-generated scrolls of cleric spells into wizard spells.
Incidental Treasure
Sometimes the party stumbles into a small amount of wealth that doesn’t constitute a treasure hoard. They might pickpocket a noble, defeat a beast in its lair, or ransack a merchant’s storeroom, but Narrators don’t need to count or keep track of incidental treasure. Grant an incidental treasure whenever it feels appropriate. When in doubt about whether incidental treasure is present (such as after defeating a minor adversary or after searching a room), roll a 1d6. On a roll of 4–6, incidental treasure is found.
To randomly determine incidental treasure, generate a treasure with a Challenge Rating of the party’s average level – 1d6 (minimum 0). A low-level party defeating a bandit sentry is likely to find a handful of silver or gold coins while tier 4 adventurers might win a few hundred platinum in a dice game—in either case, what’s gained is a fairly insignificant amount of money to the party.
High and Low Treasure Campaigns
When using the standard treasure rules, an adventurer finds an average of 6 or so permanent magic items over 20 character levels, along with enough money to buy a seventh, legendary item. Narrators might prefer more frequent treasure rewards and more fabulously wealthy adventurers, or to run a campaign with a lower level of magic or even no magic items at all.
Narrators that consistently grant more than double the amount of treasures per level (say, one treasure hoard per character per level) should raise the difficulty of combat encounters and exploration challenges. A well-equipped party of mid-level or higher can easily handle a steady diet of hard encounters, and probably has enough tricks to consistently succeed on medium and hard skill checks. Raise the level of challenge by including more deadly combats and more difficult obstacles to overcome, as well as encounter elements.
When running a low-treasure campaign with few magic items, Narrators can expect a combat that’s rated medium to provide a stiff challenge. A combat that’s rated as a hard challenge may offer significant peril. Magic-poor adventurers don’t have as many ways to escape the consequences of failure (extra healing, teleportation, and so on), and the Narrator should design challenges with the awareness that failure is a real possibility.
Treasure for Large and Small Groups
The above random and pre-computed treasure guidelines assume a party consisting of 4 or 5 adventurers. Smaller parties won’t find enough treasure using these guidelines, and large parties will find too many high-level magic items. Use the following modifications to give small parties fewer but richer treasure hoards and large parties more but poorer treasure hoards.
Crafting Unique Treasure Rewards. No changes are necessary to the way treasure is given or crafted, making it a great choice for unusually large or small groups. Just grant the desired amount of treasure per party member.
Rolling for Random Treasure. For small parties of 2 or 3 adventurers, the PCs only find an average of 1 random treasure hoard per level. To generate each hoard, after determining the Challenge Rating of a combat encounter or quest, use the treasure table one band higher. For example, if a treasure’s Challenge Rating is 6 (the Treasure for Challenge Ratings 5–10 table), instead use the Treasure for Challenge Ratings 11–16 table.
For large parties (6 or more adventurers), roll on a random treasure table 3 or 4 times per level (perhaps combining two or three treasure rolls into a single monster’s hoard or quest reward). For each roll on the treasure table, after determining the Challenge Rating of a combat encounter or quest, use the treasure table one band lower. For example, if a treasure’s Challenge Rating is 6 (Treasure for Challenge Ratings 5–10 table), Treasure for Challenge Ratings 3–4 table.
Using Premade Treasure. Narrators can apply the same rules as for generating random treasure when using one of the treasure suggestions from the Monstrous Menagerie. Small groups find around 1 hoard per level, using the treasure for the next hardest encounter, while large groups find 3 or more hoards, each of which uses treasure from the next easiest encounter. If there is no harder or easier encounter, or when using a published adventure module, instead double (for small groups) or halve (for large groups) the number of coins, gems, and valuables they find.
Random Treasure Tables
The following tables allow Narrators to generate an appropriate treasure for a combat or noncombat challenge. There are nine tables, each a reward for encounters of different challenge ratings.
Some treasure hoards are won by defeating monsters in battle. To randomly determine the treasure belonging to enemy combatants, total the Challenge Ratings of all the combatants to get the treasure’s Challenge Rating.
Other treasures are discovered through exploration, given as a reward, or otherwise earned through noncombat encounters. Quests like these can be assigned a Challenge Rating just as combat encounters can. A simple task or a small treasure has a Challenge Rating equal to the party’s average character level. A difficult or rewarding quest can have a Challenge Rating up to twice the party’s average character level.
Once a treasure’s Challenge Rating has been determined, find the matching Random Treasure Table and roll a d20 three times: once for coins, once for other wealth, and once for magic items. Each price category of gem and valuable (such as ‘10 gp gem’ or ‘25 gp valuable’) has its own subtable, as does each of the random magic item tables, numbered from 1 to 10.
| Challenge Rating | Average Value |
| 0 | 30 gp |
| 1-2 | 100 gp |
| 3-4 | 300 gp |
| 5-10 | 1,000 gp |
| 11-16 | 3,000 gp |
| 17-22 | 10,000 gp |
| 23-30 | 30,000 gp |
| 31-40 | 100,000 gp |
| 41+ | 300,000 gp |
Challenge Rating 0 (average value: 30 gp)
| Coins | Other Wealth | Magic Items |
|
1-5 35 (1d6 x 10) cp) 6-10 130 (2d12x10) sp 11-15 21 (2d20) gp 16-20 70 (2d6x10) gp |
1-17 - 18 10 gp gem 19-20 25 gp valuable |
1-18 - 19 1d4 rolls on Table 1 20 Table 4 |
Challenge Rating 1-2 (average value: 100 gp)
| Coins | Other Wealth | Magic Items |
|
1-5 900 (2d8x100) cp, 450 (1d8x100) sp 6-10 700 (2d6x100) sp 11-15 250 (1d4x100) sp, 70 (2d6x10) gp 16-20 130 (2d12x10) gp |
1-10 - 11-15 2 (1d4) 10 gp gems 16-20 25 gp valuable |
1-8 - 9-12 1d6 rolls on Table 1 13-18 2 rolls on Table 2, 1d2 rolls on Table 4 19 1d4 rolls on Table 5 20 1d4 rolls on Table 6 |
Challenge Rating 3-4 (average value: 300 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 4500 (1d8x1000) cp, 1100 (2d10x100) sp 5-8 700 (2d6x100) sp, 350 (1d6x100) ep 9-12 350 (1d6x100) sp, 210 (2d20x10) gp 13-16 250 (1d4x100) gp 17-20 350 (1d6x100) gp |
1-4 - 5-8 25 gp valuable 9-12 50 gp gem 13-16 2 (1d4) 25 gp valuables 17-20 75 gp valuable, 2 (1d4) 10 gp gems |
1-8 - 9-12 1d6 rolls on Table 2 13-18 2 rolls on Table 1, 1d2 rolls on Table 4 19 1d4 rolls on Table 5 20 1d4 rolls on Table 6 |
Challenge Rating 5-10 (average value: 1,000 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 3,500 (1d6x1000) sp 5-8 1,350 (3d8x10) sp, 450 (1d8) gp 9-12 700 (2d6x100) gp 13-16 700 (2d6x100) gp, 35 (1d6x10) pp 17-20 130 (2d12x10) pp |
1-4 - 5-8 75 gp valuable 9-12 4 (1d8) 50 gp gems 13-16 250 gp valuable 17-20 3 (1d6) 100 gp gems |
1-8 - 9-12 1d6 rolls on Table 1 13-18 2 rolls on Table 2, 1d2 rolls on Table 5 19 1d4 rolls on Table 4 20 1d4 rolls on Table 7 |
Challenge Rating 11-16 (average value: 3,000 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 5,500 (1d10x1000) sp, 550 (1d10x100) gp 5-8 1,650 (3d10x100) gp 9-12 700 (2d6x100) ep, 165 (3d10x10) pp 13-16 550 (1d10x100) gp, 195 (3d12x10) pp 17-20 275 (5d10x10) pp |
1-4 4 (1d8) 100 gp gems 5-8 750 gp valuable 9-12 1,000 gp gem 13-16 4 (1d8) 250 gp valuables 17-20 3 (1d6) 500 gp gems |
1-7 - 8-12 1d6 rolls on Table 1 13-18 2 rolls on Table 2, 1d2 rolls on Table 6 19 1d4 rolls on Table 5 20 1d4 rolls on Table 7 |
Challenge Rating 17-22 (average value: 10,000 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 3,500 (1d6x1000) gp 5-8 5,000 (2d4x1000) gp 9-12 2,500 (1d4x1000) gp, 500 (2d4x100) pp 13-16 900 (2d8x100) gp, 700 (2d6x100) pp 17-20 1,100 (2d10 x 100) pp |
1-4 3 (1d6) 500 gp gems 5-8 2 (1d4) 750 gp valuables 9-12 2 (1d4) 1,000 gp gems 13-16 2,500 gp valuable, 2 (1d4) 500 gp gems 17-20 5,000 gp gem |
1-7 - 8-12 1d6 rolls on Table 1 13-18 2 rolls on Table 2, 1d2 rolls on Table 7 19 1d4 rolls on Table 4 20 1d4 rolls on Table 8 |
Challenge Rating 23-30 (average value: 30,000 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 11,000 (2d10x1000) gp 5-8 4,500 (1d8x1000) gp, 900 (2d8x100) pp 9-12 5,500 (1d10x1000) gp, 1,100 (2d10x100) pp 13-16 2,500 (1d4x1000) pp 17-20 11,000 (2d10x1,000) gp, 2,500 (1d4x1,000) pp |
1-4 5,000 gp gem 5-8 2 (1d4) 2,500 gp valuables, 2 (1d4) 500 gp gems 9-12 7,500 gp valuables, 2 (1d4) 1,000 gp gems 13-16 2 (1d4) 5,000 gp gems |
1-6 - 7-11 1d6 rolls on Table 3 12-18 2 rolls on Table 2, 1d2 rolls on Table 8 19 1d4 rolls on Table 4 20 1d4 rolls on Table 9 |
Challenge Rating 31-40 (average value: 100,000 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 35,000 (1d6x10,000) gp 5-8 25,000 (1d4x10,000) gp, 2,500 (1d4x1,000) pp 9-12 5,000 (2d4x1,000) gp, 5,000 (2d4x1,000) pp 13-16 25,000 (1d4x10,000) gp, 5,000 (2d4x1,000) pp 17-20 9,000 (2d8x1,000) pp |
1-4 4 (1d8) 5,000 gp gems 5-8 3 (1d6) 7,500 gp valuables 9-12 3 (1d6) 7,500 gp valuables, 2 (1d4) 5,000 gp gems |
1-6 - 7-11 1d6 rolls on Table 3 12-18 2 rolls on Table 3, 1d2 rolls on Table 10 19-20 1d4 rolls on Table 9 |
Challenge Rating 41+ (average value: 300,000 gp)
| Coins | Other Wealth | Magic Items |
|
1-4 100,000 (3d6x10,000) gp 5-8 70,000 (2d6x10,000) gp, 7,000 (2d6x1,000) pp 9-12 16,000 (3d10x1,000) gp, 16,000 (3d10x1,000) pp 13-16 70,000 (2d6x10,000) gp, 16,000 (3d10x1,000) pp 17-20 27,000 (6d8x1,000) pp |
1-4 13 (3d8) 5,000 gp gems 5-8 10 (3d6) 7,500gp valuables |
1-5 - 6-10 1d6 rolls on Table 3 11-17 2 rolls on Table 3, 1d2 rolls on Table 10 18-20 1d4 rolls on Table 10 |
Coins
Caches of coins are found in denominations of pp (platinum), gp (gold), ep (electrum), sp (silver), and cp (copper). Fifty of any denomination of coins weigh 1 pound. A stack of 2,000 coins weighs 40 pounds and is considered to be one bulky item for the purposes of carrying capacity.
Each ‘coins’ result on the treasure table lists the average number of coins found, and then in parentheses lists the dice expression used to generate a random number of coins. For instance, a result of ‘700 (2d6 × 100) sp’ indicates that 700 silver pieces, or 2d6 × 100 silver pieces, are found.
Other Wealth
Treasures can contain non-monetary wealth: gems and valuables. ‘Valuables’ is a catch-all term for jewelry, works of art and craft, and other costly but nonmagical objects.